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Messages - Nightcrawler

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 70
81
Site Talk / Re: Update to utility, queue question.
« on: November 03, 2014, 06:24:28 pm »
I've corrected this.

82
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?)

83
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:
http://www.romhacking.net/translations/930/

84
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.

 :cookie:

85
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?

86
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

87
Why are you clearing the whole table every frame then rather than simply update the sprites that need updating each frame?

88
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. ;)


89
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. :)

90
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.

91
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.

92
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?

93
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! :)

94
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.

95
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.

96
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 14, 2014, 08:14:41 pm »
Thanks. Similar borrowed code. Fixed.

97
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

98
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

99
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...

100
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

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