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Messages - Nightcrawler

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Programming / Re: Getting Started on a VWF?
« on: August 02, 2015, 12:05:59 pm »
Congrats! Perseverance pays off in ROM hacking. Add another skill to your bag. :)

Site Talk / Re: Reviews for games
« on: July 27, 2015, 06:22:28 pm »
What I was upset about was that people were editing my reviews (or changing them entirely) and leaving my name on them. I don't mind at all if someone wants to replace them.

You do mind it involves edit abilities. You were also upset when people were allowed to freely edit/replace them as some people choose to change some and some, and then it got attributed to them.

Maybe I can go into all my reviews and replace them all with a "CHANGE ME". :)

I'm not sure exactly what you want to happen here. Please be more clear. The only way someone can replace them, is if the old ones are removed, which is why I suggested listing the offending reviews.

Site Talk / Re: Spoiler Tags unreadable if using Blue Monkey theme
« on: July 27, 2015, 06:13:53 pm »
This should be fixed now.

I thought there was one theme Nightcrawler had sort of hijacked as a forum mods testbed. Whatever was the least popular one. Can't remember which one it was though.

That was a long time ago now. That was only an issue when that theme was discontinued and re-purposed, and people still had their cookies set to use it.

Site Talk / Re: Reviews for games
« on: July 26, 2015, 12:02:33 pm »
Can we make an exception in my case? All my reviews are over a decade old and kind of embarrassing (as I'm sure many here would agree), and I really wouldn't have a problem with them getting replaced.

It used to be that way and then you were upset that people were editing your reviews and/or replacing it and keeping some for theirs, etc. It makes much more sense simply to keep the existing restrictions and remove offending reviews entirely so they can be replaced anew.

However, I don't think it's a good idea to remove them ALL. Many of them are just fine. There was a drive to remove some of your worst ones some time ago. At that time a number of people also said they liked your reviews and removing them all was not a good idea.

So, maybe just point out the ones that you think still should be removed and we can do that?

However,  should Game Reviews function like Romhack Reviews where only the authors (i.e. no staff access to it like romhack reviews) can solely edit them?

Game reviews are front facing on translation and game pages. Staff needs the ability to be able to edit these to fix typos or other problems with them. I don't see what the problem is allow staff to be able to edit these if necessary. It's a rare occurrence.

Site Talk / Re: Reviews for games
« on: July 24, 2015, 07:54:41 pm »
No one can edit reviews aside from the owner and Staff. The author should not change and nothing needs to be fixed.

If you, as staff, are editing someone else's review to hijack and make it your own, you're abusing the privilege and YOU should be fixed! :P

Programming / Re: 65xx Assembler Alpha release: Schasm
« on: July 22, 2015, 06:41:09 pm »
I use Notepad++ which allows you to set up syntax highlighting -- but it doesn't have auto complete.

Yes it does. Settings -> Preferences -> Auto-Completion

Also related to Notepad++ and SNES IDEs, I have used this setup a few times before. It's not your ideal SNES IDE, but pretty cool nonetheless.

Programming / Re: 65xx Assembler Alpha release: Schasm
« on: July 20, 2015, 08:09:11 pm »
I have reviewed the documentation in detail and... I like it! It seems like a very capable assembler with some reasonable and consistent syntax. You get bonus points for good documentation too! It seems you have most things covered.

1. Does #IncBin and #IncSrc handle relative paths?
2. When declaring variables like 'SomeVar = $001800', are you required to always use long addresses?
3. Is there a way to output the pc or embed it into debug message like #Warn/#Error? I have to do this often to get the breakpoint I need to use to debug various specific areas and lines of code. I didn't see a way to do this.
4. Can expressions be used in variable declarations? Something like 'Foo = (5+2) - 1 * 7 ;my secret constant for sprite animation.'? What about a variable within a variable declaration? I'm getting at equivalent functionality for defines in xkas/bass. You can do some interesting things with them being able to define almost anything. Not all of that power is needed, but it is a frame of reference when evaluating abilities of schasm.

I know you probably choose #Byte,#Word,#Long,#Dword for consistency with all directives and ease of parsing, but what do think about also supporting traditional db (define byte), dw (define word), etc. type syntax many assemblers do?

1. #Var is a nice addition. It is annoying to add variables in the middle of your list, change your mind about a variable length throwing addresses of everything else off, and what not.

2. Interesting approach to #Org with the independence between platform address and file offset. That's great for more difficult mappings as long as it is not a burden for simple mappings. I see it is optional, but I'm not sure I understand how optional with the explanation given. If you have a no header, traditional hirom mapped ROM, and all your code is in the linearly mapped region for example, you wouldn't really have much need to declare file offsets more than once at the beginning. All other instances of #Org in the project probably wouldn't need it (nor would I want to have to declare it all the time). Is that allowed here? When can you omit the file offset on #Org exactly?

3. It's dangerous to make assumptions that some things will never be used. Either I saw, or I read about (damn old age, I can't remember!) a game that used brk to call a decompression subroutine, for example! Few would expect that usage, but yet it was done. Perhaps that was not the smartest thing to do, but I'm sure there are other cases where something was used unconventionally and it was actually very clever. I guess my point never assume something would never be used and use as an excuse not to put it in! You'll need another excuse! :laugh:

Small mistakes observed:
1. In both readme.txt and directives.txt your passage says 'changes how the compiler assembles its code.' Technically it's an assembler rather than a compiler.
2. typo in readme.txt -  'jmp Label       ; legal, Label is vidible here'

Programming / Re: 65xx Assembler Alpha release: Schasm
« on: July 19, 2015, 01:00:22 pm »
It's explicitly given by the user.

I don't need much for DP awareness.  Just a way to specifiy what direct page is and have the assembler take advantage of it.  Many assemblers don't even do that much -- if you want to use DP you have to actually specify the size of each individual instruction.  Like in xkas, you have to use the '.b' mnemonic suffix (lda.b) or it will always use absolute mode.  I didn't see anything in Asar's notes which changed that -- though maybe I missed it.

Oh, right. I forgot xkas didn't actually support direct page in the assume command. Then, I think asar removed it entirely in favor of auto 24-bit to 16-bit optimizations, but apparently leaving direct page optimization out in the cold. So, supporting it at all would indeed be an improvement! ;D

Yes.  You specify a range of banks for data to be mirrored across.

I was going to respond by mentioning that the WRAM mirroring is a fixed scheme on the SNES, but I see in your documentation that you you already map it by default and allow additional mirroring via that directive. Nice! :)

It looks like you're off to a great start so far. I will read through what you have a little more closely when I have some more time and see if I have any other useful comments to muster. I know it's early in the game, but it would be great to support SPC700, and a few other SNES co-processers in the future. asar does SPC700 and includes SuperFX for example.

Programming / Re: 65xx Assembler Alpha release: Schasm
« on: July 18, 2015, 09:35:45 am »
Asar is interesting, but it still doesn't have the mirroring acknowledgement or the awareness to shrink to directpage when appropriate which are two things I REALLY wanted.  It does have some other interesting ideas that I might steal, though  ;D

How do you intend to do any better than the aforementioned assemblers on direct page awareness? You will always have the inherent problems that you don't know the starting values (unless explicitly given by the user), it can be changed in code outside the assembler between functions, and you can't handle it being changed by stack pulls, or if the value is a result of a calculation, table grab, etc.

For mirroring, have you accounted for the fact that WRAM is not mirrored in all banks?

Programming / Re: 65xx Assembler Alpha release: Schasm
« on: July 16, 2015, 05:58:36 pm »
I suggest you also take a look at Asar. It's a fixed and extended version of the old xkas lineage. It's not well known in these circles, so I thought I'd throw it out there.


Programming / Re: Getting Started on a VWF?
« on: July 11, 2015, 01:19:21 pm »
Speaking of Tales of Phantasia. Didn't already do this there? You had an 8x8 VWF there for the menus, right? To do that you had to draw tiles dynamically to RAM. It's the exact same concept here.

General Discussion / Re: Web Browser
« on: July 03, 2015, 01:27:27 pm »
Pale Moon is what you want. Pale Moon is a fork of current Firefox, retaining the fully customizable UI from the previous era.

Alternatively, you can use current Firefox with the Classic Theme Restorer, which can also restore most anything you miss about the old one.

Yes, it looks like your problem is coming from the FMVs. No patching format is going to be able to do anything about that. Since you hard coded it, you've changed nearly every frame of the video. The resulting full video will be vastly different resulting in a huge chunk of marked different data (especially if compression is involved). The reason your custom patcher is 2 megabytes is because you already know the new data ahead of time and are storing a video editing procedure to apply it. The patcher needs to reverse engineer that with only strict binary difference rules. It will never come up with the same results.

In any event, if you absolutely need hard coded subs, it probably would be more appropriate to include a utility to apply the subs to the videos.

Site Talk / Re: Annoying search issue
« on: June 29, 2015, 02:31:52 pm »
Oh, you're advocating the search string would need to match the entire game name to provide results for said game? That would certainly be a less common occurrence, but it also wouldn't be as functional then. Typing in 'Advance Wars 2' for instance would give you no game hack results for that title because the title is listed as 'Advance Wars 2: Black Hole Rising'.

You know there are of course many other things around here also in need of improvement that don't have viable alternatives. Things simply have to be prioritized, and not everything can get accomplished with limited time.

Site Talk / Re: Annoying search issue
« on: June 27, 2015, 05:07:39 pm »
I don't like the idea of polluting the hack title search with game title results. I use that search here and there for hacks I recall partial name of that I want to look up. It was never intended to be used as a general game hack search.

What I have thought about before is replacing the 'Game' dropdown with a text based search that would search game titles. But it is of little consequence and low priority as you can already use the search on the main page, the search in the game section, or the game drop down to quickly find what you're after.

I would say it is about the same as the background analogy. It would be convenient to be able to disable channels in the emulator, however you can live without it. When I have had a need to disable a specific audio channel, I have usually done so temporarily in software and rebuilt.

If I were in your shoes and trying to streamline and simplify the code as such, I'd probably omit it. I don't think the added complexities are worthwhile for the feature even though I do think the feature itself would be a nice convenience.

Site Talk / Re: Annoying search issue
« on: June 24, 2015, 05:51:14 pm »
Right. You're typing that into the box that says 'Search Hack Title'. Only 59 hacks contain then term 'Super Metroid' in their titles. ;)

Site Talk / Re: How this site is viewed
« on: June 21, 2015, 06:23:52 pm »
I wouldn't read too much into it. It's partially true to some extent.

I think the 'older' stigma stems from the policy of not accepting current generation stuff and earlier days here. Quite a large group of people were miffed when early NDS and zero day GBA stuff that was going on at gbatemp was not allowed here. Many of those same people became ignorant and have no idea additional platforms were ever added here. RHDN was 'branded' as being for older stuff a long time ago. That branding is not entirely unfounded.

There's also a crowd that doesn't like the fact that RHDN won't accept or host their big full ISO only releases. Those types of release are of course for 'newer' CD based systems.

As far as 'console-based', that's probably just because there's always been far more console material here than computer systems. RHDN is much more well known for that. The masses don't have much knowledge about the Japanese computer systems here, and the PC section is small and serves a niche purpose.

Site Talk / Re: Mapper hacks
« on: June 19, 2015, 08:52:23 pm »
Bregalad, it might be of value to add a poll to this topic to tally up what people think.

Site Talk / Re: Server Bill 2015-2016
« on: June 16, 2015, 07:06:12 pm »
Well, that would be an interesting avenue for funding the site if your truffle shuffle is really that good! It's certainly worth a try! I'd probably like to see that even if it didn't make any money!  :laugh:

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