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Messages - Revenant

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1
eh isn't it like a placeholder so people can put them there when they happen? oh this is for translations of homebrews? Yea I've never heard of any translations of homebrews. Do any even exist?

"Hebrew", not "homebrew".

2
Programming / Re: Question about how NES hackers do ASM
« on: June 19, 2016, 01:47:15 am »
I use my own version of xkas which I added NES support to and other things, but it's based off of v14 whereas everyone else always used v06, which has its own slightly different/incompatible syntax. You might find it useful, though. The (only) Windows build is here.

The only thing I've actually released using it is some patches to accompany my Kirby's Adventure editor, but it's probably a decent example of how to use it to patch a NES game.

(Don't mind the fact that I start comments with "//;" - the actual syntax is just "//" but I added the semicolon just for the sake of syntax highlighting that I was too lazy to change at the time :P)

3
I feel like fceux could also check the bank its being read from and break if my condition is met.

As I mentioned in your other thread, it already can.

4
Programming / Re: 65816: Direct Page vs Absolute Operand
« on: May 17, 2016, 12:55:58 pm »
Most of the time a two-digit literal address (like $50) would be interpreted as a direct page address rather than a normal absolute one. However, most assemblers have a way to specify a specific address size (e.g. "lda.w $50" would read the absolute address $0050, and likewise "lda.l" for a long address). The syntax varies from one assembler to another.

5
The download here is the same build as the release tagged "073+2" on GitHub. EmuCR provides more up-to-date builds here: http://www.emucr.com/search/label/bsnes-plus

6
I meant to mention this much earlier, but there's actually an undocumented setting for that in bsnes-qt.cfg (located in %AppData%/.bsnes/ on Windows, ~/.bsnes/ everywhere else). Changing "input.modifierEnable" from true to false will allow you to bind modifier keys by themselves instead of using them as part of key combos.

I added an actual checkbox for that (as well as "input.allowInvalidInput", which lets you press opposite directions on the D-pad at the same time) to the Input tab in the latest revision, which may or may not show up on EmuCR sometime in the next 24 hours, or you can modify the config file manually (and see what other interesting settings are available).

7
Gaming Discussion / Re: Odd thing with SNES text
« on: May 02, 2016, 09:19:20 am »
Snes9x also uses the console's current resolution to display text, so any game that uses hi-res or interlaced modes will make things like framerate/input displays become narrower or smaller.

8
Gaming Discussion / Re: Comparing game localizations
« on: April 26, 2016, 09:05:37 am »
I think we can probably exclude games like Duke that were given an M rating, though.

9
Gaming Discussion / Re: Comparing game localizations
« on: April 26, 2016, 01:54:14 am »
Mega Man 7 comes to mind:



(couldn't easily find a better screenshot than this weirdly dark one on GameFAQs)

10
ROM Hacking Discussion / Re: Screenshots
« on: April 24, 2016, 07:57:11 pm »
Oh hey, finally another KALE user

I guess I should work on the editor a little more at some point.

11
Gaming Discussion / Re: Sega embraces game modding.
« on: April 21, 2016, 10:50:44 am »
Sega is not even close to the first company to make level-editing functionality available via Steam Workshop or any other means. To the best of my knowledge, it has never had any significant impact on the availability or sales of completely different games by different developers. Neither has Mario Maker, for that matter. It's something designed to appeal directly to people who are already dedicated fans of a given game/series.

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The level of conditioning and manipulation is already awesome... the real reason this community is small is because people are afraid. So many people know this site exists and the tools, and they've been wishing for years that they could produce something meaningful with them but they know they risk prosecution by the publishers. (if I had a nickle for the number of single moms living on state aid who say they've experimented with the tools here...). Now they can. We've been willing pawns in their hype gambit.

So... it's bad because people will want to mod games using official means instead of unofficial tools developed by amateur hobbyists? Who cares?

12
Site Talk / Re: How do I generate a valid checksum for an snes rom
« on: April 09, 2016, 09:39:59 pm »
The emulator (and the SNES itself) doesn't actually care what the checksum is, so you don't have to worry about generating a valid one until your ROM is "finished" (and you can use a separate tool to generate one at that point).

The actual problem is probably that you're trying to put the header at $7FB0, not $FFB0. It'll be located at offset $7FB0 in the actual ROM file, but the "org" directive uses CPU addresses, not file offsets. (Likewise, the first section will be located at offset zero, since $008000 is the CPU address where the first byte of a LoROM cartridge is located).

13
Gaming Discussion / Re: GDC emulation talk "It's just emulation"
« on: April 09, 2016, 08:50:19 pm »
Interesting how he slams pirates in the summary text

I don't think "those darned software pirates" was supposed to be read as a serious attempt at condemning piracy, especially since multiple times throughout the talk he specifically does the opposite (i.e. giving due credit to people who get labeled "pirates" by the game industry just for trying to keep out-of-print games available to players).

14
Front Page News / Re: ROM Hacks: Communist Mario 3 Released!
« on: April 01, 2016, 02:33:32 pm »
Would be more effective if Mario == Putin.

Putin isn't a communist.

Also digging the box art/manual, nicely done.

15
Personal Projects / Re: SNES-CD / Playstation BIOS
« on: March 30, 2016, 02:11:24 am »
It probably resembles the Turbo-Duo BIOS. Like the Turbo Duo and Sega CD, the SNES-CD loads tracks to RAM 2KB at a time. Major hassle... that's why CD file systems were invented.

Where do you get 2kb from? According to fullsnes, the BIOS can read up to 32kb from disc in a single transfer (which is also the maximum size of a single file on the SNES CD cartridge's SRAM).

(Bear in mind that there's nothing requiring the BIOS to only be able to transfer a single disc sector into RAM at a time.)

16
ROM Hacking Discussion / Re: Ever notice weird things in a ROM?
« on: March 29, 2016, 06:51:32 pm »
[edit: misread post, whoops]

17
ROM Hacking Discussion / Re: Ever notice weird things in a ROM?
« on: March 29, 2016, 01:08:37 pm »
There's no verification either. Almost everything on TCRF about the unused Industrial Area stage in SNES Final Fight is incorrect.

Speaking as one of the site's admins, there's plenty of verification. But you can't really expect the relatively small staff to be able to verify every detail of the nearly 8,000 games currently represented on the site. This is the whole purpose of allowing other users to edit articles (or, at the very least, make issues known on an article's talk page instead of just making an offhanded mention somewhere where there's no guarantee that anyone who cares will actually see it).

18
Newcomer's Board / Re: Transposing music of Kirby's Adventure
« on: March 22, 2016, 09:43:56 am »
My notes linked above have a complete list of effect commands, though I'm not able to add them to the Data Crystal article at the moment.

19
ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: March 10, 2016, 08:27:22 pm »
Some people have alleged that Visual BASIC is inferior to Visual C because it's buggier.

I think far more often the issues is not that it's buggier, but that it's specifically designed for simplicity at the expense of flexibility (and performance). There are good reasons why literally no systems code in existence is written in any BASIC dialect.

(Also, "Visual C" is not a thing that exists. I assume you meant Visual C++, which is a development environment, not a language.)

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Personally I find BASIC, visual or not, many times easier to deal with than C. For one thing, object overloading becomes confusing, makes many C++ programs languages unto themselves.

C and C++ are two different languages.

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For another: MAKE. Don't get me started there. I think MAKE turns people off from C++ more than anything else... many people refuse to try to learn it because they know that they have to deal with MAKE.

Using make is by no means mandatory for C/C++ programming. And if you're using Visual C++ or another similar toolchain as mentioned above, it's probably not even going to be part of the equation. The whole reason IDEs exist is to simplify the development process.

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Finally, the interpretation burden. I have no difficulty making sense of well-written BASIC. C/++/# on the other hand, even when well written, requires deep concentration to make sense of.

I think this depends primarily on how familiar you are with C and its descendants. While C certainly does have more of a learning curve than any given BASIC dialect, there are so many languages that inherit its syntax that a basic understanding is considered a pretty fundamental skill for most programmers to have.

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C also seems to promote shorthand variable names which make code less self-documenting.

No more than any other language does. What's stopping anybody from writing "let a = 5" in BASIC?

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That attitude is incomprehensible to me, for several reasons. While it may be true that people who prefer BASIC have less talent as programmers than people who prefer C, there is nonetheless a much larger pool of them, and they tend to be more enthusiastic.


There is basically no correlation whatsoever between enthusiasm and ability. A reasonably skilled programmer (i.e. a non-beginner) can usually pick up the fundamentals of a new programming language more or less over a weekend.

While modern BASIC dialects may be good for a first language, I would absolutely not recommend it to anyone for any kind of long-term production purposes. It's specifically designed to be a simple language for simple tasks; trying to write something as complex as an emulator or debugger in any flavor of BASIC is going to get hairy and cumbersome fast.

Quote
Additionally, BASIC, with its GOSUBs and GOTOs, is actually more like ASM than C is (at least on the surface), so it's not a huge learning curve for someone who is familiar with QB64 to start working in Z80 or 6502. In summary: the community is likely to grow if we push BASIC as the language for developing debugging tools.

GOSUB is functionally equivalent to a simple function call in nearly any other language, and GOTO is something that also exists in C, with identical functionality (and is also a really bad thing to encourage people to use except when they absolutely know what they're doing).

Aside from those two things, there is basically no meaningful resemblance between any BASIC dialect and any assembly language - and if there was, why would you encourage people to use it as their primary language? The whole reason people use high(er) level languages is because they are ideally as far from assembly programming as possible.

(Meanwhile, C is basically as low-level as it gets when it comes to non-assembly programming languages, to the point where most compilers support inserting assembly code directly into C programs.)

20
ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: March 09, 2016, 03:55:49 am »
Improving machine translation is something people have been trying continuously to do at least since the 1950s, if not earlier. The fact that (e.g.) Google Translate ignores sentence structure in favor of pattern recognition is arguably one of the reasons it even manages to sometimes produce something vaguely comprehensible; otherwise, as furrykef points out, you could turn one perfectly structured sentence into another and end up with something that is technically sound, but so disconnected from the source material in actual meaning that an actual human translator would consider it unusable, if not completely meaningless.

To wit, and to look in the opposite direction for a minute, how would you machine-translate "Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo" into Japanese?

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