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Messages - Revenant

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The nesdev forum thread "Why no SNES homebrew scene?" comes to my mind as well.

Well, I think part of it is because the NES (as well as the SNES and Genesis) are what the majority of people in the hacking and homebrew communities grew up with, so naturally they're a popular target for that reason.

As for NES homebrew and hacking specifically, I think there's another specific reason: because it's easier. (Usually.)

Front Page News / Re: Translations: BS Super Aleste English Patch Released!
« on: February 04, 2016, 06:04:30 pm »
- BOTH inexplicably cut song #02.  I'm not sure how the order of the music is effected, but I believe it's different.  (There was actually a patch from 2011 on this site that corrected the music -- can be found at: http://www.romhacking.net/hacks/744/ ... FYI!)

It occurred to me some time after making that patch that the removed song is like 80% lifted from "Fine Time" by New Order. Presumably someone noticed and had it removed to avoid copyright infringement.

As for the BS version differences, the cartridge header is literally the only thing that was changed from the retail version:

Code: [Select]
1:10:52.01 D:\games\roms\snesroms
>fc/b "Super Aleste (Japan).sfc" "Super Aleste (Japan) (BS).sfc"
Comparing files Super Aleste (Japan).sfc and SUPER ALESTE (JAPAN) (BS).SFC
00007FD0: 20 FF
00007FD1: 20 00
00007FD2: 20 00
00007FD3: 20 00
00007FD4: 20 00
00007FD5: 20 9C
00007FD6: 00 A0
00007FD7: 0A 30
00007FD8: 00 20
00007FD9: 00 10
00007FDA: AD 33
00007FDB: 00 01
00007FDC: 09 13
00007FDD: F7 08
00007FDE: F6 EC

So the patch can (presumably) also be safely applied to the original Japanese version as well.

Anyway, nice work! It's good to see what is probably my favorite SNES/SFC shmup get some more love.

Programming / Re: Algorithm for best optimizing string compression?
« on: February 04, 2016, 12:00:35 am »
I definitely knew it as DTE originally, when used non-recursively.

I'm surprised Wikipedia claims byte-pair/digram encoding wasn't publicly described until 1994, given how simple it is. In fact, I've personally found one obscure example that is dated 1993 (and I decompressed all of it by hand, which was rather interesting to slowly watch, given the text). I'm curious as to what the real earliest example of it in the wild is.

Programming / Re: Algorithm for best optimizing string compression?
« on: February 03, 2016, 07:07:51 pm »
Yes, "recursive DTE" is the same as dictionary compression with the following differences:
  • Dictionary entries can reference other dictionary entries
  • The length is always 2, so the length of each word do not have to be stored

Is this functionally different from what's usually known as byte-pair encoding?

ROM Hacking Discussion / Re: Maldita Castilla
« on: January 31, 2016, 10:47:43 pm »
"data.win" is the usual archive name used by Game Maker (Studio?) games.

There's a QuickBMS script for them available here: http://aluigi.org/papers/bms/yoyogames.bms

Newcomer's Board / Re: Satellaview Games Hacking/Translation
« on: January 31, 2016, 12:06:26 am »
Sorry to necropost but did you finish the translation of bs kaizou? Or are you still working on it? no english rom exist on the internet and that game is pretty good and prety underrated.

Not yet. I'd been working with a second translator after DS became preoccupied with stuff but then both of us more or less became too busy with things as well. I'd like to have it finished sometime this year though.

General Discussion / Re: Most Well-remembered ROM Hack Contribution
« on: November 18, 2015, 09:33:44 pm »
I enjoyed seeing bsnes-plus getting use on one of puresabe's (the author of Rockman 4 Minus Infinity) hacking streams, which made me feel a little accomplished. I wonder what their thoughts on it are; if only there wasn't the language barrier there...

Game Grumps discovered my Kirby's Dream Course editor a while back, which I was happy about (like "finally, people are actually using this thing...") Since then a lot of their viewers made dozens of levels which have been really nice to see, because it makes all the time I wasted on that editor seem worthwhile. It was definitely a challenging game to use for my first serious attempt at a level editing tool, so seeing all that creative effort coming out of it is pretty rewarding.

(I know the OP only asked people to name one thing but whatever)

64-bit builds (including accuracy) are now available in the OP.

Going forward I'll probably keep publishing both 64 and 32-bit builds (but most likely only 64-bit for accuracy).

November 17, 2015, 06:21:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've uploaded newer 64-bit builds which should be a fair bit faster than the previous ones (blame me not bothering to switch away from outdated sjlj-based tools until now...)

If you were experiencing slower emulation with the x64 builds (especially with coprocessor-based games) that shouldn't be an issue anymore.

It's been a while. Here's version 073+2. I didn't do everything with it that I actually wanted but I think it merits a new release at this point, and maybe this'll spur me to work on it more often. Download(s) in the original post.

Changelog [mostly scraped from commit messages in no particular order]:
Code: [Select]
Replaced original memory editor with a new, faster and better one [Revenant]
Added hotkeys for breaking and stepping in the debugger (F5 through F8) [Revenant]
Added new "Sound Viewer" window to tools menu [Revenant]
Removed "enable" checkbox from breakpoints, now enabled by R/W/X setting [Revenant]
Re-enabled quickload/save menus [Revenant]
Frame count added to CPU/SA1 traces [Revenant]
Fixed cycle timing issue introduced by debugger in previous release [Revenant]
Slightly improved SPC700, SA1 and SuperFX disassembly [Revenant]
Fixed MMIO mapping on SA1 bus (fixes crash with Marvelous and possibly others) [AWJ]
Various emulation, build, and other improvements [AWJ]
Backported various OpenGL, Direct3D, and rawinput fixes from bsnes 081+ [mziab]
Fixed potential GUI deadlock when Windows system menu is opened [Revenant]
Improved BPS/UPS/IPS soft patching support [mziab, Revenant]
snesreader no longer advertises RAR support that it doesn't actually have [mziab]
Backport newer File Extractor from VBA-M. LZMA2-compressed 7zip archives work now [mziab]
Various build fixes, mostly for clang / Mac OS [Optiroc, AWJ]
Nicer OSX app bundle (custom icon and retina support enabled) [Optiroc]

If there's something I was going to add / should have added but didn't, feel free to poke me about it anyway.

64-bit accuracy builds are still coming eventually.

Newcomer's Board / Re: Having some trouble applying an IPS patch
« on: August 08, 2015, 08:28:12 pm »
Probably, since Lunar Magic still expects ROMs to be headered (and will apparently will now add a header automatically to ROMs that don't have one).

I have no idea why it still does, since SNES copier headers haven't actually had any useful purpose (other than making distributing patches a hassle) for more than 15 years at this point, but that's probably a discussion for somewhere else.

I'm able to get the debugger to break at that address several times in a row when entering areas from the overworld or moving between maps (such as entering/leaving Mario's house). Make sure you have "SA-1 bus" selected as the breakpoint source and that it's set as an execute ("X") breakpoint.

HARVEST MOON SNES US smc with header


Moving from screen to screen. This address should fire when entering the farm during spring. The address show up as red in hex viewer. I've confirmed with Geiger's it does fire.

I don't ever see 80C520 being executed, but I can put a breakpoint on a similar-looking section of code right before that and it breaks as expected when entering the farm:

Would it be possible to get this to work more appropriately with Super Mario RPG as well?

There's a certain chunk(s?) that are clearly read but you cannot log them, trace them or anything.  It's like they don't exist even when it's clearly right in your face.  It's something to do with the SA-1 chip that causes the problem with emulators.  There's also a really awkward bit of forcing bank switching repeatedly instead of just flipping them all on to display all data. I'm not sure if that last one is really workable but the first part is EXTREMELY important as it makes debugging certain things impossible.

Can you be more specific?

Which ROM / what address / what were you doing to try to trip the breakpoint?

ROM Hacking Discussion / Re: [SNES] Tools
« on: July 31, 2015, 10:57:11 pm »
I'm also working on a newer bsnes-based debugger here: http://www.romhacking.net/forum/index.php/topic,19640.0.html

Hasn't been updated in a while, but I plan to continue working on it pretty soon.

Crossposting my reply from nesdev, because why not

Hopefully I'll be working on it soon now that things have been slowing down at work, which has been eating up most of my programming time lately; developing C++/Qt applications like this one (and my other main projects as of late) is also what I do for a living, and sadly I don't have an unlimited amount of time to put into the same general thing every single day :P

Gaming Discussion / Re: Strategy games for SNES
« on: July 01, 2015, 07:48:36 pm »
Both Majin Tensei games are really good

Gaming Discussion / Re: Need help identifying a golf game
« on: June 30, 2015, 01:01:54 am »
The game you're thinking of is "Nice de Shot" for the SFC.

The bad news is that that text isn't actually part of the game; a former tcrf.net co-admin and I were having some goofy discussion about the game's Engrishy title (and that of a different SFC golf game) and somehow it led to the creation of the two doctored screenshots you can still see in his signature at that link.

Gaming Discussion / Re: ZSNES has been comprimised.
« on: June 28, 2015, 09:28:49 pm »
By your logic, all Atari 2600 games should be totally bug-free, or the occurrence of bugs should be extremely unlikely.
How'd that work out in reality?

... Probably pretty well? Which bug-ridden 2600 games did you have in mind?

Using that as an example doesn't make a lot of sense to me, since "simple" is not at all how I'd describe programming for the 2600, no matter what the scope of the actual game is.

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