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Messages - Nightcrawler

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General Discussion / Re: RHDN Trivia
« on: November 21, 2014, 08:17:08 pm »
Neil, I believe that was true for Documents and Utilities. However, Translations were ported directly over from the Whirlpool keeping their IDs. Boxxle would have been the first translation Spinner8 added there. However, that is of course not the oldest translation in the database, simply the first added. Initially, there weren't going to be Translations here as The Whrilpool was still going during construction of the site. Construction of the site took quite some time though, Whirlpool events transpired, and the translations database got sucked into the mix.

The MSX translations from Oasis are the oldest translations in the database.

Ironically enough, ROMhacking.net didn't actually have the traditional ROM Hacks section upon launch. That was delayed and came a few months later with Dragonsbrethren's help. The Translation and Hacks communities were still very segregated at that time. Ah, the joys of bringing people together. ;D

Personal Projects / Re: Final Fantasy II Renovated
« on: November 21, 2014, 08:04:42 pm »
Indeed. If I pulled that on companies I have worked on software for, I'd have been fired and then probably have been saddled with some legal action.

I can say that I have seen lost source code at a company I worked for (not my code) with no explanation of what happened to it. It does happen apparently, but that code was from back in the day when that kind of thing was not backed up well to networks, repositories, etc (early 90's for this case).

Gaming Discussion / Re: Old games you wish would get updated re-releases
« on: November 21, 2014, 07:47:20 pm »
Am I the only one that tends to cringe when hearing about remakes anymore? 80% of the time when I used to get excited about such things, I was disappointed. They somehow find ways to butcher what was good about the original games. After too many instances like that, it makes me not hope for them anymore (even if a number of them ARE good).

With that said, I think it would be great to see a remake of Metal Gear and Metal Gear 2: Solid Snake done up the standards of latest Metal Gear Solid games. They could bring David Hayter back again. :)

Programming / Visual Studio Community and .NET Core
« on: November 21, 2014, 06:57:53 pm »
Microsoft recently made some about-face announcements regarding the direction of the Visual Studio products and .NET. It's the best news I've seen from Microsoft for the programming world in a long time. They are finally making a real effort now in the direction that developers have been asking for. I think this can only be beneficial for all. Their IDE is pretty damn slick these days too. I cringe every time I have to use the other guy's IDEs.

Visual Studio Community

First, they released Visual Studio Community 2013. This is essentially Visual Studio Professional licensed for free to hobbyists, open source devs, and startup companies operating under $1M/year. Full functionality is there including extensions. This is NOTHING like that crippled Express Edition they've been tossing to us the past few years. This is a fantastic release and you can do some serious development, optimization, and debugging on this version! There's also support for Android and some other interesting items in the latest update for it.

.NET Core

Next, an even bolder announcement is that the upcoming .NET Core version will be OPEN SOURCE as well as officially coming to Mac and Linux!! Visual Studio 2015 is where this will start and shaping up to look pretty good all-around. They have really been pushing to get the latest C++ standards in there and addressing most long time complaints. Somebody finally woke up over there and got to work!

Blog Post
Visual Studio 2015 Info

Newcomer's Board / Re: Music change in an existing spc player?
« on: November 05, 2014, 05:47:13 pm »
so altought it is possible to create a soundtest, injecting spcs from other games is a problem when it comes to playing them in sequence?

sorry but this is pretty complicated for me :D

So for my dilemma, hacking other spcs in an existing soundtest in a game is really complicated matter, one would have to create a player that creates a rom and adds either the backdoor you mentioned and/or the soft reset. correct?

You have to understand that each SPC file contains a sound engine. That means it contains a full program that executes on the sound processor. That program directly dictates what (if any) control you have over what's playing (You cannot even stop the playing if it doesn't allow you to). This program is unique for each game and may even differ between tracks within the same game. This is why it's impossible to just take an SPC from game A and play it in Game B's music player. This is also why it's nearly impossible for a standalone SPC player written out to a ROM to just swap in and out SPC files. This cannot be done without the backdoor approach I mentioned earlier. I hope this makes more sense to you now.

The CPU of the SNES has absolutely no control over the APU other than what the custom specific program running on the APU allows for. They are two independent processors running two independent programs in parallel.

Newcomer's Board / Re: Music change in an existing spc player?
« on: November 04, 2014, 07:19:35 pm »
It's also impossible for the game to reset the sound processor, this can only be done by pressing the reset button.

That's not true. This can be done via the APU. You can soft reset the DSP via DSP register $6C, remove the mask on the IPL ROM via register $F1, and jump to the IPL ROM for execution.

Of course, the sentiment of your response is still true. You will not be able to do this if you are running an unadulterated SPC file. You'd have to add some backdoor code to each SPC file you load (this is a pain since they are all game specific) to take a reset command from the CPU. While it could be done, it is impractical.

azidahaka, once you load your SPC file data into the APU chip and start execution, there is no way to communicate with it to do anything more than the original code supports. This means in nearly all cases, it is not possible to reset or 'clear' it to load a new SPC file. As I mention above, the only way that can work is by hacking the SPC files to add additional command support code.

Site Talk / Re: Update to utility, queue question.
« on: November 03, 2014, 06:24:28 pm »
I've corrected this.

Site Talk / Re: Question about a patch submission
« on: October 23, 2014, 06:30:52 pm »
The patch sticks data from Dezaemon DD into Dezaemon 3D. Couple this with the fact that Dezaemon DD was never released nor completed, and I would say it should most definitely be classified as a hack for the game Dezaemon 3D. The hack gets its own title, of which I would guess you would want to be Dezaemon XD there (That is the title of the hack, right?)

Site Talk / Re: Question about a patch submission
« on: October 18, 2014, 12:52:08 pm »
Could this be worked around by using a program instead of a simple patch, accepting the two images and doing the necessary work to hack them together?  Would that be acceptable, or would additional steps need to be taken?

That sounds like a good idea to me.

You would want to note upon submission what was done and why. I think this is a similar case to this:

Site Talk / Re: Add game genie codes to Datacrystal WIKI?
« on: October 06, 2014, 05:41:17 pm »
Game genie codes should be decoded and their information added to the relevant RAM/ROM map. There are utilities that can decode them. Many emulators do this as well.


Personal Projects / Re: Romancing Saga 1 translation
« on: September 13, 2014, 03:24:31 pm »
You place too much stock in numbers and website updates.

What else does he have to go off of? You expect him to know more from another source?

Site Talk / Re: Small Banner
« on: September 04, 2014, 05:54:32 pm »
Firefox and Internet Explorer still don't have that problem if you zoom to 110%. Ditch Chrome. :P

Why are you clearing the whole table every frame then rather than simply update the sprites that need updating each frame?

In terms of execution time, DMAing from ROM would indeed be quicker. However, neither one will be quicker as far as the results go since you won't see the effect until the next frame.  I'm not sure where your speed requirements are coming from. What are you trying to do in your demo?

If you're trying to use a channel to DMA, and that same channel was set for HDMA, DMA will terminate early when HDMA executes. HDMA will execute with the then-current register values as well, which means it won't do what it was expected to either. They don't mix well on the same channel. ;)

General Discussion / Re: Cell carriers?
« on: August 27, 2014, 06:26:04 pm »
Ting. You're charged based on usage, so if you don't use it much your phone bill will be low. On the other hand, you have to pay full retail cost for your phone, and it's built on Sprint.

I've also tried out Ting on my wife's phone (Nexus 5). I will be joining her when it becomes financially beneficial to buy a new phone (my current one will not transfer there). I don't think you can find a better or cheaper plan for low usage anywhere.

With that said, it is Sprint and that's also why it's cheaper. They don't have the coverage Verizon does (or even TMobile). However, in my area, Sprint coverage is fine, so it doesn't make much difference to me on my daily routes. You'd have to check your areas of interest.

They do let you roam with voice on Verizon's network (at no charge), so you're always covered there. You'd just not have data unless there is a Sprint tower.

So, as long as the coverage is there for you, I think it's one of the best deals around. :)

Programming / Re: Tales of Phantasia - VRAM Problem
« on: August 25, 2014, 05:52:18 pm »
Flicker in the context that you've described is because you're writing to VRAM that is currently mapped to the screen. You need to either

a.) Write to VRAM not currently mapped to the screen, and then map those tiles after the data is loaded.

b.) You can map the screen area in question to blank tiles, update the VRAM that was previously mapped to the screen with the new data, and then map it back to the new data after the data is transferred.

The other thing that cause flicker, (even  when you're doing it all right) is when you intermittently don't have enough vblank time to do what you're trying to do. Debugging and checking the H/V counters will tell you if that is the case.

I've come across some very difficult situations where the a game in question was consuming all available vblank time leaving me no additional time to do anything extra. That can be a true pain to work around.

Gaming Discussion / Re: Homebrew related stuffs
« on: August 23, 2014, 10:37:48 am »
Since the site covers archives homebrew now, it would be OK to make such topics under the Personal Projects section. I'm not sure there would be enough activity to sustain a homebrew subforum. There's really not been much homebrew forum discussion going on at all.

Site Talk / Re: Small Banner
« on: August 20, 2014, 06:23:18 pm »
However, on my setup at least (WIN7 Chrome, 1360*768), I'm getting an overlap of the horizontal line under it:

No problem on IE 11 or Firefox 31. The image size shouldn't matter (and doesn't on anything I test). The navbar element up top has a top-margin from the image above, so it really shouldn't be possible to overlap. The horizontal line is a top-border to that navbar element, and thus should not start until the top-margin is satisfied. I don't know what Chrome is doing with it's box model, but it seems wrong. Can anybody else provide any info on this?

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! :)

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.

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