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Messages - Nightcrawler

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Personal Projects / Re: Friday the 13th (NES) Oziak
« on: September 19, 2015, 09:48:24 am »
It would be nice to include this palette fix for Jason as well.

Gaming Discussion / Re: What is the most disappointing game you played.
« on: September 09, 2015, 06:37:14 pm »
Chrono Cross
Chrono Cross. I was so excited for this game when it came out for PS that I bought it pretty much sight unseen. It was the first time I can remember thinking that Square had failed me.

That goes double for me as well. Definitely one of my most memorable stinkers. Very disappointing. I regret having bought it. It wasn't just because it was not the sequel to Chrono Trigger everybody wanted. It was just a bad game to me. The card board throw away characters stand out most to me. The music was great though!

Wild Arms 3
Wild Arms 3 is probably the biggest disappointment of all time for me. I love Wild Arms. It's one of my favorite game. Heck, I like most of the series. Wild Arms 4 and Wild Arms 5 were both standout stars as well. Wild Arms 3 got everything wrong in the most painful ways imaginable to me. I hated it. I should have quit many times over, but I kept thinking it couldn't possibly be that bad. It was.

Gaming Discussion / Re: Why I hate OoT
« on: September 09, 2015, 06:24:14 pm »
I don't care much for Ocarina of Time either. I played through to the beginning of the Adult Link/Dark World, and quit. I happen to like the fact that it had additional story compared to previous games though. The gameplay in general was too clunky for me. It really wasn't that fun compared to 2D zelda's. It was too slow. There was also way too much back tracking. The areas were very large, but didn't actually contain much, which made back tracking even more painful.  There was also too much focus on finding those gold beetles and other fetch-like questing. I agree there was too much waiting around with the day/night cycle too. It turned me off to playing any further 3D Zelda games. I have no idea if subsequent games improved upon these things or not. I thought about giving Twilight Princess a try, but never did yet.

Newcomer's Board / Re: Branching in Disassembled Code
« on: September 02, 2015, 06:16:06 pm »
Please, please, just use a disassembler and save yourself a ton of pain...

Right. Or better yet, use a debugger and step through the specific code in question so you can start to learn exactly what each instruction is doing.

ROM Hacking Discussion / Re: Lufia-Patches by Artemis
« on: September 01, 2015, 06:14:36 pm »
According to the readme
One recommendation by RHDN to check CRCs on Windows is to install HashTab. Then you can right-click on the file and click Properties and get the hashes on the menu.

I think the preferred and definitive source for this site should be ROM Hasher. The output can be copied and pasted right to RHDN submission forms meeting all guidelines. :)

Programming / Re: Getting Started on a VWF?
« on: August 09, 2015, 11:20:07 am »
There are a number of ways a VWF renderer can be 'glued' into the game. The best approach will vary depending on how you did your rendering, and what the game engine was already doing.

In general though, if you're doing dialog, and you're doing letter by letter display, then I'd probably suggest one of the following:

1.) Map a large region of RAM for rendering that can contain an entire dialog line or even full text window. Then, the tilemap doesn't change much. It's mapped once to the full line or window. It will reflect the letter by letter rendering in VRAM automatically that way. You don't have to do anything to tilemap during rendering.

2.) If you don't have the RAM to do that, you can write the tilemap each character iteration, advancing the index only when the tilespace is full. If you're doing 8x8 for example, you'd write the current tile, and second potential spillover tile to the tilemap each time. It would write the same two indexes until your tile was full, then it would increment to the next index and write the two tiles there.

You can do any variation of the above as well. You can write to the tilemap only when the tile is full, only after x number of tiles are done etc. There are lots of ways to handle it. I usually pick what I think is the easiest way to massage into the game with the least amount of code.

Newcomer's Board / Re: Spc Jukebox/player on real hardware/flashcart
« on: August 06, 2015, 05:41:03 pm »
This do not answer my question, I understand resetting the console is the only way to get out of SPC playing, but HOW is it done (in hardware). The 65816 can soft reset itself, but it also resets the SPC.

It can do this because the reset line is one of the cart pins. ;)

the flash cart resets it when you back out of playing the spc. Heck the newest firmware on the flashcart has in game reset using button combinations on the controller.

That's a bit trickier and less reliable. It does this via a global NMI hook, which can introduce glitches and problems in games where NMI timing is already tight. There is the ability to turn it off temporarily, but I would like to see as a full system option.

Newcomer's Board / Re: Spc Jukebox/player on real hardware/flashcart
« on: August 05, 2015, 08:18:21 pm »
This is hardly believable. The only way this can be technically achieved is by cloning the SPC chip in the cartridge and use the expansion sound pin. Perhaps that's what they did.

No, it is certainly believable. I have an SD2SNES. I can tell you approximately how it works. SPC files are basically savestates and contain the entire music engine for a given song, right? So, what they do is simply load in the state of the DSP, and the full SPC memory contents, and start execution. Presto! You're now playing back your given SPC file. Now, this method is of course only valid to play a single song. So, any time you stop playing, there is a quick screen flicker. I assume the system is being reset during this time. Since the SNES retains all of it's memory during reset, it recovers near instantly ready to load the next song in the list.

I imagine the PowerPak must do something similar.

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.

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