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Messages - pianohombre

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Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 28, 2017, 05:58:00 pm »
Jorpho, the OS I was talking about is KolibriOS (also coincidentally the name of the smallest gun in the world).

Yes, loops versus if statements. I remember the Big O(n) graph. If statements execute 1:1. Loops execute 1:n, and embedded loops are the slowest (though this is cleaned up by recursion).

We had to write sorting functions from scratch using data structures filled up with random values. Then write the sorting functions using recursion. We tested several types quicksort, bubble sort, and a couple others. I'd have to review heap I don't remember what it is off the top of my head. But our classes were full to the brim of students, no tutors around, the textbooks had errors. This wasn't easy stuff to learn. I wrote down the name of that book. I'll try and take a look at it since I'm working on a program that uses C++, and might benefit from threads and pipes.

Gaming Discussion / Re: Mega Maker (Mega Man Maker) released!
« on: November 28, 2017, 05:12:33 pm »
Looks like they've added a lot of new features with 1.1 update:
-New weapons
-New enemies
-New UI
-New bosses

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 27, 2017, 05:29:31 pm »
Hi jonk,
It's good that someone with your experience is on this website. Appreciate your feedback on these comments. I have only briefly programmed threads, pipes, and processes for an upper-level GE course, but have never been able to implement it in my code. Even many of the things we learned about classes (in C++) seemed more like fancy kick-flips, and tricks, when it was easier to do an ollie. I'm just saying it seemed like a complicated way to do something when there was an easier way, that made more sense and was simpler (I'm talking about extends, operator overloading, try/catch, linked lists, and abstract structs).

News Submissions / Re: Translations: New Translations Added to the Database
« on: November 27, 2017, 05:11:05 pm »
whether or not you like my translation of that sentence, doesn't excuse the error in the sentence above "muy tarde". Again Timespacemage is right to suggest "demasiado tarde".

News Submissions / Re: Translations: New Translations Added to the Database
« on: November 27, 2017, 04:32:30 am »
I agree with Timespacemage.
The MM3 translation looks sloppy. You also wouldn't translate "after having been defeated twice by Megaman" to "tras ser vencido dos veces por Megaman". Best translation would be "despues de ha vencido dos veces por Megaman", or "tras ha vencido dos veces por Megaman". The verb 'ser' just isn't used that way, and you wouldn't leave the verb tense in the infinitive form.

That's the equivalent of "after to be defeated twice by Megaman".

Gaming Discussion / Re: 3DS Samus Returns and AM2R
« on: November 27, 2017, 02:03:22 am »
I have recently gotten into the GBA Metroid games. Unfortunately, I won't be able to get into this new spin-off until the hype is long-dead and they have probably released a new Metroid for Switch. It's alright though, the GBA games are very similar to the SNES counter-parts. I don't have much time to play video games anyways. This game is already only 2 months old and the only videos being shown on IGN are of Super Mario Odyssey, and the upcoming Destiny 2 and Star Wars Battlefront 2 games.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 26, 2017, 07:34:18 pm »
Done at least by 2013

Off-topic yes, but seemingly 100x more important than 8-bit and 16-bit videogames. That Baxter robot took over 1 minute for just 1 t-shirt. For the average load of laundry that would take 30 minutes for a triple load. Hardly efficient, and you would need to lay out each article in front of the robot. It would be more tedious than just folding it yourself. I was talking about a separate machine, where you could dump in your entire basket and it would spit out folded clothes in 10-15 minutes total for the entire load. I have been following the news on such devices, and there is one in development, that is supposed to be the ideal laundry-folding machine, that is supposed to hit limited markets in 2018-19, at a ridiculously overpriced price of $700.

Edit: The machine is called a Foldimate, and set to launch in 42 days (according to their website). At $7-800 I'd expect there to be maybe one per 10,000 people, meaning most laundromats won't purchase one for at least 10 years. I've never seen a chain of laundromats. Perhaps if there was a successful laundry corporate office I'd get to use one in every 100-mile radius. The thing is the size of a refrigerator.

I'm trying to modify a level in X3 by basically altering a Camera Event. I've noticed that it looks like these camera locking events have a certain 'block' that they attach to to designate some scrolling stuff (Or so it appears?) Is there any actual way to move those blocks?

I'm not exactly sure what you're trying to do. Are you using the checkpoint editor, or the event editor? Are you working with a type=1 event, or since you mentioned sprite spawning I'm assuming type=3? Looks like you were able to work around it.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 26, 2017, 05:46:20 pm »
When I was 18, I was able to design and build a small computer of my own using wire-wrap. I had newspaper reporters coming to my home because of this. (I have no idea who tipped them off.) This was 1974. My chosen field was physics and mathematics. And it turns out that these were the kinds of people who were involved as programmers back in that day. If I were talking to another programmer then, I could bring up the use of a LambertW function and would NOT need to explain it to them. They would already know exactly what I meant and why it would be appropriate. If I wanted to compute a sine function, I could point out that a Chebyshev function bounds max error and converges faster and I could be assured they would know what I meant and why (Taylor's bounds average error, not max error, and converges more poorly in these cases.) All of us were cut from a similar cloth, then. I could write an operating system, a compiler, etc., from scratch and didn't need a book. (As an example, I was flown to a site in California to work on a project and had written from scratch, tested, and completed a full multi-threaded operating system in less than two days -- without the use of any pre-existing code or libraries.)

I find this hard to believe. Not the computer built from tin-foil, and recycled jock straps of dead football players, but that you were able to build a multi-threaded OS in less than 2 days. How many years has Torvalds worked on the kernel for Linux? Maybe that bare-bones OS I've seen that could still fit on a floppy disk (I don't recall the name), but it had issues with plug N play Wi-Fi connection.

I think I've heard of M-theory in the past, yet I don't remember the premise. Does it have anything to do with 8-bit and 16-bit programming? Can a star cluster fit into an Atari, or does Galaga count? Yes, apparently computers have to do with physics, and math, and engineering, and art unfortunately. How useful are modern computers anyways? (Let me know when they make an affordable machine that will fold your laundry after it dries).

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 25, 2017, 09:59:28 pm »
It's really not as difficult as you make it sound. Look again at the ZX Spectrum: the Oliver Twins were making top selling games while they were still at school. I think Matthew Smith made Manic Miner and Jet Set Willy when he was around 16. Most programmers for the 8-bit computers were young, and did their own graphics and sound, too. Look at homebrew games. Sure, a lot of them are simple, but you don't need to be a university grad to do it.

Best-selling games no one has ever heard of. The games that go along with the hardware consoles are always the most popular. Sometimes they even throw in a free game or 2 when you purchase a new console. These are the games people remember, because most consumers can't afford to purchase tens or hundreds of games, that are published with each generation of consoles. The arcade classics also are memorable.

Hi Justin,
Amazing work as always, if you were using the MegaEd X Editor from me, or RedGuyyy, or the original programmer please let me know. I'd like to update the files you made changes to (then update the github).

I've recently been running the debugger in Bsnes, trying to get address locations for assembly number, palette number, and event information in the RAM for Rockman&Forte. I have the program that spits out all the pointer table info for graphics and such, so should be able to grab that. Hopefully, I could get the editor working for MM: Rockman & Forte. Despite, it's non-north american release, it was a fun game, nearly on par with MM8. Once I'm able to get this info I may be able to make a stand-alone editor for MM7 (and be the first one to do so!!), before even the pathetic and lazy hackers working on MM: Wily Wars (4-6).

(On a side note, Rockman&Forte, or Megaman & Bass as has been also known, while difficult, at least has save states, unlike it's previous SNES Megaman titles. You cannot return to the store and purchase items for boss battles, like MM8. MM7 has been long overdue for an editor. While there's probably less than 10 hacks for 16-bit MM games, there's 0 for MM classic games [i.e.: non MMX games]. Also, side-side note I had recently played through MMX3, which I previously abandoned for MMX1-2 and the classic series. I actually enjoy the game quite a lot, it allows ride-armor, and the equipment perks are quite nice, plus the gold armor, and Vile boss fights make the game quite challenging.)

Programming / Re: ASM Compiler? Help with spaghetti code problem
« on: November 09, 2017, 02:52:18 pm »
Just put all the new assembly in an ASM file and link it using an assembler like Asar. You can use labels in the program next to the jumps (which the linker replaces with memory addresses). Then, you can comment the code using semi-colons so it will be nice and tidy.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 09, 2017, 02:35:58 pm »
Hi Jonk, thanks for the informative reply. No, most of that computer stuff I've only read about in textbooks or seen on websites, like the NASA one. By the time I studied computers even the Apple II was ancient history, and most were rigged with some version of Windows operating system, although we have used Ubuntu Linux to write a few programs in assembly and C. Yes, I had meant C in the '70s. Today C and C++ seem so similar, usually the only way I can differentiate is by which include files they are using.

It's hard to imagine today, people grinding things out in hard ASM to make a game for Sega or Nintendo, but I guess it makes more sense, seeing as most probably went to top universities back in the day, and they had a whole team for development of these games, which were anywhere from six months to a few years for some of them (or for a few of the crappy ones were made by one person in the span of a month or two). Game Maker has sure simplified a lot of things.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 03, 2017, 12:31:15 am »
Yes, if they were using assembly, such as in your example of the Link's Awakening game. That would make more sense. An organized directory of 10-20 asm files. Rather than what we see in hexadecimal programs, lines of confusing op codes and memory addresses. With comments and notes I suppose it's a lot more feasible, even if it's assembly. I can understand an easy game made in assembly like Mario 1 for NES (less than 50Kb), but for these more complex games, that use so much RAM, and have hundreds of things going on in the screen, and dealing with loops, memory banks, switching palettes, only the top programmer who had been studying computer science for 20 years, would be able to code these beasts, it seems.

Programming / How were early 8 and 16-bit games programmed?
« on: November 02, 2017, 05:32:58 pm »
Most guides say they were written in Assembly, but C++ has been around since the '70s, and they also had Pascal. There are engines today, such as Unreal Engine, that are used to reduce time to create a game. I really find it hard to believe every game in the 80's and 90's was created by scratch, in ASM, especially since many Nintendo and Capcom games look very similar. Seems like you could upload 100-500kb of graphics and some program would store it all correctly, and the programmer would just need to write things like which direction the graphic fired, or what graphics to display when he died, upgraded armor.

I don't really think it happened that in the early planning stages they said ok let's spend 100 hours compressing graphics and then getting them to display properly when the character changes X or Y position. Of course disassembling graphics is 10x harder than working with the same software, but game companies won't release the actual code, because it's copyrighted, not even if the games get put in the public domain in 10-20 years! (I don't expect them to).

However, I got in this stuff late. I never even studied game programming in college either. I was on a different track (you know working with databases, how to use PHP to create an online social media site or store). It seems like maybe some of the folks on this site may have actually worked on games that were popular in the 80's and 90's, and were familiar with the software used to make some of the games. Please drop a few names (of popular software programs)?? Thanks.

Personal Projects / Re: Super Mario Bros. 3: The Rainbow Realms
« on: November 01, 2017, 07:25:52 pm »
Looks promising. The colors were always boring I thought in the original NES version. I liked the remastered SMB3 in All-Stars. This definitely looks promising, along with the many other SMB3 hacks out there.

ROM Hacking Discussion / Re: Zelda 2 hack - Help needed
« on: October 26, 2017, 01:15:17 am »
How many Zelda fans would seriously consider a retro console of the notoriously worst Zelda title out there? Esp. when most fans stopped gameplay from too-much open world graphics. Many fans were interested in the beginning (for BOTW), but how many of them even completed the quest?

ROM Hacking Discussion / Re: Screenshots
« on: October 26, 2017, 12:00:00 am »
I never understood why the xenogears/xenosaga #trilogy# gained such steam. Looks like the feces of pseudo-polyglots that failed to append a chapter to the Final Fantasy "true" saga.

Gaming Discussion / Re: Mega Maker (Mega Man Maker) released!
« on: October 14, 2017, 08:05:27 pm »
Played Cobalt Mountains. Pretty short. Only edit I'd suggest is to have that optional area, relink to the main course, before the boss fight, so you don't have to back track. Pretty cool level other than that. Not too difficult, and not hard on the eyes.

Gaming Discussion / Re: 3DS Samus Returns and AM2R
« on: October 11, 2017, 06:24:31 pm »
They just released the switch, but didn't release any version of this game for it. Must be Nintendo's way of forcing people to buy the 3ds if they didn't already have one. They might put it on the Virtual Console for switch in the future, once they enable virtual console. Looks like they are in the middle of making Metroid Prime 4.

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