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Messages - snarfblam

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Hacking"/"Original Translation"/"Original Work" credits are intended the be used to credit the individual(s) who originally made the hack or translation on which your addendum is based.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

Site Talk / Re: Now theres a cap on submissions
« on: June 08, 2016, 07:03:41 pm »
If it's the right ROM, the CRC32 will match. :P

That's kind of the point. You need to be sure you're working with the right ROM. If you use a (PRG0) ROM and the patch is meant for (PRG1), it may appear to work at first but problems can start popping up partway through the game. And people have been known to do things like release hacks based on bad dumps, betas, etc.

I think the GBA classics are just emulated, possibly with some hooks to do things like autosaving passwords. I don't know if the mapper hack/expansion would cause a problem.

One snag there is that the "author" may not refer to an individual but rather a group, whereas credits are for individuals. It would still require user intervention. It could potentially increase frustration if credits become an obligatory part of the submission, causing rejections when mistakes inevitably happen.

Not that I'm arguing against streamlining the process, those are just the considerations.

I'm personally increasingly concerned that, given the quantity of ROM/ISO info additions listed as "Public Maintenance", the testing and/or verification of the info being added is minimal if it's being done at all. I hope I'm wrong, but if not, the information being added is no more useful or accurate than a general suggestion to use a verified good dump.

Personal Projects / Re: Newer Super Mario Bros. DS
« on: May 06, 2016, 09:39:10 pm »
I'm gonna take a wild guess and say xdelta

You need to know how the ROM is mapped into CPU address space. That depends on the mapper used by the game. For example, MMC1 (Zelda, Metroid, etc., etc.) divides the ROM into $4000-byte banks. The last bank is mapped to $C000-$FFFF, and any other bank can be mapped into $8000-$BFFF. So, suppose you're looking to break when the byte at 0x13056 is read.

First subtract $10 to account for the iNES header, giving you 0x13046. Divide that by $4000 to get the bank number, which gets you 4. Then, keep subtracting $4000 to get the location within the bank within question. Stop when you get a number that is less than $4000. (In other words, you want the modulus, i.e. remainder of the division we did.) In this case it will be 3046. Since bank 4 isn't the last bank, it will be mapped in the $8000 region, thus our address is $8000 + $3046 = $B046. If you create a breakpoint for reads on $B064, the emulator will break when you want. (It will also break if the same location is read in a different bank, but that usually doesn't create a problem.)

That might sound like a pretty big headache for every time you need to convert a ROM location to a CPU address, but with some practice you'll get to the point where you can do it in your head in a second. Again, this is just an example using MMC1. Different mappers will use different bank sizes in different configurations. You can look up detailed documentation on sites like NESDev for the various mappers.

How does an assembly opcode read from ROM? Can anyone shed some light on this?

The CPU doesn't know anything about mappers or banks. That's all handled by the cartridge. In effect, every time the CPU accesses the ROM, the cartridge does the above conversion.

Newcomer's Board / Re: FCEUX Hex editing question
« on: April 14, 2016, 07:17:54 am »
The byte is frozen or you have cheats on? Try right-clicking the byte.

o_O  This was one of the biggest and most popular games when it came out.  Everyone I knew growing up loved it.

I knew of it, but never once played it as a kid.

As far as I am aware, the auto-merge counts as an edit, and an edit to the most recent post of a thread flags it as unread.

ROM Hacking Discussion / Re: Proposal: IPS Revision for CRC checking
« on: April 03, 2016, 10:08:57 am »
Looks pretty good to me. One or two nitpicks:

Quote from: Original
        To correct this, new patches should give a faux-offset for the metadata which will put the mangled data in a section
        of the file that will be overwritten by a future normal Data block.


Quote from: Suggestion
        To correct this, new patches must use a faux-offset for the metadata that will place the mangled data in a section
        of the file that will be completely overwritten by the following normal Data blocks.

And although it is implied by the above, for clarity it might be best to add:

Quote from: Suggestion
        Faux-offsets for metadata blocks must place the mangled data within the bounds of the resulting file.

I'm guessing it's a "Communist Mario" hack, as it's been called when people have done Super Mario World hacks like it.

Like so.

Front Page News / Re: ROM Hacks: Communist Mario 3 Released!
« on: April 01, 2016, 05:29:47 pm »
When I'm done I'll see if I can remember to dig up this thread and post reaults. If anyone else is interested in getting a cartridge, let me know.

Consider yourself letted knowed.

ROM Hacking Discussion / Re: Proposal: IPS Revision for CRC checking
« on: March 31, 2016, 05:56:09 pm »
I think it would totally be worth it. It doesn't make the current patch format mess any more complicated. Worst case scenario, it doesn't catch on and we end up with a handful of patches that are slightly bigger than they need to be, best case scenario it supersedes LIPS and the world is a better place. Regardless of the final details, I'd definitely incorporate the functionality into my own IPS code.

Gaming Discussion / Re: Favorite Roguelikes/Dungeon Crawlers
« on: March 30, 2016, 01:59:30 pm »
I'd never played any Roguelikes until I found Pixel Dungeon for Android (free and ad free, but I enjoyed it enough to donate a few bucks). Since then I've tried a couple others, but nothing that appealed to me much. I wouldn't mind trying more. I'd just rather it be something relatively clean and simple, though.

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