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Messages - Nightcrawler

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81
Programming / Re: [PC] Non-linear code flow
« on: May 07, 2014, 06:50:24 pm »
I have some experience with FreeRTOS, which is a glorified task scheduler in C that runs on many, many architectures and is open source. You'll be able to find many good ideas as far as task scheduling, semaphores, and mutexes go after reading about it's architecture and delving into some of the source code. I can't recall now for sure, but I want to say they had to use inline assembly to handle some of the critical details such as the state control you are mentioning.

You will probably end up needing semaphores type mechanisms to control direct hardware access from your various tasks.

82
Site Talk / Re: Credit Vandalism?
« on: May 06, 2014, 05:36:42 pm »
No worries. It could have been some sort of site bug too. We may never know the true story. If you edit any credits in the future and notice anything fishy, let me know.

83
Site Talk / Re: Homebrew Section?
« on: May 06, 2014, 05:35:09 pm »
It's a soft launch, so there will be no links on the main page until we have some content to do an official launch with news, lights, and fanfare. :laugh:

The homebrew section was intended and developed to be a standalone section, thus it would not be listed under nor an extension to the Games section.

84
Site Talk / Re: Credit Vandalism?
« on: May 05, 2014, 08:22:05 pm »
The preview will show whatever size the edited credit list you're submitting is. It will not reflect the existing list at all. The preview is generate entirely on your current form data.

In any event, your update went through fine and is reflected properly on the entry's page now. :)

85
Site Talk / Re: Homebrew Section?
« on: May 05, 2014, 05:36:55 pm »
Did the links I provided right above your post in my last post not work for you? ;)

86
Site Talk / Re: "New" marker disappearing
« on: May 04, 2014, 05:00:39 pm »
I can't reproduce this nor have I have seen any problems with the new marker while using it myself in a similar manner for as long as I can remember. I use Firefox.

Since the forum can't modify your tabs after you've opened them. Either it refreshed, or things you expected to be marked new were never marked new to begin with. If it's the latter, then unfortunately nobody else seems to have this issue. I do a similar process myself nearly every time I come here.

87
Site Talk / Re: Homebrew Section?
« on: May 04, 2014, 04:52:36 pm »
Thanks snarfblam, all went well! I think we are good and ready to open the gates for soft launch. It's time to build up a few entries! :)

http://www.romhacking.net/homebrew/
http://www.romhacking.net/homebrew/addentrypage/

Please, anybody whom is interested in adding some homebrew entries to the site, feel free to do so to help start things off!  :beer:

88
Site Talk / Re: Credit Vandalism?
« on: May 04, 2014, 04:46:56 pm »
Rest assured, no vandalism has occurred. Checking the logs, the only person to edit the credits on that entry has been you actually. Turns out, you submitted an edit on 2014-01-19 14:48:26, where you (or at least your account) reduced the credits to the 5 people that are there now. The reason given was 'Editing IlDucci's status.' whatever that might mean.

Unless someone hijacked your account just to edit the credits, it seems you may have mistakenly submitted something that was not what you intended. I see the raw form contents submitted that day and there are only 5. I would also suspect there might have been be a site bug or something, but if so it would have been something that occurred prior to the submitted contents of the form, which would be unlikely, especially if you had used the preview button to ensure all looked right. To my knowledge there have been no issues with credits submissions for a long time.

Regardless, I notice you submitted an edit currently in queue. It seems to have been received fine. There are 26 contributors you submitted ending with Larxenne. Does that sound right? I just want to confirm there is nothing wrong with the system at this time.

89
Site Talk / Re: Homebrew Section?
« on: May 01, 2014, 07:44:48 pm »
*waves magic wand*

Try again if you will.

90
Indeed, this kind of thing has been done a number of times before and we have some of my favorite versions here using the Super Mario World game engine and the SMB3 All-Stars graphics!
http://www.romhacking.net/hacks/66/
http://www.romhacking.net/hacks/65/
http://www.romhacking.net/hacks/1895/

And for good measure, here are SMB1 levels done in New Super Mario Bros. for DS.
http://www.romhacking.net/hacks/1098/

91
Newcomer's Board / Re: SNES: Find ROM offset from RAM data
« on: April 30, 2014, 05:55:26 pm »
There is no guarantee the data you find in RAM can be found in the ROM at all. I'd say most of the values stored in RAM will not be able to be found in the ROM unless it is buffered data, copied tables or some data like that. RAM is mostly used for variables, changing content, and buffers in general.

If you're lucky and the data in question did in fact come from the ROM, you can do some searching on the hex values. If that doesn't work, then you have no choice but to look at some code and try and decipher how it got to RAM and where it came from. You can start by placing some breakpoints on the RAM location in question in a debugger as a starting point to how that data got there. Then you work backwards to see where it came from.

92
ASCII and SJIS are a standard file encoding that a lot of non-ROM based systems use. It's fairly typical to find a game that uses uncompressed SJIS text.

Technically, they are standard character encodings. The relevancy of this distinction is so Bob is clear that this would only decode text in the ROM, and not any other data. :)

ASCII you can already view in most any hex editor without a table. S-JIS can be viewed with one of the available table files we already have here in our documents section.

93
Site Talk / Re: Homebrew Section?
« on: April 28, 2014, 08:28:58 pm »
Thanks. It should be accepting submissions now. Please just mark any you submit as pending for me to look at in the queue. I still need to set up some things for approvals to go through correctly.

94
General Discussion / Re: A Site To Host My Hacks...
« on: April 23, 2014, 08:41:42 pm »
A number of people simply link to the RHDN entry page to download their hacks from their blogs/websites. :)

95
Site Talk / RHDN File Hosting for Submissions
« on: April 23, 2014, 08:38:44 pm »
Although there are many good reasons not to do so, we recognize the growing inconvenience for new users to come up with direct URLs for our submission system without their own web pages/hosting. Many free services used to offer such direct links, but that list has dwindled considerably and/or made it difficult and confusing (such as dropbox) to do so.

In an effort to make it easier for such guests to use our submission system, we have taken some steps to offer a service of our own to alleviate the problem. This half-step paves the way as a trial run to potentially offer uploads directly in all the submission forms at a later date. This will depend on the statistical analysis of the new service, and the impacts observed on our server.

With that said, this new service is currently up and ready for some testing. If you have submissions you'd like to make to the site, and want to upload the files to the new service and help test, please PM me. Once it is working satisfactory, the link can be posted here for all members. :)

96
Glad to see everything is coming together for you and you are on your way to mastering the new skills presented in this topic! The most time consuming part of doing an 8x8 VWF on menus is the management code. Having to convert existing tilemap font based menu code to now utilize VRAM tile management, new tilemaps, conversion to coordinates, RAM management, static methods etc. can be a real bear. The end results sure are nice though. :)

97
Site Talk / Re: Homebrew Section?
« on: April 18, 2014, 12:42:19 pm »
Since there was no further feedback, I made those changes to turn those fields into text fields. I also revised the 'Mod' bits to be 'Feature' bits. I think there's probably some value in differentiating code that features sound, addons etc. for searching.

If there is nothing else, we will go with this and can do a soft launch shortly so anybody interested can help submit and get some material in there.

98
Bugzilla and Mantis are probably the most popular open source ones, but there are a number of others you can look at. I actually use a custom tracker I wrote myself because the aforementioned software was heavy and overkill. I wanted something light and more tailored to ROM hacking.

99
Congrats DD on another release! Chaos Seed is certainly an interesting title and worthy of a translation. Thanks for keeping the spirit alive!  :beer:

Speaking from experience, it's very, very easy to 1) lose track of issues that need fixing, and 2) forget that you need to do a 1.01, then when you remember that it needs to be done, find yourself unsure of what needs to be fixed. There are several items in my back catalog that need updating, but it's been so long that I've lost track of the various bugs that people find. It doesn't help that different bugs are frequently posted on different message boards. Keep a concise list of issues that are still current and that have been fixed in a place you can find, fix things as they come up regardless of how exhausted you may feel, and don't forget to release.

Absolutely. I highly recommend any hacker with large (in time or scope) project/s think about and seriously consider some type of bug tracking software. As Draken has done, I also record any bugs reported from other sources in a central tracker w/ any associated links, files, images, notes, etc so there is record and it is not forgotten. The older I get, the more I value organization and how truly beneficial it can be. :)


100
ROM Hacking Discussion / Re: Post XP ROM hacking survival guide?
« on: April 17, 2014, 06:51:43 pm »
For example for that programs that allows you to view VRAM in a ZST SNES savestate.

Why don't you just use VSNES instead? That works perfectly fine in Windows 7. ;)

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