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Messages - MathOnNapkins

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Gaming Discussion / Re: Sega embraces game modding.
« on: Today at 02:56:03 pm »
Quote from: zonk47
I thought this forum had a no-advertising rule.

We do, but it's not always clear cut what constitutes advertising. If it's a link to something that would be of general, broad interest among users, and does not have the appearance of furthering the self-interest of the user that posts the link, then it's probably okay. While possible, I doubt anyone here works for Sega or has any financial or social stake in the success of this product.

LOL @ Performa...my family had one of those. I actually managed to get iNES running on it. Remember iNES?

...It occurs to me that most people probably don't.

Macintosh Performa was one of the most ironic product line names ever. My family had the 637CD in particular. Running Marathon: Infinity custom maps on it would sometimes crash due to the lack of a floating point unit when it encountered a divide by zero. This caused the whole OS to crash with an error message I imagine most Mac users never saw, with a scary looking bomb icon in the corner.

I didn't do any emulation until we had a Windows 98 machine. The thought never even occurred to me to look for one for the Mac b/c it seemed underpowered in comparison.

Front Page News / Re: ROM Hacks: Roll-chan 3 Improvement RELEASED!
« on: April 17, 2016, 08:56:32 pm »
Just to be clear folks, it's pretty clear that this is not a nude patch; not by intent anyway. See kuja_killer's post earlier in this thread for reference images of Roll Chan from Megaman 8. (Yes I had the same thought when I saw the screenshot, perhaps the patch author(s) will amend the graphics in a subsequent revision to avoid this visual ambiguity).

Site Talk / Re: For anyone currently trying to contact Dr. Floppy
« on: March 23, 2016, 12:03:54 pm »
1. If you need to contact a user while they're banned, please find some other way to do it. Many users don't want the email they registered with publicly listed, so it would not be cool for us to just hand that out. SMF 2.0 currently doesn't provide enough granularity to ban someone from posting while still allowing private messaging. If we had that option we would have left it enabled.

2. Moderation decisions are not up for public discussion and further posts on this subject with regards to any user's moderation status will result in Rule 1 violations, possibly escalating to ban. If you find out someone has been warned or banned and really need to express a viewpoint on the matter, PM me or another mod and we will try to listen and give feedback. Please, do not use the "Contact Staff" link on the side bar as that is just for issues dealing with site content like hacks and documents.

3. We don't try to penalize people for having specific political or social viewpoints. It matters to us much more how you say something than what you say. It's the difference between between calling someone a string of expletives versus stating all the reasons you think they are wrong. Again, see Rule 1 of our forum rules.

Personal Projects / MOVED: Super Mario Land 1 & 2
« on: January 23, 2016, 08:10:18 pm »

Script Help and Language Discussion / Re: Mizzurna Falls
« on: October 25, 2015, 07:21:33 pm »
On our wiki, datacrystal, there's a page for requesting translations of games / hacks. Asking for work of this nature on the forum violates our Rules of Thumb (see the Newcomer's board for those).

ROM Hacking Discussion / Re: Super Goomba Bros. ROM hack.
« on: October 25, 2015, 07:18:54 pm »
Create a patch file such as IPS, UPS, Ninja, etc and post a link to that instead. You can also submit the file to the site and it will eventually generate a news article, but we also don't accept roms as submissions.

Locked thread because it's not relevant to this forum.

hossbags2: Please make your request on our wiki:

Posting of this nature in the future could result in warnings from the moderation team, just fyi.

ROM Hacking Discussion / Re: Uyjulian's SPC to IT Converter Project
« on: October 05, 2015, 10:42:12 am »
Moderator's Note:
This topic was split off from a different topic that was more general concerning converting SPC files to MOD files. Also serves as a bump because the origin thread is currently higher up.

Moderator's note: This thread had the tail end of it split off into another thread. It can be found here.

Personal Projects / Re: Castlevania Aria of Sorrow spoofs update
« on: September 01, 2015, 06:57:46 pm »
Yes, please update your original thread. You can edit the original post and bump the thread (but don't bump it too frequently please). We don't need tons of threads for the same project / subject.

ROM Hacking Discussion / Re: A question about SNES SPC Data
« on: July 22, 2015, 01:47:37 pm »
SPC files consist of a minimum 256 byte (but could be larger) header meant for music players, a 64 kilobyte savestate of the S-SMP RAM, and a 256 byte savestate of the S-DSP registers. They are laid out in that order in the file. If you don't know, the S-SMP is what is commonly referred to as the SPC or the SPC-700, and it's the microprocessor along with 64K of ram. The S-DSP is another component that actually generates and mixes all the audio output. It's somewhat tightly coupled with the "SPC-700" as a whole. I don't know the specific techniques that people use to dump SPC files, but I imagine it could involve intentional slow down and possibly manipulation of game variables via cheat codes or use of a debugging emulator.

This approach only works, of course, if all of the song's data is held within the APU's (S-SMP) RAM at the time the savestate is stored. There was a small push in the past to rip SNES audio in a formats more analogous to that of the way PSX and GBA music is stored. In such a format, code on both the S-CPU and the S-SMP side would have to be packaged into the image. But again, one would only need such a format for music that needs updates from the S-CPU side after having been put into motion.

The long and short of it is that people doing SPC rips probably don't need to know all the specific information you're asking about, but I imagine for some games it could be of use if things were to go wrong, or they wanted to start the SPC at a specific time index (rewind, essentially). I imagine a lot of people doing rips just figure out enough to get the songs they want to play and then just savestate at an opportune time. Some games also have sound tests, which would make things much easier.

As for how you find music in a game, that could vary somewhat depending on your skill level and skill set. As someone that can debug pretty well, I might just look for writes to the $002140-3 registers and that would tell me at some point when music was being uploaded to the S-SMP.

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