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Messages - creeperton

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61
ROM Hacking Discussion / Re: Romancing SaGa 3 Hack !?.
« on: May 02, 2012, 05:05:07 pm »
Those translation patches aren't compatible with the major Japanese RS3 hacks. RS3 mixes event commands in with its main text. Mana Sword's translation and the bigger RS3 hacks conflict since they both modify the script.
I'm aware of that, SaGa Frontier 1 and 2 are exactly the same.  I have a theory that both of these games were made with some kind of GUI tool for non-programmers that generates "resource" files, which are field screens, sprites, text, and event coding all mixed together.  If I could, I'd write a program that loads the "resources", and allows you to view, modify, and preview them as they will appear in the game.

The best source that I know for RS3 hacking info is romancing@wiki.
Thanks.

You might want to ask magno. He's dumped the Japanese script and Mana Sword's English script.
Thanks, I'll talk to him.  Maybe he can provide some pointers on SaGa Frontier 1 as well.

Though, since the Japanese hacks add additional event commands, whatever script dumper/inserter he uses might not be enough.
There's no way in hell you can make a newb-friendly "editor", similar in function to editors for other games, because - as you and I both know - the SaGa games weren't made the same way as other games.  I need to make something that works exactly the way that Square's tools worked, if I want to build a community around modding SaGa games.

It will take me a while to upload loda.jp to wherever.  First I'll drop it into a 7zip file, and put it up on mediafire or something.  Then I'll talk to some other people I know, about setting up a for-real mirror of the site up somewhere, which can then be translated into English.

62
@creeperton
I am going to make it to where you can have at least three times the sub-weapons. I would like to
put all of the sub-weapons from mmx 1-3 + a few more that I design or someone else designs.
There is plenty of empty ram for adding a bunch of sub-weapons.
This keeps getting better and better.

@justin3009
Definitely need the extra life and sub-weapon energy if I am going to add the difficultly mode.  ;)
Looking forward to it!

63
ROM Hacking Discussion / Re: Romancing SaGa 3 Hack !?.
« on: May 01, 2012, 02:00:42 pm »
I bet that this is what happened to Gustav after he disappeared at the Southern Fort.  And is that Blue, Miriam, and Diana I see?

Has anyone translated the 3 Romancing SaGa games?  Are there lists of offsets anywhere?

And I mirrored loda.jp a few months ago, if anyone wants it.  IIRC, that was the Romancing SaGa modding site.

64
The method used here actually allows for 'more enemy and PC life' as well without really any issues.  Which is what REALLY catches my eye the most about it all.
Same with secondary weapons.  Perhaps some kind of upgrade that increases the maximum number of secondary weapons you can carry is in order?

Capcom really should've thought of this.

65
This is awesome, I'm downloading this patch!

Is this for a headered or unheadered ROM?

66
ROM Hacking Discussion / Re: Screenshots
« on: April 21, 2012, 04:25:50 pm »
Would this compile in Linux?

68
General Discussion / Re: PS-One reading CD-R problem
« on: April 14, 2012, 04:21:37 pm »
From what I heard, it's bad rips that cause these problems.

69
Newcomer's Board / Re: pSX 1.13 debugger version for linux
« on: April 07, 2012, 03:48:30 pm »
The connection issue is a big one, because the local libraries kick you off their wifi after a certain amount of time, or after you consume a certain amount of bandwidth - I'm not sure which.

I don't really care about backing up my music - which is the biggest offender, weighing in at almost 60 gigabytes - my pictures, or my porn (which is barely 2 gigabytes - I'm not a fan of super-long videos).  So I really only need maybe 40 gigabytes of storage, 50 max.  All my PS1 and PS2 disc images, you know.

If I can get a job through the work-study program at school, then I'll have enough money to buy one of those 64 gigabyte flash drives I see at Walmart, that cost $120.

71
Newcomer's Board / Re: pSX 1.13 debugger version for linux
« on: April 06, 2012, 07:46:40 pm »
Wine 1.2 is from 2010. It’s time to upgrade.
Yeah, my Linux distro is no longer supported, so I need to upgrade.  However, I have no way to backup my data (homeless), so I have to figure out how to move my data to a separate partition from my current distro (Mint 10 Gnome 32-bit), after which I'll install a new Mint distro (Mint 12 Gnome + Mate, or maybe Mint 12 KDE or LXDE, since I favor Gnumeric, Abiword, and Leafpad), and delete my Mint 10 partition.

This must be forbidden knowledge, though, because google searches don't bring up anything related to Mint and separate partitions for data and different linux distros or operating systems (and possibly configuration files).  I've asked like four different times, and every time people just tell me, "Well, why  don't you do xyz instead?  That will get you what you want."

If I don't have any replies tomorrow, I'll make a post at byuu.org, since they're apparently more willing to answer complicated questions about Linux Mint than the actual staff of Linux Mint.

In other news, I found discs for Star Craft, Brood Wars, and Diablo in a CD case poking out of the top of a trash can yesterday.  Always wanted to play those games.

I also don't know where I'll download an ISO of a Mint distro, since it usually takes all night.  I could really use a friend with an external hard drive and an internet connection.

Once I get a student ID, I'll have more opportunities to make contacts, but that won't be for at least three weeks.

72
Newcomer's Board / Re: pSX 1.13 debugger version for linux
« on: April 03, 2012, 04:51:06 pm »
http://appdb.winehq.org/objectManager.php?sClass=application&iId=3188

Yeah, that's what this told me, but it still won't work.  Prompts me to select a BIOS image every time, then nothing happens after I select one.  Won't display the PS1 boot screen, nothing.  I use Wine 1.2.2; what versions do you use?  And could you post the contexts of your psx.ini files, too?  Here's mine.

Code: [Select]
[Paths]
SaveStatePath=saves
MemoryCardPath=cards
CDImagePath=cdimages
ScreenShotsPath=screenshots
[BIOS]
PS1=scph1001.bin
PS2=bios\scph39001.bin
[Input]
Key1Select=57
Key1Start=28
Key1Up=200
Key1Right=205
Key1Down=208
Key1Left=203
Key1L2=29
Key1R2=157
Key1L1=42
Key1R1=54
Key1Triangle=30
Key1Circle=31
Key1Cross=44
Key1Square=45
Key1L3=-1
Key1R3=-1
Key1LStickX=-1
Key1LStickY=-1
Key1RStickX=-1
Key1RStickY=-1
Joy1SelectType=0
Joy1SelectDef=-1
Joy1StartType=0
Joy1StartDef=-1
Joy1UpType=0
Joy1UpDef=-1
Joy1RightType=0
Joy1RightDef=-1
Joy1DownType=0
Joy1DownDef=-1
Joy1LeftType=0
Joy1LeftDef=-1
Joy1L2Type=0
Joy1L2Def=-1
Joy1R2Type=0
Joy1R2Def=-1
Joy1L1Type=0
Joy1L1Def=-1
Joy1R1Type=0
Joy1R1Def=-1
Joy1TriangleType=0
Joy1TriangleDef=-1
Joy1CircleType=0
Joy1CircleDef=-1
Joy1CrossType=0
Joy1CrossDef=-1
Joy1SquareType=0
Joy1SquareDef=-1
Joy1L3Type=0
Joy1L3Def=-1
Joy1R3Type=0
Joy1R3Def=-1
Joy1LStickXType=0
Joy1LStickXDef=-1
Joy1LStickYType=0
Joy1LStickYDef=-1
Joy1RStickXType=0
Joy1RStickXDef=-1
Joy1RStickYType=0
Joy1RStickYDef=-1
Joy1Rumble=1
Key2Select=-1
Key2Start=-1
Key2Up=-1
Key2Right=-1
Key2Down=-1
Key2Left=-1
Key2L2=-1
Key2R2=-1
Key2L1=-1
Key2R1=-1
Key2Triangle=-1
Key2Circle=-1
Key2Cross=-1
Key2Square=-1
Key2L3=-1
Key2R3=-1
Key2LStickX=-1
Key2LStickY=-1
Key2RStickX=-1
Key2RStickY=-1
Joy2SelectType=0
Joy2SelectDef=-1
Joy2StartType=0
Joy2StartDef=-1
Joy2UpType=0
Joy2UpDef=-1
Joy2RightType=0
Joy2RightDef=-1
Joy2DownType=0
Joy2DownDef=-1
Joy2LeftType=0
Joy2LeftDef=-1
Joy2L2Type=0
Joy2L2Def=-1
Joy2R2Type=0
Joy2R2Def=-1
Joy2L1Type=0
Joy2L1Def=-1
Joy2R1Type=0
Joy2R1Def=-1
Joy2TriangleType=0
Joy2TriangleDef=-1
Joy2CircleType=0
Joy2CircleDef=-1
Joy2CrossType=0
Joy2CrossDef=-1
Joy2SquareType=0
Joy2SquareDef=-1
Joy2L3Type=0
Joy2L3Def=-1
Joy2R3Type=0
Joy2R3Def=-1
Joy2LStickXType=0
Joy2LStickXDef=-1
Joy2LStickYType=0
Joy2LStickYDef=-1
Joy2RStickXType=0
Joy2RStickXDef=-1
Joy2RStickYType=0
Joy2RStickYDef=-1
Joy2Rumble=1
KeyStatusDisplay=15
KeyMute=156
KeyIncVolume=78
KeyDecVolume=74
KeyIncXAVolume=209
KeyDecXAVolume=201
KeySoundStatus=181
KeyFastForward=14
KeyShowVram=87
KeyIncGamma=73
KeyDecGamma=81
KeyIncBrightness=72
KeyDecBrightness=80
KeyIncContrast=71
KeyDecContrast=79
KeyScreenShot=88
EscapeMode=0
JoystickDevice1=00000000000000000000000000000000
JoystickDevice2=00000000000000000000000000000000
[Controllers]
Controller1Type=-1
Controller2Type=-1
[Sound]
Frequency=-1
Sync=1
Reverb=1
Interpolate=1
Latency=20
XALatency=20
Device=00000000000000000000000000000000
[Graphics]
BilinearInterpolation=1
FrameSkip=0
SleepWhenIdle=1
PauseWhenDefocused=1
StatusIcons=0
NTSCWidth=-1
NTSCHeight=-1
NTSCRefresh=-1
PALWidth=-1
PALHeight=-1
PALRefresh=-1
FullscreenVSync=1
WindowedSync=1
Gamma=1.000000
Brightness=0.000000
Contrast=0.000000
ScreenshotFormat=0
FullscreenAdapter=-1
FullscreenAspectRatio=-1
[CDROM]
Driver=-1
SubcodeReading=-1
[MainWindow]
XPosition=5
YPosition=43
[Cards]
Card1=
Card2=
[Language]
CurrentLanguage=45006e0067006c006900730068000000
[Monitor.r3000]
FontName=Lucida Console
FontSize=9

73
Newcomer's Board / Re: pSX 1.13 debugger version for linux
« on: April 03, 2012, 02:21:47 pm »
Anyone have any guesses as to which DLLs pSX requires?

74
Newcomer's Board / pSX 1.13 debugger version for linux
« on: April 02, 2012, 07:18:31 pm »
http://psxemulator.gazaxian.com/

pSX 1.13 for linux doesn't include a debugger, and it doesn't look like there's a debugger version for linux, period.  Anyone know where or how to get a version of pSX for linux that has a debugger?  Possibly compare the Windows versions of 1.13 debugger and 1.13 non-debugger, and then apply that knowledge to the linux version?  Or is it more complicated than that?  Should I start googling decompilers?

75
Not going to get into some of the other stuff in the thread, but this is absolutely horrible.  And this is the kind of stuff that has gone on for quite a while in various Islamic states.  The number of human rights violations against their own people is atrocious, and the treatment of their women is abominable.  Really, that's where we need a new, honest-to-goodness feminist movement.

I know there's decent Muslims, 'cause I know a few from my engineering days.  But a lot of them are completely crazy, and seemingly the crazy ones are the ones in power.
Yeah, it's not like Christians do that at all dot dot dot

Deuteronomy 22:28

My reply, on topic: One less Theist.  My reasoning for this incredibly brutal reply?  Theism is so inherently destructive, that it ruins the lives of it's most ardent supporters, and it denies even the less fanatical theists the joys of life, and it tells them that it's doing them a favor.

Like a mid-20's virgin, who claims that being a virgin at that age - or later - is a good thing; and that it doesn't mean that you're being denied a chance to acquire life experiences.  That you aren't still an adolescent, in terms of relationship intelligence.

In any case, she's better off dead, than having kids with this guy, or living some other miserable existence, now that she's not a virgin, and in a patriarchal culture.

76
Newcomer's Board / Re: Game Editor Pre-planning
« on: March 24, 2012, 04:44:29 pm »
I'm starting school in the fall, seeking a bachelors in computer science.  I have some catching up to do when it comes to math classes, so it will be a few years before I program anything.  I made this thread because, eh, why not?

@BRPXQZME: Why no smile?

And, does this idea make any sense, or am I talking out of my ass?

basic lisp = most basic features of a language
-extension a: operating system - low level (Forth?)
-extension b: advanced math - mid level (?) (Lush?)
-extension c: graphics - high level
-extension d: scripting - intended for embedded apps, or web pages (very fast, and hard to fuck up, I guess?  Can play nice with other languages?) (Shen?)

I think that a lot of people don't use Common Lisp because it's so fucking huge.  The syntax is simple, but the (I think the word is semantics) semantics are absurd - there are so many hidden rules and hidden effects, and very little is obvious to someone reading a book (like me), entering the example programs into an interpreter, and then screwing around with those examples to try to break them (to determine what they can and can't do).  It's like PEMDAS - we only need PEMDAS because math doesn't force you to write your math problems in such a way that the order of operations is obvious to a newb.

So, the smartest thing to do, I think, is start from the beginning of the Lisp language family, and then implement extensions to the most basic features, to do different things.  The benefit to this is that someone who's learning to use HTML Scripting Lisp, can very easily learn to use the other Lisp extensions.  So you only have to learn one thing, and then you can move on to working on another part of an operating system or application without having to learn a whole new language, because everything in the operating system is derived from Lisp (see note #1), and every extension to Lisp is derived from a very small group of basic commands.

Note #1: Assuming you are crazy enough to use this to write an operating system.

77
Newcomer's Board / Game Editor Pre-planning
« on: March 22, 2012, 07:57:51 pm »
There is some bizarre crap going on in SaGa Frontier.

M***.ARC (archive) structure //All sprites use the same palette
*sub-file 1: Monster Spritesheet
*sub-file 2: Palette
*sub-file 3: Monster KO'd Sprite
*sub-files 4 and on: unrelated stuff, as far as I know

S***.ARC (archive) structure //Each image has it's own palette in a different sub-file
*sub-file 1: battlefield background
*sub-file 2: battlefield background palette
*sub-file 3: battlefield foreground
*sub-file 4: battlefield foreground palette
This isn't the actual order that these things are in, but it's just an idea of what's going on.

It seems that the event scripting actually has NPC sprites and palettes stored in with the scripting.  I assume that the functionality for dealing with these NPC sprites and palettes will be dealt with along with the part of an editor that deals with the scripting.

So, what is the best way to deal with this crap, in an editor?  Is it a good idea to have something that imports/exports images with their palettes?  Is it a better idea to implement an image and palette editor in the game editor itself?

****

I think that SaGa Frontier was built with some kind of scenario building GUI tool, with a built-in scripting language.  The scenario builders picked a sprite, inserted it into the game, and then wrote some scripts to tell the sprites what to do.

So, my best idea for dealing with the scripting language and GUI scenario builder, is to recreate it - does this make sense?  This means I'll have to integrate the sprite editor and the palette editor into the scenario builder and scripter.  Does this make sense?

****

Random ideas of some of the scripts they used.

-move(randomly)

-on talk(open text box(text))

-on contact(battle)

-on near contact(open text box(shop))

****

BTW, I'm not even done compiling other people's notes, and documenting the file formats on my own.  It'll probably get worse.

****

Questions for all the game editor programmers here.

1. What's the best programming language for making an editor?  Are these good pre-requisites?
*Cross-platform (at least Linux and Windows)
*Relatively fast, and relatively small memory footprint
*Fairly commonplace (popular among coders)
*Plenty of libraries
**for GUIs
**for input/output
*Somewhat easy to program in
**Automatic memory management, or tends to not create garbage in the first place
**Easy to test & debug
***Can compile or interpret, like Common Lisp
***Bonus points for crap like almost purely functional, again like Common Lisp, which makes it easier to test from what I hear.  In that you can change the code and test it right then and there, in an interpreter, and it will work exactly the same as it will later, when compiled.

2. Anyone have documentation on input/output done for PlayStation 1 disc images?

78
Programming / Re: Windhex Alternative?
« on: March 16, 2012, 04:32:56 pm »
I don't quite understand what you want, but XVI32 has a Search, Replace, Count, and Replace All.  You can do all of these either from the beginning of the file, or from wherever you place the cursor.  And you can do them forwards (from wherever you start to the end of the file) or backwards (from wherever you start to the beginning of the file).

I really want a hex editor that allows you to Count and Replace All between (x) offset and (y) offset.

I think either HxD or Neo allows you to Search, Count, and Replace All over multiple files chosen, or all the files in a specified directory.  That's really useful sometimes.

Most of the non-crappy hex editors have scripting features, which should allow you to create what you need it to do.

79
Newcomer's Board / Re: Tile Molester Help
« on: March 10, 2012, 03:41:48 pm »
It looks as you say that they are 512 bytes each with no header.

This would be a nice little trick for tiles with external palettes too. You could just attach the palette to the end of the file so it could be imported from the same file as Tile Molester seems to require.
You got it work?

80
ROM Hacking Discussion / Re: Unix/Linux Tools
« on: March 09, 2012, 06:37:54 pm »
Fuck Unity.

http://www.linuxmint.com/download.php
^Linux Mint 12.  The primary version is Gnome and MATE (mate = fork of Gnome 2), and there are KDE and LXDE versions.  No XFCE version that I see, but there's nothing stopping you from downloading everything you need to switch to XFCE and configuring it yourself.

http://www.linuxmint.com/download_lmde.php
^Linux Mint Debian, based on Debian Testing.  It's the official Mint rolling release.

Linux Mint is easy enough from grandmas and small children to install, use, and update; yet it has the same features at the other Ubuntus and Debians.  I recommend it.

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