Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 25/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 12-05-04 09:36 AM Link | Quote
How's everyone doing so far, anyway? Anyone plan extensive hacks yet?
Geiger

Buster Beetle
Level: 34

Posts: 187/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 12-05-04 10:30 AM Link | Quote
I fail to see how... "take up hard drive space?"

0x200 useless bytes. Remove them, and 0 useless bytes. A lot of space? No. But since they serve no point, what is the point in keeping them?

I'll pretend that's stupidity talking...

Nope. Snes9x (and here, I mean the mainstream version) completely ignores the ROM header (beyond seeing if it exists). At one point, there was even discussion of eliminating the "copier" headers in favor of an "emulation" header that would add useful emulation information to it (though I would guess that has long fallen by the wayside).

Once more, I will not budge on ROM headers. I will ignore any further posts on this subject.

Lenophis, if you only plan to complain and call me names, please post your comments elsewhere.

---Evil Peer
windwaker

Ball and Chain Trooper
WHY ALL THE MAYONNAISE HATE
Level: 61

Posts: 518/1797
EXP: 1860597
For next: 15999

Since: 03-15-04

Since last post: 4 days
Last activity: 6 days
Posted on 12-05-04 11:03 AM Link | Quote
You know, I think an -awesome- feature would be to be able to put the header back in, I love headers, they everything more organized, that'd rule. Otherwise it's a great editor.
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 26/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 12-05-04 11:34 AM Link | Quote
Sometimes I'll get random noise after making structural changes to the Porre Inn. Editing the windows and wall around them to be closed and darker, respectively, will corrupt the room entirely, or add a row of trees at the bottom of the screen in the black portion. What could be causing this?
The Sage Of Time

Blue Octorok
Level: 12

Posts: 6/46
EXP: 7444
For next: 477

Since: 04-12-04

Since last post: 40 days
Last activity: 13 min.
Posted on 12-05-04 11:43 AM Link | Quote
Originally posted by windwaker
You know, I think an -awesome- feature would be to be able to put the header back in, I love headers, they everything more organized, that'd rule. Otherwise it's a great editor.

It has already been stated that this will not happen. There is no real point to having a ROM Header, and if it really matters so much to you or anyone else, it's very simple to manually add it back when needed.
Geiger

Buster Beetle
Level: 34

Posts: 188/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 12-05-04 11:48 AM Link | Quote
Sometimes I'll get random noise after making structural changes to the Porre Inn. Editing the windows and wall around them to be closed and darker, respectively, will corrupt the room entirely, or add a row of trees at the bottom of the screen in the black portion. What could be causing this?

Beats me. If you want to write up a step-by-step and mail it to me so I can reproduce it, I will check it out sometime this week.

---Evil Peer


(edited by Evil Peer on 12-05-04 02:51 AM)
Lenophis

Super Koopa
Level: 44

Posts: 259/830
EXP: 584360
For next: 26925

Since: 03-15-04
From: Duluth, MN

Since last post: 4 hours
Last activity: 3 hours
Posted on 12-05-04 11:51 AM Link | Quote
Originally posted by Evil Peer
I fail to see how... "take up hard drive space?"

0x200 useless bytes. Remove them, and 0 useless bytes. A lot of space? No. But since they serve no point, what is the point in keeping them?

Removing the header fixes no bugs, don't make the rom cleaner, it'll just add to confusion. Say someone down the road makes a hack of CT is made with a header intact. You are forcing them to conform to a standard that you set for no real reason, other than "just because," which is an excuse btw.


Lenophis, if you only plan to complain and call me names, please post your comments elsewhere.

---Evil Peer

I find it hard to swallow that 512 bytes could somehow make a difference in file size in the age of 200 gigabyte hard drives.

Reply not necessary, but please read anyway.
The Sage Of Time

Blue Octorok
Level: 12

Posts: 7/46
EXP: 7444
For next: 477

Since: 04-12-04

Since last post: 40 days
Last activity: 13 min.
Posted on 12-05-04 12:24 PM Link | Quote
No, the headers don't take up a lot of space on their own.. But if you have a large set of ROM's, (Like a GoodSet) all of them with headers, it does take up a large useless amount of space. Somewhat negligible you say? Perhaps, but not everyone has a huge HD, and headers serve no real purpose to begin with.. Why would you want to waste any amount of HD space on that?

Originally posted by Lenophis
Removing the header fixes no bugs, don't make the rom cleaner, it'll just add to confusion.

Actually this is the arguement used against headers, as THEY cause confusion. They have nothing to do with a ROM, they don't belong there.. So documented offset Data on a clean ROM is only muddled up when you stick a header on it. (And vice versa, but the point is, you might as well go with the clean version not the one with a useless 0x200 bytes.)


In the end this is absolutely pointless to discuss, the creator of this editor has done a remarkable job bringing this to us, to nit-pick over this is very foolish. It is his program, he'll do with it as he see's fit. And again, if anyone is so incredibly attached to the ungodly header, it's a very simple matter to add it back.
windwaker

Ball and Chain Trooper
WHY ALL THE MAYONNAISE HATE
Level: 61

Posts: 523/1797
EXP: 1860597
For next: 15999

Since: 03-15-04

Since last post: 4 days
Last activity: 6 days
Posted on 12-05-04 09:30 PM Link | Quote
In the end this is absolutely pointless to discuss

Yes, but it's what people want; why do you care if it's there or not?
Chickenlump

Level: 41

Posts: 428/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 12-05-04 10:17 PM Link | Quote
Originally posted by windwaker
In the end this is absolutely pointless to discuss

Yes, but it's what people want; why do you care if it's there or not?


It's what about 3 or 4 people want, not all of them. Not even close to all of them.
It probably makes things easier to code for, not having to take into account space that isn't soupposed to be there. It most likely makes pointer recalculations easier, not having to take into account space that isn't supposed to be there. He has mentioned that TF will eventually support everything, meaining maybe even all the things that you use the other editors for, making switching between programs unneccisary. He's documenting the rom itself, meaning the game itself, meaning the header added on by a copier has *no* part of it. There's alot of ways of adding a header back on, a few clicks and it's there, it's not like it takes hours out of your time to do anyway. AND untill such time as EP sees fit to add these kinds of things in (if) I'm working on a Chrono Tweaker that only supports unheadered roms, at which time, I'll make the original Tweaker unavailable for download.
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 489/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 12-05-04 10:17 PM Link | Quote
First of all, amazing.

Second, why does it appear over and over again that I receive tile garbage on all layers at the bottom part of a location tilemap after editing flags (Z layer, solidity, ...)? Weird enough, it only appears after saving the location back to ROM, and only affects the few bottom-most rows of the whole tilemap.
Geiger

Buster Beetle
Level: 34

Posts: 189/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 12-05-04 10:27 PM Link | Quote
Second, why does it appear over and over again that I receive tile garbage on all layers at the bottom part of a location tilemap after editing flags (Z layer, solidity, ...)? Weird enough, it only appears after saving the location back to ROM, and only affects the few bottom-most rows of the whole tilemap.

This sounds like the same problem Zeality is having. This is not a problem I have seen yet, so until someone can send me a step by step to recreate it, I cannot solve the issue.

---Evil Peer
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 27/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 12-05-04 10:35 PM Link | Quote
I'm going to attempt to recreate the structural changes now. I'm hoping dialogue hasn't played a role in this, as I've also changed some strings around.

Oh, and setting standards because you're in a position of power in a certain community? I've been there

Edit: I had something to show, but I fixed it. Editing the Porre Inn's right wing to have a darker appearance made the exit inactive, but when I later went back to TF and corrected solidits, it functioned again. I'm going to fix solidity on my work in progress at the Porre Mayor's Manor on my mod ROM and see if that fixes its random noise as well.

Since that's fixed...



Porre is becoming a dark place, except for Layer 3 lighting. Is there a way to remove it in the current version of TF?


(edited by xZeaLitYx on 12-05-04 01:35 PM)
(edited by xZeaLitYx on 12-05-04 01:51 PM)
(edited by xZeaLitYx on 12-05-04 02:06 PM)
Geiger

Buster Beetle
Level: 34

Posts: 190/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 12-06-04 12:02 AM Link | Quote
Porre is becoming a dark place, except for Layer 3 lighting. Is there a way to remove it in the current version of TF?

Sort of. You can copy over it with the Copy Tile command. I had to do this for a couple of scenes in the teaser trailer. You might look at that patch to see what I am talking about.

---Evil Peer
Chickenlump

Level: 41

Posts: 429/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 12-06-04 12:06 AM Link | Quote
I've been changing the Layer 3 Tileset to FF, that seems to work quite well, if that helps any at all.
s009

Paragoomba
Read the FAQ before jumping into the unknown. Spam, thoughtless posts, need I add more?
Level: 13

Posts: 6/66
EXP: 9772
For next: 495

Since: 12-05-04
From: marysville,washington

Since last post: 292 days
Last activity: 40 days
Posted on 12-06-04 03:12 AM Link | Quote
For some reason I can't click on layer 3 and it can't be highlighted what do i do.
JLukas

Red Paragoomba
Level: 13

Posts: 4/51
EXP: 8897
For next: 1370

Since: 03-15-04
From: USA

Since last post: 9 hours
Last activity: 6 hours
Posted on 12-06-04 03:35 AM Link | Quote
Originally posted by s009
For some reason I can't click on layer 3 and it can't be highlighted what do i do.


The L3 tileset value chickenlump mentioned is at the very bottom of the location data box that's on the left.
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 28/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 12-06-04 05:42 AM Link | Quote
Dang. I was editing the Porre Mayor's Manor and I kept getting "This function is only valid in a Win32 mode." I should have quit and restarted, but I saved what I had to resume work, and most of the bottom of that map is now corrupt, with random junk.

Hurrah for backups.


(edited by xZeaLitYx on 12-05-04 08:58 PM)
Geiger

Buster Beetle
Level: 34

Posts: 192/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 12-06-04 09:13 PM Link | Quote
Sometimes I'll get random noise after making structural changes to the Porre Inn. Editing the windows and wall around them to be closed and darker, respectively, will corrupt the room entirely, or add a row of trees at the bottom of the screen in the black portion. What could be causing this?

I came across an error in the code that may be responsible for this. Basically, I never adjust the size for the map packet, which results in an unterminated compression packet if the compressed size is bigger than it was before.

Try this fix and see if it solves the problem.

(old link)

---Evil Peer


(edited by Evil Peer on 12-13-04 04:40 PM)
(edited by Evil Peer on 12-16-04 05:13 PM)
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 493/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 12-07-04 12:48 AM Link | Quote
As for my problem, it is solved now...
...but, I have a corrupted ROM spare from the previous release. It works fine on Snes9x, but your program crashes while "unpacking map something".


(edited by blackhole89 on 12-06-04 03:50 PM)
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.014 seconds.