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Messages - snarfblam

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21
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: January 06, 2017, 08:45:16 pm »
Also, I'd like some clarification on the legality of hacks and emulators.

Hacks are largely a legal gray area (haven't really been legally challenged beyond things like C&D and DMCA which don't set legal precedents) and emulators are largely considered to be legal. You could dissect the finer points of it ad nauseam, but if you want to do that there are already other threads that better serve that purpose. If you want the most definitive, reliable advice, of course, consult a lawyer.

22
News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: January 05, 2017, 04:12:03 pm »
My understanding is that they didn't start making VLDC compilation hacks until 7

23
Discussion regarding Pokemon Prism, C&Ds and DMCA can go in the appropriate thread.

24
I use an underscore on this forum because spaces are not an option

You wouldn't think so, but they actually are. Anyways, they might not look so great in credits, but as far as I know it's being allowed.

25
There are already other threads devoted to the Prism C&D and the subject in general.

And let's drop this subject, please?!
So please, can we move on?

Pretty please?

26
Alright, so just to be 100% sure, these are the names as they are being inserted. Please double check them because otherwise they're being pasted into the ROM from this list verbatim.

@J^P, the font does not have a carat.

Code: [Select]
TRAX
MRRICHARD999
MIKH
INFINITYS_END
METROIDMST
MAYO
MARVIN WIMBUSH
MOLLY ANDERSON
JACOB MAXNER
LINK
SACRED HOOVES
ADVANCED PILLOW
JOHN ENIGMA
SEANPH
SAMPLERINFO
LAPUTAN MACHINE
JONY MARCONDES
RICKARD SIIRA
OMAR YAKOVLEV
W7N
J'P (no carat in font)
KOH1FDS
QWASER TRESA
MEGA MAN MODEL T 101
RT-55J
EL_SEYF
TAHAZZAR
HENGKI KUSUMA ADI
ZIKO
SKINESPARK1983
AURORAXPHILIC
GIOVANI-COSPEFOGO
TOKYOBATMAN
RABBITBONES
SATOSHI MATRIX

27
Programming / Re: Flip a tile by recalculating the bytes?
« on: December 13, 2016, 04:53:07 pm »
That's not a great image to test this sort of thing with. It looks like you're just swapping bitplanes, which in that case produces the same result as a horizontally flipped image.

I believe you need to reverse the order of the bits for each byte. So eight times for each byte, shift the source byte left, take the bit you shifted out, and shift it right into the destination byte.

28
News Submissions / Re: Utilities: bsnes-plus v073+3 released
« on: December 04, 2016, 04:11:39 pm »
You mean like Nesticle? I highly doubt it. Even on NES that only worked with games that fed tile data directly from the ROM. There's no practical way of tracking which tiles in video memory came from what locations in the ROM, especially when there is compression involved.

29
We're close, but I can't offer a date.

Testing is done. We got quite a lot of feedback and we're diligently working through the list of bugs and problems as free time permits.

30
Please remember to be considerate with regards to spoilers

Not that you've ruined anything for anyone, but all the same try not to get into specifics in the public thread, please.

32
Is it known when game would be released to public? :C I really want to freely discus it and post some videos  ::)

Testers have found plenty of issues for us to fix. We're working on squashing bugs, but hard to give a realistic ETA. Please remember to be considerate with regards to spoilers even once the hack is publicly released.

Some people have an adverse reaction to "begging" (requests or asking for news/updates); it's generally frowned upon. Not going to lose sleep over it, though. Gotta keep things copacetic.  8)

33
Gaming Discussion / Re: Dragon Quest Builders
« on: October 27, 2016, 05:01:43 pm »
I haven't played Minecraft. Some people I know kept going on about it a lot; it didn't sound very appealing to me.

Never sounded appealing to me either. Finally tried it one day, and now it's eaten up more hours of my life than I care to admit.

I love the idea of a game that builds on minecraft instead of just cloning it. Too bad I don't have a PS4 or vita.  :(

34
By breaking on writes to the address referenced with the trace logger logging, I was able to pick out these constants and their apparent meanings:

Code: [Select]
; Delay before any text is shown?
03:B65C:A0 08     LDY #$08
03:B65E:8C 66 05  STY $0566 = #$00
03:B661:A9 00     LDA #$00

; Delay between letters
03:B74D:A9 05     LDA #$05
03:B74F:8D 66 05  STA $0566 = #$00
03:B752:EE 69 05  INC $0569 = #$63
03:B755:D0 03     BNE $B75A


; Delay between lines
03:B656:A0 0B     LDY #$0B
03:B658:C9 FD     CMP #$FD
03:B65A:F0 02     BEQ $B65E

So, e.g., changing 03:B74E (F75E in the ROM) from 5 to 1 would make the text much faster.

35
Gaming Discussion / Re: Nintendo Switch
« on: October 25, 2016, 05:16:44 pm »
In these moments of doubt and confusion, you can always click the "quote" button and all will be revealed: the original BBCode of a post.

36
Personal Projects / Re: My Zelda 2 Editors
« on: October 20, 2016, 09:57:03 am »
There desperately needs to be a Zelda-2 Game-Maker like engine.

...that's an entirely different beast.

37
And if you look for example at page 16 of this topic some features like mini map MAYBE make actual gameplay worst, because it "eats" sprites and / or cpu power that can be used for enemies.

I don't believe the two are related. Grimlock has been refining enemy placement all along to improve playability (both in the general sense as well as in terms of flicker and slowdown). Changes to enemy placement would be made based on what makes the game most enjoyable.

It's true that the minimap uses up some sprites and takes some CPU time to render, but it doesn't seem to have any significant impact on slowdown, and the map actually renders with lowest priority so it will sacrifice itself instead of causing other sprites to flicker or disappear.

38
ROM Hacking Discussion / Re: Screenshots
« on: October 08, 2016, 11:04:36 am »
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any.

This is the one that jumped out at me.



Setting aside the status bar, it looks like you're using:
  • 1 background color
  • 4 × 4-Color bg palettes
  • 4 × 4-Color sprite palettes
for a total of 33 colors, when it should be:
  • 1 background color
  • 4 × 3-Color bg palettes
  • 4 × 3-Color sprite palettes
for a total of 25 colors.

This is a nice summary of NES graphic capabilities.

40
News Submissions / Re: Utilities: MAGE - A Metroid Advance Game Editor
« on: September 28, 2016, 08:20:18 pm »
It's still relatively new. People are certainly playing around with it, but it's gonna take some time.

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