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Messages - slidelljohn

Pages: 1 2 [3] 4 5 6 7 8 ... 15
41
Can you send such things through a controller in the first place?

Possibly:
https://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=77760&page=all&PHPSESSID=e4cf52657bca866089eaeb930a3c038b

I have no idea how he did it but its very impressive.

With the knowledge of near(byuu), the knowledge of I believe it was Cydrak but I'm not sure, and the help from
qwertymodo I was able to create my super v-power modchip for the snes. Their knowledge on the snes was very
helpful. I actually have a newer and better design for the modchip that I would like to finish building sometime
in the beginning of next year.

For those who don't know or have forgot about it here is the last design of my modchip:

42
Personal Projects / Re: Ganymede (Super Mario World hack)
« on: September 07, 2020, 08:21:54 am »
Wow, this is amazing! You are very talented my friend! 8)

43
Does that mean Produce probably owns the rights to 7th saga and not square-enix? I wish I could get my hands on the rights to the 7th saga.

44
Personal Projects / Re: Mega Man X custom stages
« on: September 07, 2020, 01:19:32 am »
I’m well aware of what he said. It was just
my opinion on a 25+ year button layout. :)

45
Personal Projects / Re: Mega Man X custom stages
« on: September 06, 2020, 08:17:37 pm »
Well, that explains it :o

Everyone has their own way of playing but I do not recommend
forcing the button layout like that. Most people are probably
going to have to change the button layout whenever they go
to play it.

I like your idea with the lives showing on screen. I was going
to edit it to where it gets activated by the select button but
the mapping for everything is changed so my docs wont work.

46
Personal Projects / Re: Shounen Ninja Sasuke Translation Hack
« on: September 06, 2020, 07:42:35 pm »
This looks really good!  :thumbsup: :thumbsup:
I hope you can find some help with the translation.

47
Personal Projects / Re: Mega Man X custom stages
« on: September 06, 2020, 07:15:31 pm »
I cant dash after leg upgrade.

48
Personal Projects / Re: Mega Man X custom stages
« on: September 06, 2020, 06:59:00 pm »
Do you have new ram mapping?

49
Your help was amazing! the table at the beginning, plus the example given, helped me a lot.

    I visited the suggested pages. The content is excellent!

Dear Sir. SlidellJohn, I'm trying to create a "Cheater" with an Arduino, so that I can send these bytes through the data input on the super nintendo controller.

  However, I realized that it is not that simple.

It will be a very complicated research for a person not very developed as I am.

    The data pin on the SNES console appears to be in a low state. The Arduino serial port seems to be high. My goal is to use the TX output of the Arduino, to transmit the bytes through the controller data port.

       I think my idea is kind of meaningless.
Glad I could help!

Sorry my friend but unfortunately I don't have much knowledge on the hardware so I don't
think I will be able to help with that. It does sound interesting and hopefully you figure
out a way to do what you are trying to do.

50
Programming / Re: 6 bit text encoding
« on: September 05, 2020, 12:18:23 pm »
 :thumbsup:

51
Convert game genie to hex decoder.

GG   HEX
--   ---
D    0h
F    1h
4    2h
7    3h 
0    4h 
9    5h 
1    6h 
5    7h   
6    8h   
B    9h 
C    Ah   
8    Bh
A    Ch
2    Dh 
3    Eh   
E    Fh     

14B4-6F07 turns into 6292-8143

remove 62

turns into 928143

convert 928143 to binary

Code: [Select]
10010010 10000001 01000011
ijklqrst opabcduv wxefghmn

switch binary around to this pattern

Code: [Select]
00000000 10011110 00100101
abcdefgh ijklmnop qrstuvwx

convert to hex

009e25
That is your address in rom.



62 = 98 in decimal

Change 04(5 lives) to (62) 99 lives

Exact details are in those pages 11 and 12

Lol my 1st time learning this :woot!:

@Daniel_F
Hope you stick around and share your c++ code after you create it.

53
Programming / Re: 6 bit text encoding
« on: September 05, 2020, 04:39:41 am »
@Bregalad

Yes, Bregalad. That's one reason why I didn't agree with this statement.
if you have a total of 70 6-bit tokens, you'll need at least 2 64-entry tables to represent them all

You don't need another 6-bit table for 6 extra tokens. If you need more tokens you might
as well add some sort of compression.

Table #2

10  = 65
11  = 66
000 = 67
001 = 68
010 = 69
011 = 70

@Anime_World
Your output data wasn't accurate. I was just trying to help. Also
certain char combinations are going to make your data larger and
that's why I said data was missing.

@Bregalad
I knew you knew a lot about snes music but I didn't realize you
knew so much about compression. I looked at your tool and its
got a lot of different compressions! You also included the source! :woot!:
Thanks! :)

54
Programming / Re: 6 bit text encoding
« on: September 05, 2020, 03:36:45 am »
Glad you came back! :woot!:

Can you finish filling your table from 0x00-0x3f (64 total)?

How did you get this from your table?
to 6-bits grouped:
Code: [Select]
   j     O       h     N
101010 001111 101000 001110 = A8FA0E




This is why I say data is missing and why I'm trying to get you to show me your
data after encoding certain text(chars). I'm just trying to show you what happens
when you do it this way.
If u want to use numbers and other characters, combine them with one byte as bitmask every 8 bytes.
1 = 3bytes 6-bit encoded, counts as 1 byte decoded
0 = normal ascii value = decoded byte

55
Programming / Re: 6 bit text encoding
« on: September 05, 2020, 12:20:38 am »
Did you post them? I dont see any.

September 05, 2020, 12:34:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I don't understand the trickery. :-\
All you did was flip the 6th bit on the j and the h to make them lower case.

Example in 6 bit 3 bytes:
JOHN =
001010, 001111, 001000, 001110

Example in 6 bit 3 bytes:
jOhN =
101010, 001111, 101000, 001110

September 05, 2020, 12:49:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Lower case, upper case, numbers 0-9, and (!,.?'"space) will not fit in a 64 6-bit table.

56
Programming / Re: 6 bit text encoding
« on: September 05, 2020, 12:04:44 am »
It looks like you are removing data to make it smaller than what it acutely is.
Why not show the full data?

Lets see the table(s).

57
Programming / Re: 6 bit text encoding
« on: September 04, 2020, 11:52:02 pm »
How does it go from 0x28, 0xF2, 0x0E to 0xA8, 0xFA, 0x0E?

Can you show me what the bits mean because it looks like data is missing?

Example in 8 bit, 4 bytes:
JOHN =
0x4a, 0x4f, 0x48, 0x4e
01001010, 01001111, 01001000, 01001110

Example in 6 bit 3 bytes:
JOHN =
001010, 001111, 001000, 001110

0x28, 0xF2, 0x0E
00101000, 11110010, 00001110

58
Programming / Re: 6 bit text encoding
« on: September 04, 2020, 11:42:49 pm »
What are the results if text = 'jOhN?

59
Programming / Re: 6 bit text encoding
« on: September 04, 2020, 07:53:34 pm »
If you changed: text = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
to: text = 'aBcD'

What would the results of print(output) be after "Now to reduce in a group of 3 bytes you can do:"?

60
Programming / Re: 6 bit text encoding
« on: September 03, 2020, 11:40:11 pm »
 :thumbsup:

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