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Messages - Nightcrawler

Pages: [1] 2 3 4 5 6 ... 77
1
Site Talk / Re: Small Banner
« on: August 19, 2014, 07:08:55 pm »
Thanks for mocking that version up. As we expected, it didn't look as good as your original. The two fonts did clash a bit.

I like your original ones plenty, so I have updated the site with them! Thanks again, they look great! :)

2
Site Talk / Re: Small Banner
« on: August 18, 2014, 06:56:12 pm »
Wow, that looks great! :) I think the grey is preferred. The pink doesn't seem to fit in on the site and the looks out of place to me.

One comment from the other guy we were talking to (he likes it too). He thought it might also look good if you used the thick font from the 'RHDN' side graphic for the 'ROM' portion of the 'ROMhacking.net' main logo. I'm not sure what that would look like. It might clash too much with something very thick vs. very thin, but who knows.

3
Site Talk / Re: Small Banner
« on: August 17, 2014, 09:50:40 am »
Do you think you will have time for the main logo soon? It just happens another guy recently came to us wanting to do new logo graphics as well.

4
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 14, 2014, 08:14:41 pm »
Thanks. Similar borrowed code. Fixed.

5
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 13, 2014, 06:00:37 pm »
I've fixed it! :)

The problem wasn't with the files at all, but rather the HTTP header/download request sending of the file. We were using 'echo readfile()'.  readfile() writes the file automatically to the output buffer and doesn't return the contents. So by appending it with 'echo' it spits out the file and the return value, which is the bytes written. It's only seemingly visible on text files (browser must ignore it on binary files). I'm sure I had file_get_contents() on the brain, which returns the file as a string.

That's definitely a several year old bug. Thanks for bringing it up so it could be fixed. I wish it has been brought up a few years ago! :P

6
Script Help and Language Discussion / [SNES] Dual Orb 2 - Scan Text
« on: August 10, 2014, 11:09:12 am »
The monster weakness reported from the scan spell (provides HP/MP/Weakness) in Dual Orb 2 was not translated. I am attempting to amend this travesty. It looks like most of them read 'None', so it doesn't look like much work. I summon the powers of the all-knowing Japanese-to-English RHDN Gods to please grace me with some assistance in this matter so I don't have to simply take what the dictionary tells me! ;D

http://transcorp.romhacking.net/scratchpad/scantext.txt

7
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 08, 2014, 08:28:46 pm »
Wow... This is one of the strangest things I've ever seen. KC is right, it's the filesize. I don't know how this can be possible. We don't store, calculate, or utilize filesize anywhere in our code for Documents. Our file retrieval is universal to all files on the site too. Readme files, which are also plain text don't seem to be effected and they go through the exact same code. We don't do anything but use PHP's URL wrapper and file_get_contents(), and fwrite() to retrieve and save.

This may still be happening if this entry is any indication:
http://www.romhacking.net/documents/679/

I'm at a loss...

8
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 03, 2014, 10:41:40 am »
What basis do you have to make such a claim?

I can tell you this file has not been modified since the last edit upload by Neil in Oct. 2009. The modification date on the server matches precisely. If this site has ever appended anything to a text document (which it never has to my knowledge), it would have been in gross error upon file handling many years ago, and nobody reported such occurrences.

I am certainly interested in what afflicted 'bunch of text documents' you know about and neglected to report. :P

9
Developing a team
Team chemistry is extremely important for any project. This is even more important when the team is made up of strangers on the internet who may not have any communication outside of message boards.

What successes have you had when creating a team?
Have you put much thought into it, or do you prefer to do a project in a style similar to, "Well, whoever wants to help can help, but I'll do most of the work."
Make makes a good ROMhacking team? Does a team consisting of a hacker and a translator work well? Would some projects need multipler hackers, or multiple translators? What about an artist? How small should a team be to be successful?

These days, the best way to create a 'team' is to lead by example. Just start working, make your progress public, and see if others are interested joining in. Certainly a team of just a hacker and a translator can work well. Many projects were completed this way. In fact, more were completed this way then by larger teams. Every project is different. Some projects might fare better with multiple hackers or translators for various reasons, while others might not. It depends on who is doing what and if it can be efficiently and effectively.

It's usually always a poor idea to try to assemble a 'team' ahead of doing any actual work. This usually ends in failure because either nobody skilled wants to join your team (not wishing to commit to some random guy), or people who do join are like minded having done no actual work (and thus the sum of group output is low skill and low output). In a community of strangers that don't know each other, you typically need something to prove your worth first before other people will want to commit anything to you or join you. My advice is lead by example and start doing! The biggest doers typically draw the greatest following and available help. :)

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Communication
How do you communicate with your teams?

Are you mostly a solo act, only interacting with people on the forums?
Do you get to know your team? Possibly having phone conversations or even meet ups?
Do you keep in touch with your audience, or do you ignore them?

Communication is typically informal in whatever form is convenient for the participants. As mentioned, any organized meet ups or meetings are usually not possible. Time differences, life responsibilities, and differing commitment levels make it difficult to plan anything specific.

I certainly try to keep in touch with my audience. Often times your audience may become your help pool, or open up avenues you never thought about. Not to mention, simple support from others can go a long way to get through more tedious aspects of the project.

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Structure
Now here's the big one. While I am excruciatingly inexperienced, I'd venture that this area is the reason why so many projects go into Limbo, fail, or take forever to finish.

Do you appoint one person as a leader for the project?
Is there a schedule?
Do you regularly have meetings with other members of the team?
Do you lose contact with members?
Do you keep in contact with the audience to keep them interested/aware of the project/progress?

I mimic Gideon's words here. Too much structure, schedules, and appointing leaders is a quick way to get others to QUIT working with you! It just doesn't work when we are across the globe from each other, donating time for free, with varying commitment and responsibility levels. It's a hobby and it needs to stay amicably enjoyable for all parties to succeed. If there's any pressure or stress, people can just walk away.

You have to accept that your teammates may work at different output levels and different times entirely than you. You need patience. You may work on something solidly for a few months, while your teammate is unable to for awhile or vice versa.

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Going forward
Do you think that you would be more successful and enjoy ROMhacking more if you were to be able to form a team that followed some set of structure?

While I'm learning Japanese I'd very much like to start translating ROMs. I know there are several series out there that are lacking translations, and that there are hundreds of enthusiasts waiting for a project to be done.

Personally I'd like to form a team that works well, has a high output, and lots of communication. I'd like to form relationships with hackers and translators so that I can be apart of a project and help to build an audience and community for translated games.

Thoughts?

Nope. I think more structure and constraints will push people away and leave you without a team. Even for myself, I donate all the work and time that I can. If you try and push more out of me, make constraints, or call it unacceptable, I will probably not be working with you any longer.

Of course with such limited structure, sometimes people just wander off into space and they may never produce any output. Some of that is just par for the course. There's many flaky, unreliable people out there that are eager to start and never finish. Sometimes people want to commit, but simply can't as their life becomes unexpectedly too busy. It's up to you to keep communication with them and dually determine if they can get the work they need done or you should just find somebody else.

We're all people and working together freely and successfully is a delicate balance! There's no magic solution that works for all!  ;D

10
I had my eye on MyBB for awhile. It was certainly very good, popular, and on the upswing. However, more recently they have suffered a few stumbling blocks as a community heading into their 2.0 development. Some fundamental disagreements amongst devs brought things to a bit of a stall for awhile.

I like what they are doing with the development version of FluxBB (and by extension ModernBB). They have a smaller community though, and more lightweight software with less bells and whistles. I am especially interested in the backend aspect of things as I really want something I can work with more easily here with my own design mentalities. Frameworks, design patterns etc. are important.

NodeBB is another interesting option that is growing rapidly, utilizes responsive design, and the latest web technologies. It might be a little too forward thinking for it's own good though.

There are many options out there, but those have been the three that have caught my eye for following. I don't feel quite strongly enough about any of them to commit to doing anything though.

11
Nope, not easy to change at all. There is a bug in the forum software regarding session redirects when you are handling logins manually and not with SMF's SSI.php include file (which is a bloated hunk of unfit baggage for our site).

It's unlikely they will ever fix it as it has been open for a few years now.  :(
http://dev.simplemachines.org/mantis/view.php?id=4860

SMF in general is pretty much going down the toilet these days. If I do any further work on the authentication and accounts framework, I will continue to work towards untying us from SMF. I naively put too much stock in them early on.

12
Site Talk / Re: Small Banner
« on: July 25, 2014, 06:02:50 pm »
Yes, I like the favicon too! I look forward to seeing what you might come up with for a logo. :)

I assume we have permanent usage rights and freedom to modify, if the need arises, any graphics you create for us? I do not want a repeat that we had with another patron whom some years down the road crazily changed their mind and basically revoked previously given permission...

13
I don't think FlashPV is making any further changes. He sent me the layered graphics a few days ago. You're probably stuck with it the way it is.

14
Site Talk / Re: Homebrew Section?
« on: July 25, 2014, 05:30:35 pm »
UPDATE:  Thanks also to mrrichard999 for adding in the actual authors.  I wish I could see who originally attributed me to those games.  Maybe I'm doing something that confused them?

mrrichard999 was the one whom submitted it originally per the item history page (click Last Modified).

15
Site Talk / Re: Homebrew Section?
« on: July 24, 2014, 05:35:14 pm »
Per the help on the Author field:

Quote
In the event you need multiple NEW authors not found in the list, please submit them for approval here. When approved, they will appear in the list.

Please submit the actual authors and correct the entry. Changing them to 'Unknown' when they are known is incorrect.

16
Site Talk / Re: Small Banner
« on: July 22, 2014, 06:52:48 pm »
Thanks! That looks real nice. What font did you use for the 'RHDN' portion? I wonder if something of that flavor would look better than the main page logo we currently have (For RHDN Pro).

17
Site Talk / Small Banner
« on: July 21, 2014, 12:36:07 pm »
Can someone with some graphical prowess whip up an 88x31 banner for the site?

We got a recent request for one to link to our site with, and we've gotten a few in the past. It would be useful for us to have one to give out.  My graphical design skills are equal to that of a drunk monkey, so I cannot fulfill this request.

18
ikari made SRAM of 512kbit and 1mbit possible in one of his last patches... I see no reason why it shouldn't work with expanded SRAM-data on a sd2snes now.
If it shouldn't work, just send the ROM to him. He even did a special fix to his flashcard so the Megaman X 3 playable zero patch works flawless on real hardware.

That doesn't stop the problem of SD card write hammering when you choose to use SRAM as work RAM (and not saving as it is normally intended). It will sit there writing over and over indefinitely, prematurely killing your SD card. As mentioned, he attempts to compensate by detecting this and offering a 15 second delay between writes, but that's it. Still writes the whole time, indefinitely. Play a handful of RPGs like that and your card is toast. I wish the delay was settable or simply able to be disabled. I don't see information on how the Super Everdrive or Powerpak handles this. I hope it is not even worse.  :-\

With hardware use consideration in mind, I'd think about avoiding using SRAM as work RAM.

19
How many more NES/SNES games are really left?

There are plenty left. I hate when people say this. I've heard it for years. We're talking about around 3000 games for the Famicom, Super Famicom, Satelleview, and Famicom Disk System. Even if the majority were terrible, that still leaves hundreds that aren't. Many aren't translated simply because they are beyond the skill level of the average hacker. Others aren't translated because nobody takes the time to actually look through all those games to find them and don't really know anything about them.

Here's something for starters:
http://datacrystal.romhacking.net/wiki/Translations_Request_List

Lastly, knowing this community for nearly 20 years, the day they run out of games for a platform to translate, they will simply translate the same things all over again. They deem previous efforts inferior, or think they know better about how translations out to be translated. Afterall, many people think they know better than the original developers! :P This can go on for at least 10 more years, I'm sure. :laugh: Just look at the relentless re-translations of FF4 and FF6!

20
I suggest not expanding the SRAM and using it as work RAM if you care about it being played on real hardware. It becomes essentially broken on many flashcarts (one of which is the SD2SNES). It will result in sitting there hammering your SD card into oblivion with writes. It tries to detect such usage and slow the writes down, but it's still continuously writing indefinitely.

If you do it anyway, that would mean the most convenient way to play it on hardware would then be a repro cart and the repo guys would LOVE you for that. :P

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