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Messages - snarfblam

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ROM Hacking Discussion / Re: NES Development Problems, with NMI
« on: August 14, 2016, 03:59:58 pm »
The Nerdy Nights tutorials will teach you just about everything you need to know to get a minimal NES homebrew up and running. It'll probably help you avoid a lot of mistakes. I read through this tutorial . Even though I already knew ASM I found it very instructive.

General Discussion / Re: is there a map out there for 'metroid origin'?
« on: August 08, 2016, 05:48:59 pm »
going all old-school-eight-year-old-map-making

Am I the only one who enjoys that?

Worse case scenario, you could open it up in a level editor, right?

Original was 128 KB program ROM (graphics included).

New is 512 KB program ROM + 256 KB CHR ROM = 768 KB.

That doesn't mean that all 768 KB is being used. I think nearly all the space for graphics is being used, and there is in the ballpark of 180 KB free in the program ROM.

The corner map can easily be disabled by painting the associated tiles with transparency (color slot 1 in TLP)

This. Note that having the map "there but invisible" will not incur any graphical consequences. It's always drawn with the absolute lowest priority.

That said, since this request has come up more than once, I wouldn't mind looking up exactly what would need to be tweaked to disable the map properly in order to free up some cpu cycles as well. Difficulty: the bytes to change can potentially move around with each build, so the hex tweak will be different for any revisions that might be released.

Site Talk / Re: Wiki: ROM map guidelines.
« on: July 15, 2016, 05:00:10 pm »
I think tvtoon is recommending that people provide more context for their ROM maps. Just as you need to know whether you're dealing with headered or unheadered offsets for NES or SNES, you need to know which file or which particular image you're referring to with when it comes to optical media.

I've actually already made a 999 rupee hack. I can dig up the source if it'll help, but I'm guessing it can be made to work fine with the 255 limit.

Site Talk / Re: How to submit a hack I don't own
« on: July 12, 2016, 05:37:31 pm »
Gotta include the ROM hashes, dude. I filled it in and approved the hack, but please verify that this is the ROM you used with the patch:
Super Mario Bros.(Japan, USA).nes

File SHA-1: EA343F4E445A9050D4B4FBAC2C77D0693B1D0922
ROM SHA-1: FACEE9C577A5262DBE33AC4930BB0B58C8C037F7
ROM MD5: 8E3630186E35D477231BF8FD50E54CDD

You can check in the message log in FCEUX if you don't have another utility.


Site Talk / Re: What's up with all the noncompliants right now?
« on: July 11, 2016, 11:45:25 pm »
Blame the company you keep.

You don't really need to explain yourself to me. If I'm not welcome, the rest is moot. But guilty by association is not how we operate on this side, so I hope you understand submission staff isn't singling out BHDNers. I've got nothing against you guys.

Site Talk / Re: What's up with all the noncompliants right now?
« on: July 11, 2016, 10:15:19 pm »
Pope didn't pull the trigger, your staff did. Laying all responsibility for this on him is disingenuous as fuck.

I don't feel at liberty to share it, but if you were privy to the staff discussion regarding this matter, you would know that's not true. The intended message may have been, "if their hacks get hosted, why can't mine," but given that they were removal requests, it came across to us as, "if my hack doesn't get hosted, neither should these." On that basis, the hacks that were flagged for removal were examined and it was decided that many, in fact, did not meet the guidelines for what we allow. If you're not convinced, well, there's not much more we can do about that.

The bigger point is that we aren't trying to be combative. That just makes blow-ups blow up bigger. Hopefully the matter is settled and next time concerns can be addressed a bit more directly and amicably.

So why did you spend weeks watching our chat feed without contributing a word? You pretty much walked into the frying pan.

Same reason I lurk in half a dozen irc channels. I mean, you knew I was there. I wasn't being sneaky. I opened it up because I was checking out your site. I even peeked at it from time to time. Eventually it got lost in a sea of tabs and never got closed until my computer crashed. You know, Rotwang, I don't think we've ever butted heads unless you want to count this thread. Do I have ulterior motives because I'm RHDN staff? That seems like a non-sequitur, but I guess the takeaway is I'm not welcome at BHDN. ¯\_(ツ)_/¯

Site Talk / Re: What's up with all the noncompliants right now?
« on: July 11, 2016, 06:11:25 pm »
Please be sure to make submissions only in good faith.

If the removal of my hack was in "good faith" so are these submissions...If asking for equal standards to be applied is somehow "bad faith" then i am left a bit confused as to the meaning of "standards"
 OR "good faith"

I dont want anyone to get the wrong idea here. I was not intending for removal, i was trying to make a point for reinstatement.

I don't know where the confusion is. Making a submission "in good faith" means that the submission is genuine, not spam, not done with underhand motives, and not rhetorical. It means if you flag something as non-compliant, you mean to say that it is non-compliant.

The attack helicopter hack was flagged as non-compliant. Staff reviewed it and agreed. (And, maybe I'm confused, but I recall initially rejecting the hack for the same reason only for it to be resubmitted and approved by a different staff memeber. If that's the case, are you really surprised it got flagged and removed? I mean, really?)

You guys put your foot down. Additional hacks were flagged as non-complaint. We took them at face value, examined the hacks, and removed them. You got what you asked for. We treated your submissions and requests exactly the same as we treated everyone else's, as was always the intent and motive. I'll repeat it. That's what you were asking for.

I want to be excruciatingly clear on these points:
  • RHDN submissions are subject to RHDN policy and rules, TOS for RHDN's hosting, and, of course, any legal concerns such as liability and copyright, within reason. They are not subject to blatant personal or political bias or an individual reviewer's taste. We are human, and therefore not always perfect or consistent, which is why we are always willing to listen to and address concerns.
  • You guys are the community. Everyone, including the "BHDN crew". Your opinion is paramount and as long as you can engage in civil discussion, we want to hear what you have to say.
  • The submission queue is not a place to mount a protest or make a point. I'm pretty serious about keeping it drama free, so I'm asking again that people only make legitimate submissions.

I'm here to help. I don't have an axe to grind or a point to make. And I'd like to not be roped into drama.

Site Talk / Re: What's up with all the noncompliants right now?
« on: July 10, 2016, 02:07:59 pm »
smacks of favoritism and political biases.

I love it when we have people shouting in one ear about how we'll allow any kind of garbage (naked princess peach, anyone?) while different people shout in the other about us pushing our politics through censorship.

I had no problem with the nature of the hack. I thought it was a shame it didn't meet the criteria. Give it a little more work and polish and I'll happily approve it. You may not believe me, but the political beliefs of RHDN staff are a little more diverse than you conclude, and they don't come into play when approving submissions. You may regard RHDN staff as the enemy, but we have given you and will continue to give you every bit of dispassionate consideration you deserve and then some.

Oh, just to be clear, habitual abuse of the submission system can result in the same type of discipline as on the forum. The RHDN forum may be drama central, but I very much like to keep the submission queue drama free. Please be sure to make submissions only in good faith.

Well Grimlock just nina'd me, but I'll post this anyways.

If "Rogue Dawn" is gonna have a save system, how will that work?

It's the same saving system as in Metroid+Saving or mOTHER with some under-the-hood changes to accommodate differences between Rogue Dawn and the original game. The save system has three save files which each basically automatically remember and enter the password for you. That's a bit of a simplification, but the bottom line is when you die or manually invoke the saving menu the game remembers your equipment, your health, which red doors you've opened, and which area you're in. When you resume your game you'll spawn at the elevator at the beginning of the area.

Any time the original game would have prompted you with a password, Rogue Dawn will prompt you with a save menu. The button combination to access the save menu has been tweaked to make it a little more convenient (you won't need to have a second controller configured).

I hope this hack would be released before I die of old age :C

I also hope this hack is released before I die of old age.  :D

It's almost there. At this point, each day that goes by equates to bugs being squashed, things being tweaked, or last minute goodies being worked in. Good things come to those that wait. Better things come to those that wait a bit longer!

Your best bet is to use a patch format like BPS or XDelta. These both support delta encoding which means your patch won't include large blocks of the original ROM just because you moved some banks.

Site Talk / Re: How to do correct PS1 screenshots?
« on: July 02, 2016, 08:46:02 am »
Great googly moogly!

In epsxe press F8 - it'll show up in the /epsxe/snap/ directory. Use p.e.op.s soft GPU plugin for pixel accurate screenshots, or pete's open GL for high-res 3D.

The problem with needing the original patch for your patch to work, that means the original hack author must never update his hack or it could become incompatible with the addendum.

Which is why you should probably note which version the addendum is intended for.

I don't understand what "originally patched work" means. From the example page it seems that this means "translated game".

I think it might be clearest if it's explained in terms of how the end user applies the patch. He starts with a vanilla unmodified ROM, he applies the patch for the hack or translation on which your addendum is based, and then he applies the patch for your addendum. In other words, your addendum patch should only contain your own work.

I also disagree with the credit part here. If Addendums require a patched image and do not contain work from the base patch, I see no reason to credit the authors of the original patch. Yes, I'd throw a thank you to readme or such, but listing them for the Addendum gives an impression that they worked for it specifically.

The "Original Hacking"/"Original Translation"/"Original Work" credits are intended the be used to credit the individual(s) who originally made the hack or translation on which your addendum is based.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: June 27, 2016, 08:09:32 am »
could you please flip that 180 then? And while you're at it, that Ghostbusttssss thing needs to be removed. That's unbelievably offensive.

Do you want to team up with others and myself so that we can do something to get this hack removed and the creator banned permanently?

I'm gonna chime in real quicklike here, and then never come within a mile of this thread again. I doubt I'll ever be able to change your mind and convince you of the importance of tolerating things you disagree with or are offended by. I doubt you'll ever understand the irony of your intolerance. But at the very least, I have a sliver of hope that you can come to understand that you're barking up the wrong tree. You're not going to blow in here, change the rules to suit your beliefs while disregarding everybody else's, and oppress the dissenters by retroactively enforcing your new rules.

It's not going to happen. This is not the place for it. If you want to understand what this place is about, see Chronosplit's post.

Programming / Re: Question about how NES hackers do ASM
« on: June 22, 2016, 06:02:41 pm »
I actually wrote my own assembler, one part for the intellectual exercise, and one part to suit my own needs. It's pretty basic and uses rather standard syntax (including ASM6- and Ophis-style anonymous labels) and supports patching multiple locations with a single code file, and can produce symbol files for use in FCEUX and generally outputs IPS patches.

Prior to that, I used batch files to assemble various ASM files (using ASM6) and patch the resulting binary files into a ROM. For me, a complete build process is essential. It makes it easy to manage revisions and impossible to accidentally corrupt your ROM.

Personal Projects / Re: Zelda II Editor - Sword II - Work in Progress
« on: June 17, 2016, 06:09:08 pm »
Huh... there must be hard-coded checks for which items are in which palaces. I'm guessing with a little debugging, you could work out single-byte changes that would fix that.

Gaming Discussion / Re: Impossible gaming memories.
« on: June 17, 2016, 06:02:01 pm »
From when I was little, I have a very clear, vivid memory of the last level in Contra having two of the big shrimp-barfing mouth things.


The memory was so clear and strong and convincing that I had argued with people about it and, at some point, went on a google quest to hunt down a version of the ROM that matched my memory. Eventually I realized I was wrong, felt betrayed by my mind, and my life was never the same.

Zelda II

I had something similar happen. I beat the game, and where it normally starts you over with the same levels you beat the game with, the level shown for my health was what looked like a shield icon. Weak enemies did massive damage (slimes were one-hit kills with four "hearts" of health) and stronger enemies did very little damage. As a kid, the nature of glitch (corruption) wasn't obvious to me, especially since the shield icon convinced me that I'd somehow unlocked some sort of secret feature. Years down the road I was able to reproduce the glitch using the hex editor in FCEUX, although I couldn't locate a tile that looked like an 8x8 shield icon.

Personal Projects / Re: Zelda II Editor - Sword II - Work in Progress
« on: June 13, 2016, 04:43:13 pm »
Hot damn. One of these days Trax I gotta dig into your documentation so we can have Windows equivalents of your utilities.

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