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Messages - BRPXQZME

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641
Supervisor mode on the X68000 is what we might call “kernel mode” on a PC. It allows unfettered access to all the hardware, which normal programs really shouldn’t have, but the OS really should.

待避 in this context means shunt; i.e. that the LED is also used for a different purpose in certain circumstances.

In this case, 無視を表す means that where they have written an f in the manual, it will actually be ignored (“each $f indicates a don’t-care”).

642
Using a constant value as the label should work because it’s the assembler’s job to determine the difference (assuming you use the org directive to place your code in the spot where it should end up). At least in the assemblers I recall using, you can also use the org directive to place labels at the correct spots (no data or code necessary).

The main thing to watch out for, once you’ve done this, is that you need to somehow get the raw bytes from your code (and only the ones you want written) into the ROM. GCC isn’t really your friend in that regard (but you can still make it work if you really want to). Once you actually have the output, though, a program that patches it in at the right spot should be trivial to write.

(N.B.: I personally avoid the hacking end of things, so while I might have the theory down, someone else might have something more practical to say)

643
Programming / Re: Professional game company programming language?
« on: October 21, 2012, 09:43:39 pm »
Zork was ported across a number of programming languages, but assembler wasn’t really ever one of them.

Z-machine interpreters, well, that’s a different story....

644
Script Help and Language Discussion / Re: Character Identification Needed
« on: October 17, 2012, 10:00:46 pm »
I knew what a ninja was before anyone had a chance to tell me.

I knew that ninja are anthropomorphic turtles who subsist on a steady diet of pizza and kicking ass.

645
ROM Hacking Discussion / Re: Screenshots
« on: October 15, 2012, 10:10:43 pm »
I think there is a joke here, in that that’s not really the correct reading for 町人, but they’re going with it anyway.

Perhaps シュビビン is a contraction of シュビビーム (because the ン morphs into an ‘m’ in front of マン). What’s a シュビ? I don’t know what it シュビ.

646
General Discussion / Re: Video Time
« on: October 11, 2012, 05:56:59 pm »
http://youtube.be/hpw6Lt6USrs

these guys (Meine Meinung) are p cool just sayin.

647
Programming / Re: 6502 multiplication?
« on: October 04, 2012, 03:06:08 am »
Your analysis is correct. The loop just adds to the accumulator whenever it detects the low bit in $40, and shifts things right until the 8 low bits are in $42 (logically, you could think of it as the add value in $41 keeps getting shifted left, but that doesn’t make computer-sense).

648
Script Help and Language Discussion / Re: More Game Center CX Help
« on: October 04, 2012, 01:26:20 am »
@BRP: Does ツアー have a meaning as an onomatopoeia, or is it just "tour"? What you said sounds correct, but I'm unsure how to translate that word.
It’s not a codified gi*go to my knowledge, but I believe that is intended to mimic a scifi door sliding (trivia: part of the Star Trek door sound is actually the sound of paper on paper action—oh my!).

14:33 - 心は小康。B。

649
Script Help and Language Discussion / Re: More Game Center CX Help
« on: October 03, 2012, 09:58:06 am »
13:05 - お…おちゃおちゃおちゃ…おほほほほ、やりました

13:42-13:46 - sounds like 入った、突端にさ…ツアーとさ…

edit because ahhh ninja

650
Personal Projects / Re: Final Fantasy VII NES Project
« on: September 29, 2012, 01:14:54 pm »
Don’t attribute to nationality what can be attributed to game development being a lot of work. Anyone can half-ass a game.

651
Front Page News / Re: Translations: Energy Breaker English V1.00
« on: September 29, 2012, 01:01:30 pm »
omfg i will diEEEEEEEEE if my emulator does not have teh blue snow!!1

(note to self: write blue snow shader for bsnes)

652




警察庁

653
Script Help and Language Discussion / Re: Castle Quest Translation Review
« on: September 20, 2012, 07:52:52 pm »
Not everyone does know, but the “seed” part can be considered redundant.

654
Gaming Discussion / Re: Comparing game localizations
« on: September 16, 2012, 08:05:32 pm »
On the station thing... each 合 up a mountain trail is 10% of the way up (I believe it’s by altitude starting from the base?). So 3合目 and 7合目 are really approximations for  “1/3 of the way up” and “2/3 of the way up” if you wanted to be boring.

I would conjecture (i.e., when I was a younger man I assumed ;D ) that the choice of the term “station” could come from the practice of making specific stops on religious pilgrimages, being that Mt. Ordeals is something like a spiritual experience in the context of the game. In hindsight, this is almost certainly an eisegesis of mine that just seems to work for me :P

At any rate, the etymology of the term seems uncertain.

655
Script Help and Language Discussion / Re: Castle Quest Translation Review
« on: September 15, 2012, 02:14:47 am »

oh wait that’s a grunty

656
Programming / Re: One liner to print the alphabet.
« on: September 09, 2012, 02:44:13 pm »
Quote
Phoenician is a dead language. Mayan is a dead language. Latin is a dead language. What makes these languages dead is the fact that no one speaks them anymore.
Maybe not so much the Latin, but I imagine this statement would come as a shock to speakers and scholars of Mayan languages.

657
Programming / Re: One liner to print the alphabet.
« on: September 08, 2012, 07:01:37 pm »
I don't see what's so special about this. You could write a huge program on a single line if you wanted to... line breaks are just whitespace, they're not that meaningful.
They’re better when you’re not trying to do anything you’re going to have to look at again.

That means in languages tooled towards building lasting applications and systems (such as any C-like), you should avoid them, unless you’re submitting an IOCCC entry or something too clever by half like that.

658
Script Help and Language Discussion / Re: 目に見えぬ不安を数えて
« on: September 08, 2012, 05:06:46 pm »
enumerate invisible insecurities ;P

yeah song lyrics are a sort of table-flip impetus for me

659
Programming / Re: Camera vectors rotation and vertical strafe
« on: September 06, 2012, 06:00:19 pm »
It’s called “gimbal lock” if you would like to look up the causes and solutions.

660
Programming / Re: Camera vectors rotation and vertical strafe
« on: September 05, 2012, 01:52:52 am »
Probably shouldn’t use the global direction, though. Just have the up vector to begin with so the camera can go freestylin (not really sure how the rest of this is set up, so I can’t say what else to do).

I concur with the above two posts in that doing these camera moves with matrices is probably easier. But you do have to wrap your head around what the matrices mean first.

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