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Messages - Nightcrawler

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Programming / Re: Locking HUD Movement on BG3?
« on: November 28, 2016, 06:24:53 pm »
Err, what? SNES SMB3 certainly does use the scroll registers. Simulating scrolling by redrawing the entire screen pixelwise every frame would be impossible without a coprocessor.

I misspoke. That sentence was intended to refer to the software LEVEL scrolling (which is in tiles) rather than the hardware background scrolling. I was pointing out SMB3 and SMB2 utilize the hardware background layers differently (and in a different manner in relation to their level scrolling). Thus, the same approach won't work. I just made an incorrect jumble pile of words for what I was trying to say. Once more haste makes for waste! Thanks for clarifying and saving poor Justin a brain explosion. :)

Programming / Re: Locking HUD Movement on BG3?
« on: November 27, 2016, 11:47:03 am »
SMB3 doesn't work like SMB2. SMB2 scrolls the BG layers using the hardware registers while SMB3 always keeps BG1 fixed in hardware. So all 'scrolling' in SMB3 on that layer is done via regular tilemap/tiledata updates, which you can see via DMA. The HUD is placed once on the BG and the BG never moves, so the HUD remains static. You can't really apply what SMB3 does to SMB2 because the game engines are fundamentally different in those areas. To simulate that approach, you would have to use HDMA to isolate a portion of the visible screen to work differently then the regular BG handling.


General Discussion / Re: Guys, I need to talk.
« on: November 25, 2016, 02:34:46 pm »
I can relate more than most. I have been through a near fatal car accident sustaining numerous broken bones (similar to yours) and internal injuries. It was a traumatic time in my life to say the least. I know what you are going through. It's going to suck for awhile and it may take a long time to recover. Some things may never be the same again. It's tough, but you can get through it! Life will start to get better again. All you can do is take it day by day and set little goals for yourself. You have my sympathies. Stay strong and find some things you can do to take your mind off it for periods of time. Half the battle is a mental one and all up in your head. I wish you luck in your recovery.

General Discussion / Re: Arcade 4 player Slim Cabinet Build
« on: November 22, 2016, 07:11:34 pm »
Great job sir! That looks fantastic! :)

I've wanted to build something that like for years, but generally don't have the woodworking skills (and I know it's a big commitment too). Pre-made kits typically aren't as low profile as the design you picked from Flynn's either. :thumbsup:

Want to build another? ;)

ROM Hacking Discussion / Re: SPC700 FIR Echo Filter - What Does it Do?
« on: November 22, 2016, 06:26:53 pm »
A FIR filter is essentially DSP (digital signal processing) math. It's a complicated subject matter and not something with a simple answer. You will likely need some additional education to fully understand it. Take a look at this introduction passage for example.

Simple echo is not too hard to do on the SNES, but if you wanted to use the FIR filter for more complex effects, it can be difficult. You also have pretty limited memory for echo buffer as it is shared space with the sound engine.

Newcomer's Board / Re: How do I upload a hack?
« on: November 22, 2016, 06:16:44 pm »
Just use RHDN's Scratchpad. There's no real reason to use anything else anymore if you don't have space of your own, and only want to upload something here.

General Discussion / Re: I so realized RHDN has thousand or so users.
« on: November 19, 2016, 04:31:39 pm »
Looking back on my younger years I remember acmlm's board and other niche forums getting insane traffic and lots and lots of activity every day. Now the culture seems way smaller than back in the day.
What happened? Did we grow up, get real jobs to eat most of our free time and never got a new generation of young ROM hackers to complement us?
How do we make ROM hacking great again? With all the high-level ultra-abstracted languages around today, your think we'd have more active users than ever before. Strange

We DO really. It just may not necessarily be reflected on a now antiquated forum medium. Remember, most of the world moved on to social media. There are more visitors to RHDN than any other ROM hacking specific site in history. There have been increasing visitors every single year with this year over 7 million unique visits thus far. Same thing with submissions. We have over 7000 this year (this is why you need to cut submission reviewers a break for mistakes and inability to keep up!). Much of that may be a general widened audience versus active ROM hackers though. It's hard to distinguish between the two. However there is a topic somewhere on the forum where somebody also tallied the number of releases to show there have been increasing releases most years as well. The data doesn't seem to suggest anything otherwise.

Perhaps foggy memory, or simply migrating activity is to blame. Acmlm's board probably reached it's peak during the mid 2000's when there was no other central ROM hacking forum or social media to even go to. That was one of the reasons this site was created at the time. And I'm sure activity migrates away from this forum at times for various reasons too, but it doesn't necessarily go away.

Even with being antiquated, this forum should see activity levels this year that have actually been the highest since 2009. I don't know how the trend has been at other sites/forums nor what you want to make of that. Either way, it doesn't seem like there is any data supporting a smaller ROM hacking community. I've been hearing that for near 20 years and it never pans out! ;D

I think the difference is that most of the people who grew up with the consoles that receive the most hacking are now in their 30's and 40's and no longer have time for this hobby due to stuff in the "real life" like family, careers, etc. A lot of these people were probably most active when they were in their teens or college years.

This is true and certainly the ever increasing average age of the general ROM hacking community has effected the community in a number of ways. It's hard to say exactly how. Every time I think some things might be fizzling out for some of the older consoles, I am met with the contrary. I encounter new 'old' people just getting into the hobby for the first time as well a healthy dose of intelligent young people actually interested in consoles before their time. I'm always reminded that the world is a very big place. With billions of people on this planet and only millions known to be involved in ROM hacking, there's plenty of room to shuffle new blood in, and see new trends develop easily depending on the other billions!

I know a guy at work whom spends his time reconditioning and using antique typewriters made well before he was born. Why? I don't know, but there's something out there for everybody. Multiply that by a few billion and a few people are bound to stumble on ROM hacking on a regular basis.  :)

Programming / Re: Locking HUD Movement on BG3?
« on: November 13, 2016, 09:28:44 am »
It won't be easy, but you could use HDMA to lock scrolling for a small top section of screen on that background. You can also point BG3 temporarily to another VRAM area and/or tilemap via HDMA too if you need to. That way, you'd have a completely independent HUD that wouldn't interfere with BG3. BG3 would appear clipped at the top there your HUD is.

The second option is to continue the way the game does it already and use sprites. I haven't looked into how much trickery you'd need to add some more static sprites, but where there is a will, there is usually a way. ;)

Agreed that you won't need the [Spacing] tag for insertion, so you don't need to show it for the dump. Just show the spaces.

You can also get rid of you [LineEnd] control codes if you do auto formatting (either in-game or externally). Such controls would be placed automatically for insertion and only need to be line breaks in the dump. Or, as mentioned, you can omit the line breaks entirely if the script if it's in a spreadsheet format or something.

You can also probably shorten your color controls to just and so they won't be so overbearing to the text if they are used alot.

Front Page News / Re: Documents: New Documents Added to the Database
« on: November 12, 2016, 01:13:14 pm »
DEMIFORCE.NFO is neat, but... maybe it should be put elsewhere on the site??? It's only tangentially related to ROM hacking to begin with.

What do you guys think.

I think this document should be removed. It doesn't have any actual ROM hacking information and is just an anecdotal story. It's a poor example of a Document. The fact that it is 'Miscellaneous' is also telling that it probably doesn't belong.

Gaming Discussion / Re: Glory of Herakles IV in beta testing stage!!!
« on: November 03, 2016, 06:52:52 pm »
Indeed. I think this will complete the Glory of Heracles series in English now. Testing is going well. It won't be long. :)

Gaming Discussion / Re: Victoly!
« on: November 02, 2016, 06:17:44 pm »
Which translation did you play and how did you decide between the two (I assume you played in English)?

Just to prove that this project is still alive, here's a spiffy new overhaul of the VRAM viewer, much thanks to UnDisbeliver:

That looks nice! If you haven't already, you may want to look at VSNES for additional interface ideas. That screenshot reminded me of it being a bit similar. I still find myself loading up a savestate in VSNES over debuggers at times to get a nicer interface for evaluating of the state of the system and testing quick changes (obviously VSNES is limited in some areas for this not being an emulator).

Yes, you could define individual bytes like that, but that's not very good for larger data or external files.

You need to look at the documentation for the assembler you are using. In most, there will be a directive to include a binary file. If the assembler you are using does not have one, you can switch to another that does. Most of the ones carried in the Utilities section have this feature.

Or, you can insert these binary files completely separate from the assembler via a shell script, or utility. Heck, you could even cut and paste it manually in a hex editor! But that's certainly not the most elegant way.

ANY means that simply inserts data into a file can be used. That's why there is no direct answer to this question. You could just as easily whip up a program yourself to do this in a few lines of code in most languages as well. It's just a file operation.

Site Talk / Re: Add Pointer to Dictionary?
« on: October 24, 2016, 08:19:45 am »
Thanks. Added.

Site Talk / Re: Add Pointer to Dictionary?
« on: October 22, 2016, 01:50:55 pm »
If you want to provide something in the term and definition format like the other items on the page, we can certainly add whatever you think it needs.

Site Talk / Re: Hacks Guidelines Revision
« on: October 14, 2016, 09:07:04 pm »
I was serious when I said I am done with this project. Spinner, M-Tee, and STARWIN may draft new guidelines with consensus for further consideration in a new topic, if they wish.

It's really simple. Make a modification that keeps the identity of the original game - 'Improvement', or change the identity and make sure you don't leave it a partially implemented idea. - 'Complete'. Anything else is just an unfinished demo. It's the same as it's always been. Allowing absolutely anything is never going to happen. I literally will not pay for that.

Don't like the classifications? Speak to the appointed committee with your proposed changes. Otherwise, this issue is closed.

Site Talk / Re: Hacks Guidelines Revision
« on: October 13, 2016, 05:56:40 pm »
No. They do not meet the current guidelines either.

As cited from the gender hack removals such as this one:

This also does meet the intention of 'Improvement' category. This category is for enhancements to a game agreeing with the original game. This patch instead alters the game in a way not agreeing with the established main character of the game.

This still holds true for the 'Improvement' category and they do not meet the 'Complete' category guidelines either.

ROM Hacking Discussion / Re: Lost Romhack Request Thread
« on: October 07, 2016, 08:18:55 pm »
Probably the best idea is to make a patch that assumes you have already prepatched it with the translation, then the title screen fix.

I would guess that would be sufficient. Ask M-Tee what to do with this. It seems silly not have to this patch here.

The scripts translation's been finished for ages. It's just the hacking that remains. When people hear that the "translation's finished," they might get the wrong idea and think that the game's available now. The title of this topic might mislead people The game's playable from start to finish, but it'll take more than a couple of months to be in a state worthy of release, even if dedicated hacking progress began right now.

I'm not clear on this. Is the script available for a hacker to pick up and complete said hacking? Or should this topic just be ignored as no new news? If you want your work to have a large impact, you might want to get it out there sooner rather than later before someone else's work on the game takes that spot instead. For all practical purposes, this project was abandoned years ago and other efforts may have started.

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