Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mauron

Pages: [1] 2 3 4 5 6 ... 13
Newcomer's Board / Re: How to use Geiger's Trace Logger? (SNES)
« on: May 22, 2016, 03:22:10 pm »
I just checked a random hunch - The issue I was having occurs Tabbed Output on and Squelch off. This is the output that combination of settings produces.

Code: [Select]
HC:0220 VC:000 00
A mass of whitespace at the beginning was omitted. That seems to be the only combination of settings with an issue.

Newcomer's Board / Re: How to use Geiger's Trace Logger? (SNES)
« on: May 21, 2016, 02:21:15 am »
What version of Geiger's debugger are you using? Mine, with "squelch" off, fails to display most of the data.

Site Talk / Re: What The Heck is this site!?
« on: May 01, 2016, 09:16:19 pm »
My tests on pinging their site:

www4.gameulator.net: (RHDN)
www.gameulator.net: (Gameulator website)
gameulator.net: (Gameulator page on YouTube)


cvm_tool info -p zxcv AREROFS.CVM

[] and <> are information for the user about the command. I forget what <> is used for, but [] indicates that part is optional.

Newcomer's Board / Re: Trying to make an RPG Maker 2 (SFC) ROM hack
« on: February 26, 2016, 03:20:30 am »
I haven't used RPG Maker 2 (SFC), but I have played RPG Maker 2 (PS2), which came with a short demo game. The opening post suggests the SFC version was the same. As long as the data is structured the same in both, it's a matter of locating the default game, locating the custom game in SRAM, and possibly expanding the ROM/moving into a new bank. As long as the entire game stays within the same bank, there's no need to worry about switching to 4-byte load commands - just find where the bank is set and change that.

It still would be a lot of work, but not that bad.

Site Talk / Re: Bug report section for Utilities?
« on: February 22, 2016, 10:56:12 pm »
How would utility authors address bug reports? If I release a utility, someone reports a bug, and my new version fixes it, can I have a giant green check mark and the word fixed appear by the old report?

[!] means verified good dump, but that doesn't mean anything in regards to the header.

One thought - remove the .3_Headerless part of the filename, and change IPS to lowercase. It's possible Multipatch is confused on the extension, and doesn't know what to do.

If that doesn't work, try JPS. It's a browser based ips patcher, but you'll need Firefox, Chrome, or a recent Opera to run it. It doesn't play nice with Safari at the moment.

Gaming Discussion / Re: crazy prices for NES games
« on: February 08, 2016, 01:15:11 am »
My roommate occasionally likes to look up prices on his boxed Bubble Bobble part 2. Looks like the lowest at Amazon with box and manual is $499.99.

Newcomer's Board / Re: Xenosaga Episode 1
« on: February 06, 2016, 02:36:11 am »
It's possible the game copies the stats to a second location while in the menu. Try changing one of the other two locations outside the menu, then going into the menu.

Also, I would strongly recommend using a debugging PS2 emulator over Cheat Engine. Cheat Engine is designed to hack PC software, so it loads the emulator and game as one thing. You also can't easily see what the PS2 is doing, for when you get into more advanced hacking.

Site Talk / Re: Long delay in loading certain pages.
« on: February 03, 2016, 07:24:43 pm »
No luck on removing it from my end, but I noticed it only appears when I'm on the Jazzy theme.

Code: [Select]
<script type="text/javascript" src="http://gettopup.com/releases/latest/top_up-min.js"></script>
That line shows up between the stylesheet and favicon, on non-board pages.

Site Talk / Re: Long delay in loading certain pages.
« on: February 02, 2016, 03:52:33 pm »
I ran the scans, it looks like there were a couple non-tracking cookie items removed. I'll check again tomorrow, and see if it pops up again.

Site Talk / Long delay in loading certain pages.
« on: February 01, 2016, 07:21:13 pm »
When going to the documents/utilities/rom hacking sections for the first time in a while, I get a delay of ~30 seconds with the text "Connecting to gettopup.com..." in my status bar. After the first page load, later pages do not experience the same delay, but the problem reappears after an unspecified period of time. The problem has been ongoing for several months.

It's not about porting the patch over, it's about making a patch between two different ROMs. You use the Japanese ROM as a base, and the English ROM (With any patches applied) as the modified ROM. The resulting IPS will contain ~90% of the ROM, but will work for the situation described here.

Newcomer's Board / Re: Chrono Trigger Sprite Expansion
« on: January 27, 2016, 02:09:49 am »
My original idea was to have a possibility to revert Frog to his human form, depending on your decision at North Cape. That was expanded to an any character toggle since it wasn't much more difficult to do that way, and the generic code would be more useful to others (Check if Frog and check mode vs determine character and check mode).

The current project will switch the character's sprite data, which controls sprite packet, sprite assembly, animations, palette, and size (PCs must be size 0 by default - hacking can allow for size 1 sprites, but that's a different project). I wanted to alter techs as well, but that was starting to get messy and was why I originally shelved the project.

What I have right now... is rather messy. I think some of my ideas were too far off from what I needed to do.

Newcomer's Board / Re: Chrono Trigger Sprite Expansion
« on: January 26, 2016, 08:47:52 pm »
I've been looking into this possibility off and on for some time now, and you're the second person who asked about it recently, so I'll try to make some progress.

I used one byte to store the flags for each character's current state, in the standard order. Some of the code had been hacked to load an alternate set, but I wasn't finished.

Newcomer's Board / Re: temporal flux help
« on: January 11, 2016, 10:05:35 pm »
The changes for making a consumable rock are pretty easy with the original techs. You'd need to store 0x80 to that tech's offset. You could insert the new code where the erase rock tech code is now.

I don't think I ever released anything, but I think I still have it.

That's part of it, although lately the big annoyance is fixing the location events so 8thy runs properly (simple, but tedious. 8thy's event needs to be after Magus's, and certain event commands will need to be adjusted to handle the moved event). The graphics aren't compressed (although if they were Temporal Flux could handle that part), but you will need to know how to arrange the tiles.

Newcomer's Board / Re: temporal flux help
« on: January 11, 2016, 07:01:01 am »
You'd have to make a consumable item to teach the tech, which would require an ASM hack. You'd also have to disable the code that clears existing rock techs. It's not to complicated if you know what you're doing. I'll put it on my massive todo list.

Newcomer's Board / Re: temporal flux help
« on: December 27, 2015, 05:05:13 pm »
If you're adding new skyways, you can reuse the existing rooms. There are 0x200 locations available (0x1F0-0x1FF being overworlds), which define a map and event packet. You can also limit the viewable area, for larger maps to be separate areas. Most of Truce is on the same map.

Once you start with this it becomes an addiction.

It really does. I started fiddling when Prophet's Guile got released, and haven't stopped.

Newcomer's Board / Re: temporal flux help
« on: December 25, 2015, 01:57:53 am »
I was having a little luck with shifting the item display to handle a fifth entry on the item list, but the problem had to do with some memory juggling when starting a battle. Looking over my notes, there may or may not be room for an extra accessory in the character data. There's one full unknown byte that I can't confirm the usage of, which I suspect was going to be a second set of status immunity flags at one point.

This level edit would not be possible to do with Temporal Flux. I may be able to write a menu editing plugin at some point, but it would only allow you to alter existing functions, not add new ones.

Newcomer's Board / Re: temporal flux help
« on: December 22, 2015, 11:27:46 pm »
I've played with the idea of two previously, but didn't quite figure it out. It's nothing that could easily be done in an editor, unfortunately.

If you were willing to sacrifice armor and helmets, it would be more likely.

Pages: [1] 2 3 4 5 6 ... 13