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Messages - snarfblam

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About the second mission addition with Samus, will it work even if I started a second playthrough as Dawn because I last saved back at the ship after going through the SMB easter egg area and I have all my upgrades from the first playthrough?
It would most likely require completing the game with version 1.20.

Didn't encounter that bug. @Snarf; Is this emulator specific? Or am I just lucky?
It's an uncommon bug caused by uninitialized RAM. Likelihood of it occurring depends on emulator, but doesn't seem to be an issue on most. Possible for it to happen on actual hardware depending on the initial state of memory.

It seems very likely to be an issue with the PowerPak itself.
We also don't know if he patched correct rom or not. So it also can be just his rom issue

That sort of VRAM corruption is not likely to be the fault of the PowerPak, so I'd hate to bother BunnyBoy, even though he's been helpful in the past. It's possible the wrong ROM was patched; it's possible it's an uninitialized memory bug. More info would be helpful in understanding what's happening (ideally, name and version of the emu or flash cart and a copy of the SAV file).

Wow, how does anyone submit anything here!!! I even used the "Scratchpad" to upload my files.  I must have wasted 2 hours trying to submit the patch... and it got dropped off the queue???  :huh:

You're not the first person to have some initial trouble with submissions. It's unfortunate, but being sticklers for the rules is the only way to enforce any kind of quality or sanity in the database. Staff can fix certain problems with submissions, but it can be hard enough for us to say on top of clicking the approve button without the extra work.

That said, it's up now!

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.

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

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

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.

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?

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]
J'P (no carat in font)

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.

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.

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.

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.

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)

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.  :(

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.

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.

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.

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.

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.

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