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Messages - snarfblam

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1
Site Talk / Re: Homebrew Section?
« on: April 18, 2014, 05:32:12 pm »
Excellent. I'll be glad to give it a whirl.

2
ROM Hacking Discussion / Re: Post XP ROM hacking survival guide?
« on: April 13, 2014, 10:03:14 am »
8 is none of those things. It's a piece of garbage- a worthless husk of an OS Microsoft vomited up in an effort to stay "trendy".

As far as the Windows 8 rage, it could not be more misplaced. Yes, the whole Metro interface is pointless, but it's also pretty easy to ignore. Took me about five minutes to change some settings and default programs and seal it away. (That was 8. In 8.1 half the work is already done for you.) People like to rage against the start screen too. Well... the incremental search works exactly the same, and if you want to look through all your programs, it's a lot easier if they're laid out fullscreen with large icons instead of packed into a vertical list. It's the old Windows 95-XP start menu that got me into the habit of not using the start menu at all for anything ever.

It strikes me as childish that people rage at Win 8 because they changed the skin and added (an admittedly stupid) feature that you can ignore wholesale. I don't mean to be a champion for Windows 8, it's just that the misguided foaming-at-the-mouth hate directed toward it becomes tiresome.

As far as Post-XP in general, judging from my own experience, there really shouldn't be an issue. I've never had to use DosBox. If you're hell-bent on using DOS software, though, it's there and it works fine. These days VB6 seems to be the most common issue, and that's a distribution issue, not a compatibility issue. OCX files were mentioned. Just like a normal DLL, they have no special OS requirements unless they are programmed that way (i.e. badly). The real issue is that they are not bundled with Windows anymore. They've never been considered a core part of the OS, but were included as dependencies for other software. At any rate, software should be distributed with an installer or packaged with dependencies. I know that's not what usually happens (and I've been guilty of this in the past), but if the author distributes the program correctly, it should run fine.

What sort of compatibility issues does XP mode solve that compatibility mode does not? I've never had to use either.

3
ROM Hacking Discussion / Re: Metroid Map and Saving Hack
« on: March 31, 2014, 08:59:58 pm »
So this happened:
Spoiler:

I still have a little more work to do for the next "official" version, but here it is in its current state. Metroid + Saving + Wavy Ice + Corner Map + Pause Map + Wall Jump.

https://dl.dropboxusercontent.com/u/12027218/Metroid%20Saving%200.4.notdone.ips


4
ROM Hacking Discussion / Re: Metroid Map and Saving Hack
« on: March 30, 2014, 09:28:20 pm »
Hey, what about down button to shoot when you jump?
That's a great idea. Get on it!

5
ROM Hacking Discussion / Re: Metroid Map and Saving Hack
« on: March 29, 2014, 12:34:00 pm »
Ah, apparently that is the automap patch.

Quote from: Automap Hack Readme
Metroid AutoMap patch v1.0
Copyright 2002-2004 Parasyte

When I heard automap patch, I was thinking more like the pause screen map in Super Metroid.

In case anyone wants the IPS or ASM (right-click and "save target as...", otherwise the IPS may open as a text file within the browser). These are temporary links.

https://dl.dropboxusercontent.com/u/12027218/Temp/walljump.ips
https://dl.dropboxusercontent.com/u/12027218/Temp/walljump.asm

https://dl.dropboxusercontent.com/u/12027218/Temp/met-map.ips
https://dl.dropboxusercontent.com/u/12027218/Temp/met-map.asm
https://dl.dropboxusercontent.com/u/12027218/Temp/metmap%20readme.txt

It wouldn't be all that difficult to incorporate the automap hack into Metroid + Saving, and use the map data and graphics used by Metroid + Saving, but I've never been a fan of the automap hack because it tends to cause sprite overload and things look glitchy.

Edit: I should probably just submit these hacks to the site. I will do this.

6
ROM Hacking Discussion / Re: Metroid Map and Saving Hack
« on: March 27, 2014, 08:50:35 pm »
I wasn't aware there were two different wall jump hacks. What, exactly, is the difference in how they behave? This is the only one I've seen, by Parasyte:
Spoiler:
Code: [Select]
; This code allows for a wall-jump in Metroid (NES)
; Copyright 2002-2004 Parasyte
; http://parasyte.panicus.org/
;
; The above copyright notice may not be removed or changed.
;
;
; Notes:
; Simply overwrite the data at file address 0x01CADF (38 bytes, max)
; with this code. Then set the hook by patching 0x01CC34 to 0xCF,0xCA


.org $CACF ;assemble our code to run at this (CPU) address
;.mem 8 ;setup accumulator and index regs for NES code
;.index 8


;--constants
BtnRight = $01 ;Joypad button definitions.
BtnLeft = $02
BtnDown = $04
BtnUp = $08
BtnStart = $10
BtnSelect = $20
BtnB = $40
BtnA = $80


;--pointers
JoypadDown = $12
Joypad = $14

JumpSpeed = $0308

DoJump = $CD40 ;Makes Samus Jump

WallToLeft = $E880 ;Checks for a wall to the left of Samus, returns result in C flag: Set = no, Clear = yes.
WallToRight = $E88B ;Checks for a wall to the right of Samus, returns result in C flag: Set = no, Clear = yes.




;--Entry Point
; Inputs: None
; Outputs: None
; Description: Checks if Samus is able to wall jump, performs action if possible.

lda JoypadDown ;Is A button just pressed?
bpl exit

lda #BtnRight
bit Joypad ;D-Pad Right held?
bne +

asl
bit Joypad ;D-Pad Left held?
beq exit

;Check if able to wall jump to the left.
jsr WallToRight
bcs exit
bcc ++ ;Branch always.

;Check if able to wall jump to the right.
+ jsr WallToLeft
bcs exit

++ lda JumpSpeed ;Is Samus in a slow decent?
bne exit

jsr DoJump

exit:
jmp $CCC2 ;Bye-bye!


there is an auto-map hack

I've seen Parasyte's corner map hack, but this is the first I've heard of an auto-map hack.

Is it on RHDN? I couldn't find it. If not, care to share a link?

7
ROM Hacking Discussion / Re: Metroid Map and Saving Hack
« on: March 25, 2014, 05:42:02 pm »
I've never seen a Metroid hack with automapping. It sounds like you might be talking about MDBtroid, which includes a full-screen map when you pause and allows you to enable/disable obtained powerups while paused, but it actually does this with LUA scripts that only work in FCEUX.

As far as combining hacks, Depending on the nature of the hacks, it can be a risky proposition. Patches are often incompatible and can overwrite parts of eachother. Most Metroid hacks will be incompatible with Metroid + Saving because Metroid + Saving expands the ROM and moves things all around.

8
Newcomer's Board / Re: Trouble opening patches
« on: March 22, 2014, 12:50:56 pm »
Well, the official No-Intro hashes seem to be calculated without the header, which usually makes sense because some headers contain some junk.

Yep. No-Intro hashes don't include the header. These will match the hashes that emulators provide (SNES9x, FCEUX, and others). TOSEC and GoodTools include the header, and will match what a general file hashing utility will give you.

9
Site Talk / Re: Homebrew Section?
« on: March 22, 2014, 12:45:40 pm »
snarfblam, you want to see the full license text in the entry? The GPL and LGPL text for example are very long.
Sorry, I wasn't clear on that. The license should be included in the archive. Listing the name of a standard license directly on the project page might be convenient, but that alone is not necessarily adequate and if submitters are presented with a field for the name of the license, they might conclude that that's all that's needed.

10
General Discussion / Re: Common misconceptions about computers
« on: March 21, 2014, 05:23:05 pm »
Minimizing the amount of risks is indeed the sensible solution for a tech-savvy person, instead of using some anti-virus program for continuously removing problems that never should exist to begin with.
The more computer literate types who are using anti-virus aren't using it that way. It's a safety net. I've only gotten one virus that I'm aware of (although it affected several thousand files before I caught it). If I were running A/V at the time it wouldn't have happened. Running NoScript and being careful of what I click on seems to be serving me very well, but there are still ways for them to slip through.

11
Newcomer's Board / Re: Trouble opening patches
« on: March 21, 2014, 05:18:26 pm »
I've run into problems where 7zip couldn't open .rar files. In one case, 7zip couldn't even open a .7z file because it used compression settings my version of 7zip didn't support. So my first suggestion is to try updating or using a different archive tool.

12
Site Talk / Re: Homebrew Section?
« on: March 19, 2014, 09:37:12 pm »
Ah. Very nice! Thoughts on the fields present: Source Code Language seems important for homebrew. In theory it might make sense to make this a text field. On NesDev, I've seen a Lisp compiler for NES as well as some NES-specific languages (NBASIC, Family BASIC, and Atalan). That's just NES. I have no idea as to whether there are other languages available for other consoles. In practice, I doubt you'll see much besides ASM and C/++, though.

Perhaps you could do a write-in for Source Utility that would create a new database entry, in the same manner as you would a new author. Source License seems good for at-a-glance reference, but I think the license text should still be included. Unlike hackers, homebrewers tend to put more consideration into licenses. I don't understand how Modifications is applicable to homebrews.

I'd like to see both tech demos and hardware tests here, and distinguishing between the two makes sense to me.

13
Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: March 19, 2014, 06:17:35 pm »
By the time infidelity is done with that hack, I don't think there'll be anything left from the original game.

14
General Discussion / Re: Common misconceptions about computers
« on: March 19, 2014, 06:13:21 pm »
Unless you're running some VERY SPECIFIC software like games, simulation, video editing/rendering or anything of that sort, anyone is good with 2GB.

Not everyone uses their computer the same way you do. I use my computer a certain way that jives with the way my brain works and makes things easiest for me. Increasing from 2 to 4 GB produced an appreciable difference, same for 4 to 8 GB, and same with the addition of an SSD.

The same could be said about hunt-and-peck typing. It seems as silly to me as it does to you, but I don't feel sad for people who do that because it works well enough for them and they're fine with it. They're using the computer the way they want to.

I will say that I'm a lot happier with MS Security Essentials than with Avast, but Avast was great when I didn't feel like paying for anti-virus and didn't have many free options.

15
Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: March 16, 2014, 03:13:14 pm »
Based on this review, it sounds like that is exactly the case.

16
Newcomer's Board / Re: How to apply multiple patches?
« on: March 10, 2014, 10:05:53 pm »
It's entirely possible that two patches can be incompatible.

17
Newcomer's Board / Re: How to add a game to this site
« on: March 08, 2014, 10:16:25 pm »
When you are submitting a hack or translation for a game not already listed on the site, you can add the game at the same time using the "New Game Write-In" at the bottom of the form.



You're encouraged to edit the newly created game page to add any missing info.

18
Site Talk / Re: mteam's Translation Fixes
« on: March 07, 2014, 10:40:48 pm »
Appending or prepending zeros to any file will produce a different hash result with any hash algorithm. (This is somewhat vital to the function of hash algorithms.) So, yes, zeroing out a header will produce a different hash than a ROM with no header at all. And, since there are at least five "SMC" header formats you'll find out in the wild (all zeros, SMC, SWC, UFO, and Pro Fighter) that will produce different hashes, a hash for a headerless ROM is much more useful.

19
ROM Hacking Discussion / Re: bad coding in roms
« on: March 05, 2014, 05:44:30 pm »
In most cases, a game with significant slowdown is probably just poorly programmed, or outright asking too much of the hardware. I've heard that the FDS versions of Metroid and Zelda exhibit less slowdown. I don't know if that's true, but if it is, there's really no excuse for worse NES performance other than a hurried port.

Are there any other NES games that use an AI system for player 2? I mean, something more code-intensive, like shooting in all directions and jumping, not just moving around.

In Conquest of the Crystal Palace, when you summon your little dog buddy, he runs all around the screen attacking enemies and avoiding obstacles, and he seems to do a pretty decent job too. He even seems to be able to traverse moving platforms with some success. No slow down to speak of, either.

20
Site Talk / Re: Anti-Piracy Circumvention Measures
« on: February 17, 2014, 07:47:39 pm »
I cannot understand why some people believe, that they can have a copyright or a patent on math. A programm in the very detail is nothing more than a huge binary number, therefore a number. It's something like 42 but only bigger. Do you get what I mean here?

This logic doesn't make sense. By this reasoning, anything that can be represented on a computer can be thought of as a number. A 1MB ROM image? Just a 8,388,608-bit number. My avatar? Just a 87,840-bit number. A song? A movie? Just big numbers, right?

A program is not an equation. It's not a series of numbers. It's a composition of many, many parts. Much in the same manner that a novel is a composition of characters, events, details, et cetera, a program is composed of (absurdly numerous) thoughtfully connected pieces of logic, data, and often many assets which, in and of themselves, are subject to copyright.

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