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Messages - Nightcrawler

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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.

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.

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.

So as to purify the situation once and for all [future entries], what do you think of the following format:

This utility was designed for the site and it's output format is the desired standard output. Please either use this utility or follow the rules it employs.

See all the backing discussion on the discussed rules for certain platforms below. The term hash as applied to ROMs of various platforms can be ambiguous.,16846.msg246949.html#msg246949

Most advanced hacking is done with hardware documentation, a debugger to reverse engineer with, and a cross assembler to assemble new code into the ROM.

If you know of translations that aren't here and should be, by all means add them for benefit of all! :)

If for some reason the license or readme file of the project may not allow for distribution here, you can still add the entry page. You would simply use the 'No File' checkbox and note distribution is not allowed per readme/license in the description in that case.

Programming / Re: Sailor Moon SuperS - Fuwa Fuwa Panic APU Question
« on: May 01, 2015, 09:08:04 pm »
It's not weird, I don't think. The way the APU works is you have your sample that was recorded at some sampling rate, and then the VxPITCHL/VxPITCHH registers scale the original pitch up or down for playback. So, in order to come up effective scaling value for those registers, you have to know the original sample rate. The same value in those registers will play different samples at different rates since it scales proportionately to what the original was recorded at. That's also why when you rip samples, you don't know what the original sampling rate was without some trial and error guesswork.

Anomie's SPC700 Doc
Anomie's S-DSP Doc
SNES Programming Wiki
SNES Development Wiki

Personal Projects / Re: Fischmare - General Purpose Rom Editor
« on: April 16, 2015, 06:31:09 pm »
That seems like quite a bit of programming to accomplish viewing or editing some tiles. I think that might put it out of reach for most for anything you don't supply out of the box. I think it is simpler to use the aforementioned tools in this thread that do the same. I think the concept of blindly extracting portions of data from a ROM and then defining attributes on how to parse and view that data is interesting and good. However it seems a little overcomplicated for what it is. I'd be curious what other people's opinions are.

Personal Projects / Re: Fischmare - General Purpose Rom Editor
« on: April 15, 2015, 07:42:42 pm »
Congrats! :beer: I know all too well how much effort goes into making some of these constructs that result in very little to the untrained eye on the surface! It's hard to really appreciate the 'under the hood changes' from the end user position.

What did you end up doing for the tile definitions?

Personal Projects / Re: Fischmare - General Purpose Rom Editor
« on: April 10, 2015, 06:21:13 pm »
Right, and it was all done for FEIDIAN before that. There's a whole pack of definitions for that.

You should probably hang out and do your tutoring in instead. :P

Gaming Discussion / Re: Farewell tri-Ace =(
« on: April 01, 2015, 06:06:45 pm »
The first thing it does well, right out of the gate, is present a unique, beautiful setting that's exceptionally nice to look at and listen to. Then you're hit with the voice acting, and it really helps sell the fact that this game was unlike anything else that was released at the time. The sprites are absolutely gorgous, and unlike most games in the genre, at least around that time period, your protagonist was a female, who begins to question her role, and not a typical JRPG hero.

The second thing it did right was present some of the most absolute heartbreaking moments in gaming. Some characters you catch glimpses of before you recruit them, some are brave, some are scared, some heroes, other villains, but they're all gonna end up the same way if they're joining you. Seeing the pieces fit is where most of the story is.
Also agreed, except that's all you get with any character. They are nearly all throw away immediately after you acquire them. In fact, the very nature of the game is to train them and throw them away. Aside from Lucian and Valkyrie, none of the other playable characters get any development. That was a huge letdown for me. Most chapters had very little actual game story either (it was all packed into the end). So, with no story and few characters that meant anything, it made for a pretty boring game after a fantastic intro. It didn't really deliver what it set up.

The game's primary flaw was the way the difficulty presented. Easy is harder than Normal and Hard due to the lack of time to train, and making the endgame bosses almost impossible to beat, Hard was better for min-maxing. Also, the endings were too frustrating to ever get without a guide, but those are relatively minor complaints about an otherwise astounding game.
The whole game needs a guide really. You're basically required to get certain items and skills to have a chance in the game. And you have no idea where they may be. You just have to waste your periods since you are penalized to enter and exit a dungeon, or visit a town. It really kills exploration when you are always penalized for everything you do. You can't afford to exit, heal, and re-enter to look for missed things without potentially sacrificing the ability to enter unexplored dungeons or towns. The Cave of Oblivion was random and could contain nothing and be a complete waste of time. While the idea of limited time was fine in concept, I thought it was poorly executed in the game with not enough periods to play successfully and be fun. (I played on normal.)

It's a game that you generally have to use tactics for. Lezard's Tower is easily one of the game's hardest dungeons, due to its size, and puzzles, as well as difficult battles. Getting the right party out, using magic correctly, and making good use of item creation solves many of those issues those. Save Scumming is also useful in deciding which areas to tackle when, but most everything is beatable, even if a perfect run is nigh impossible. The random element may have hurt you, due to some areas opening up earlier or later, meaning you were less prepared, but everything's beatable for the most part.
The moment you leave the tower and do ANYTHING else (like train, enter a town, etc.), when you re-enter it's impossible to get the good ending. I played to the best of my ability up to that tower and enemies easily killed me. If you leave and train, you get the bad ending. There seemed to be many poor game design choices like this. It seemed to half-baked, and the difficulty ramp looked more like a third order polynominal rather than a ramp!

Personal Projects / Re: Fischmare - General Purpose Rom Editor
« on: March 31, 2015, 08:52:52 pm »
This sounds like an interesting project. I love the idea of turning it into a more generic tool. This is the direction utilities need to go in to really evolve to the next level. This of course involves being able to input game structure into the utility. You just have to watch out for the scope. The more generic it becomes, the more abstract high level concepts you need to add, and it can grow in scope very quickly after you examine several games in detail. It's a good thing you're starting with one.

I probably should have thought more about using scripts to do the structure and data translation parts as you have here, rather than attempt to make a nice GUI interface for it all (much more work) in my utility. That's one of the reasons I have not yet finished a releasable version of TextAngel. I look forward to seeing how this will develop. Try to stay out of the holes I have fallen into with scope creep getting out of hand. Either that, or be able to throw more free time at it! :laugh:

Gaming Discussion / Re: Farewell tri-Ace =(
« on: March 31, 2015, 07:48:10 pm »
What is it that everybody likes about Valkyrie Profile? I found that game to be pretty terrible. It might be the worst tri-Ace game that I've played. It did have beautiful graphics and sound, but that's about it. The maze-like flat dungeon layouts were maddening. I found the jump mechanics terrible, especially when you had to launch yourself off crystals to reach places. The battle system, while unique and complex, falls on top of itself. The game provides you with very little help or information (it at least tries in the beginning with Freya, but it made little sense in text form like that). It takes so long to really learn it, that by the time you do, you've frustratingly faltered through much of the game already, you can't win. It's impossible to get all the your periods back (needed for treasures and characters). Without the right treasures and setup, you don't stand a chance against later enemies in the game.

I got to the Tower of Lezard and quit. It's rare that I quit games like that.

The game selecting is easy. RAM values are retained through resets on the SNES. You'd only need a few lines of startup code. You need to initialize your chosen RAM location, handle incrementing it if already initialized, and jump to the starting execution location of the corresponding game.

Now comes the potentially very hard part. You can't just combine your ROM hacks together and call it a day. Many data and code locations, corresponding pointers, and instructions will need to be updated to reflect the new locations they are in the new combined ROM. This can be completely unfeasible depending on how the original game is laid out and coded. Lastly, it's probably near impossible to fit three larger existing SNES games on one ROM without imaginary mapper hardware and thus another plethora of code changes throughout.

In all likelihood, it will be such a large amount of work, it wouldn't be your time. That's why nobody does it.

Programming / Re: Super Mario RPG: Really.. odd issue.
« on: March 31, 2015, 07:03:44 pm »
I'd guess the save block object contains position coordinates in RAM that are being wrongly manipulated or overwritten by something you did. The only way sprites can move on screen is by updating the OAM attribute table, so you can always figure it out by seeing what updates those values and working backwards. ;)

You could also more crudely undo your modifications piece by piece until it works properly again and you find the offending code.

I have a few suggestions...

1. Why not forget dropbox,, or any other third-party hassle, and simply use The Scratchpad right here on RHDN?

2. Why not contact mziab from mteam and see about combining patches into one release? He is active on this forum.

3. How about including more than one patch? If it isn't convenient to patch over the original base patch (as is the case here), you could include a second more convenient patch in addition to it. No rules say you can't include more than one patch, and that would surely satisfy even the most critical of reviewers.

Programming / Re: SA-1 Chip Bank Swapping?
« on: February 27, 2015, 05:56:13 pm »
See if my explanation here helps on understanding the mapping and bankswapping for you.

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