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Messages - MathOnNapkins

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ROM Hacking Discussion / Re: again with this MSU-1 stuff?
« on: November 29, 2017, 01:32:38 pm »
If you want to critique hacks the best place to do so is in reviews.

Newcomer's Board / Re: R-Type Tactics II (PSP) FULL PATCH RELEASED
« on: July 27, 2017, 11:53:44 am »
This thread came to the moderators' attention recently and I would like to state categorically that at this present time it would be considered a rule violation to post links to these DLC packages. If the patch itself has these links embedded, that is also rather questionable whether the patch should be hosted by RHDN, but I am not on Submission Staff so I'd have to ask them what they think.

My own suggestion would be that the patch author should provide the means to the user to "plug in" the DLC either by providing a way to input a server URL or set of URLs; or alternatively, provide the user a middleware program to slipstream a DLC archive (obtained elsewhere) into the patch before fully patching the game image. Obviously both of those would require more work on the patch author's part and change the intended dynamic somewhat.

Just because this material was obtained from a now-defunct service doesn't mean that it's abandonware. Unless it is in writing somewhere that the DLC it has been made public domain content (or under a license that is exceedingly permissive in this regard), the current method seems very sketchy to me.

Newcomer's Board / Re: SuperEverDrive
« on: June 29, 2017, 03:46:03 pm »
Hi, another issue im having if anybody could help.
I can play snes DOS games but i cant play the hacked snes WINDOWS games. Its the same with the emulator Snes9X.....anybody know how to solve this issue? very much appreciated guys.

What do you mean by SNES DOS games and Windows games? Did you get one of those old programs that packaged an emulator and a single rom together as a *.exe file?

Newcomer's Board / Re: How do I submit hacks?
« on: May 27, 2017, 11:57:04 pm »
Please don't submit roms, submit patches.

Here's a program that can create such a patch:

When you're ready to submit the patch, use the "Submit Files" link on the sidebar.

Note: this thread was moved out of Personal Projects b/c that subforum is for WIP projects, not announcing the release of something. This is the most appropriate subforum I could think to move it to as it's, strictly speaking, not a rom hack, but a custom setting for emulators.

Also, your images seem to require someone to be logged in to ngemu in order to see them. Consider uploading them somewhere more generalized so they can be seen.

If you want to advertise a Patreon or Kickstarter, keep it to your forum signature. If you want to suggest it as a hack, there is a thread for that on this forum and you can sign up on for an account and edit the relevant wiki page there.

Programming / Re: source code for importing NES levels?
« on: February 24, 2017, 02:07:51 pm »
Closed b/c this isn't really a programming question or discussion about a programming topic. If you want someone to code a remake of a game, either you (renegade74) or the person you've convinced to do work for you will have to do the reverse engineering involved. That is, unless someone else has already done the relevant research, documentation, and programming to extract the code and assets in a format that will be readily convertible into a remake.

Datacrystal peeps: Is this more suitable for the wiki instead?

ROM Hacking Discussion / Re: Mario strikers charged hack/mod
« on: November 11, 2016, 11:06:09 am »
This thread was moved out of the Personal Projects subforum as I don't think it would comply with its rules. Once it has been edited to conform to those guidelines, PM myself or another mod and we will move it back and delete this post.

I modified that address with 1F 05 instead of the 1F 15 which is the one by default and I get all red flashes instead of dull red/green/blue ones.

So did you change one or two bytes? As long as you just change the byte at 0x067E6F (unheadered) and keep the value there in the interval 0x00 to 0x1F, you should see a spectrum of intensities. 0x00 would be no tinting of any color, 0x01 being hardly noticeable, with the effect becoming markedly less subtle with increasing values.

Code: [Select]
0003A50D: 03 18
0003A50E: 03 18

Adjusts two consecutive entries in a data table. Those extend the last two states in the Ether Medallion animation to make them last 8 times longer.

Code: [Select]
00067E6F: 1F 05

Modifies the immediate operand of a LDA instruction. This lowers the intensity of the flashing colors that tint the title screen as the sword is dropping into place. Instead of cycling between tints of full intensity red, green, and blue, it's now cycling between dull red, green and blue.

Code: [Select]
00075805: 0E 02
00075818: C0 40
00075819: 01 00
0007582C: 38 08

Modifies immediate operands to ADC instructions in a routine that adjusts colors to gradually tint more towards white. IIRC this is used when the seal on Ganon's Tower is being broken by the Crystal Maidens. The tweaks put in place cause the flashing process to take about 7 times longer.

Code: [Select]
000DE03C: 72 70
000DE03E: 9C 95
000DE040: FF 57

These modify the lower bytes of entries in a large table full of palettes. The first two reduce the red component, and the last change reduces the red and green components of a color. Which palettes? It would take more effort I'd rather not do at the moment to figure that out. Best I can say at the moment is that they are palettes meant for BG tiles in indoor parts of the game. Specifically, my notes mark them as "DungeonMain BG palettes (6 in each group)"

I already basically investigated these several months ago b/c someone in a Zelda IRC channel asked me about them. I figured they would have put that information up somewhere, guess not?

I am curious to know how this music pack mechanism thing works though. The emulator program would have to monitor something to know when to load the right track and sound effects. And I would also assume that they'd have to emulate the SPC-700 to at least some degree to not break anything as there are infinite loops where the S-CPU awaits responses back from it.

Edit: It does appear that all of the other changes were to data that gets fed to the S-APU, and it is a massive quantity of changes. Maybe that's how they accomplished this trickery? Presumably the "APU" in the Wii U is just a fake and the program being uploaded is for a simpler virtual device that plays the appropriate sounds / music when fed the right numbers? I don't have that rom so it would be hard to deduce whether it's real SPC-700 code and data, but I am leaning towards probably not based on what you've said.

Personal Projects / Re: Super Toad Allstars + World (Toad Hack) Update
« on: October 31, 2016, 11:00:26 am »
It would be useful to actually tell people what kind of help you need. Otherwise, they can only speculate.

Programming / Re: NES programming job
« on: October 28, 2016, 12:23:34 am »
This goes against the forum rules (soliciting work, paid or not). In the future, please use our Help Wanted Ads or another site like the one dougeff mentioned.

Personal Projects / Re: BOF3 Editor Ver 0.1a
« on: June 27, 2016, 10:37:25 pm »
Please upload this file to a site that isn't going to spam our users with silly survey ads (and potentially worse). I have removed the link. I tried downloading it with noscript enabled and even after enabling a few of the ad domains (on Linux) to see what would happen I still couldn't download it.

Script Help and Language Discussion / Re: メデューン Medyun?
« on: May 03, 2016, 11:36:46 pm »
I think that tryphon is referring to the fact that "merd-" at the beginning would suggest an interpretation of something like "Shitdusa" to speakers of romance languages.

Oh, I figured at first it was an Afghanistani rebel, but I guess that would make no sense as that was way after his death.

Gaming Discussion / Re: Sega embraces game modding.
« on: April 28, 2016, 11:06:43 pm »
first 50 and last 50 pages...

Looked it up, it's actually first 25 and last 25 but whatever. If you have trade secrets or highly proprietary code it appears you can blank sensitive portions out too. They seem pretty flexible at the copyright office.

Really though living on the doe is really common in this scene. I know because my mom, who does social work, interacts with women who are sitting home drawing state aid for their babies while they twiddle with their PCs all day.

So? What else are they going to do? Certainly people on state aid are not living the high life, and would be doing something to pass their time regardless of the existence of a video game modding community. That could be doing crosswords to playing frisbee. Is your argument that they should receive money for making Mario Maker maps to supplement their meager income (which could jeopardize their ability to get state aid)?

... paid fan operators...

Ah, well at least some of the fandom is getting paid then.

standard rumor mill bullshit they used against NEC

I should say that none of this has any relevance to me as I have no special fondness for Sega, having been a Nintendo devotee for most of my early life. I would almost say the scale still tips slightly towards animosity against Sega, for no better reason than old habit. So you think Sega is all smoke and mirrors and intellectual property is a complete fiction. Do you have some alternative paradigm to suggest or do you just have some sort of grudge (or like to complain about things you have no control over)?

Gaming Discussion / Re: Sega embraces game modding.
« on: April 28, 2016, 08:43:20 pm »
It's telling that they just dumped the ROMs without the source. The source would have been something, or even an address list. But apparently they are too insecure to do so... or they don't have source anymore to begin with.

If Sega's development process was anything like I understand Nintendo's to be, they wouldn't have the source to third party games anyway. If we assume this to be true, what was submitted was likely one or more floppy disks with an binary image or spanned image of the game, along with some information about what kind of memory mapping to use. I think you are drawing sinister conclusions from what is likely just a plain end result of the game submission process of the day. I also can't imagine licensee developers have ever been required to submit source code to a game publisher or gatekeeper like Sega or Nintendo. That would seem like an incredibly lopsided agreement.

Not to mention that ASM source with labels is not a great aid to programming, particularly on a system as constrained as the Genesis.

So it's bad that they didn't provide any sort of reference information about these ROMs, but it you think it would have been useless anyway? I can understand that you might be partially thinking out loud, but this is slightly confusing to read.

But now users have shown they are desperate to be fleeced, and the gates of exploitation are sadly swung wide open. I don't think it will last... I think programmers are gonna rebel rather shortly. I think there will even be unions and anti-maker contracts drawn up to prevent this kind of thing from continuing. But in the meantime, we get to watch the sad spectacle of self-debasement that I'd hoped I'd never see.

I've played many games over two decades that had an active modding scene. People that play mods play them because they want to continue feeling a similar experience that that game created, or even a superior one. What you see usually is that people with a dramatic surplus of time (people who are still in school) are the ones creating these mods / hacks. Myself now being much older I find it hard to justify the expense in terms of time when I am getting paid at a real job. It seems to me that you assume everyone is static and isn't constantly reevaluating the costs and tradeoffs of participating in a modding community. I started off feeling like rom hacking was an cool, altruistic activity, labors of love you know, and I still do. But I have more skills now and less free time. If I had plenty of time and money, you can be sure I would be feeling more willing to dump time into these projects. And obviously that is my own analysis, some people will value their time differently.

I think your criticism that releasing maker software to users who have no hope of using them gainfully is also overly cynical. People play games to waste time and more importantly, be entertained. Not everyone doing it is out to make a buck. Most people that have given it more than a cursory thought will realize that if you want to sell a game you will likely be forced to create your own intellectual property. Also, as for "anti-maker" contracts. I think you're missing the point that for a maker software to be appealing, you have have some intellectual property in play in it that is appealing in the first place. That doesn't put programmers and artists out of a job. I would find your argument more compelling if game companies were crowd sourcing their level designs and art design from customers and then turning around and repackaging them for sale with no compensation to those users.

Gaming Discussion / Re: Sega embraces game modding.
« on: April 28, 2016, 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.

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