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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Dish
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Dish

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From: Disch

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Posted on 08-06-05 08:48 PM, in C++: Bizarre Multiple Declarations Link
Originally posted by beneficii

Okay, so I would have to add _EXTERN in front of every variable in the header file?


Yes. That will make it bodied or body-less depending on whether or not DO_NOT_MAKE_EXTERNS was defined before including the header.


Also, put in DO_NOT_MAKE_EXTERN and DO_NOT_MAKE_EXTERNS or was that a typo? Thanks.


sorry, that was a typo. It doesn't matter what it is as long as it's the same thing both times. *me goes to edit post to correct that*


(edited by Disch on 08-06-05 12:00 PM)
Dish

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Posted on 08-06-05 09:48 PM, in C++: Bizarre Multiple Declarations Link
don't init the var when it's declared.

int myvar = 5; <--- don't do that, it won't like it when the var is extern

Instead init all your vars at program startup -- like call an Init() function or something which sets everything to what you want it to be.
Dish

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Posted on 08-06-05 09:57 PM, in C++: Bizarre Multiple Declarations Link
If they're constant then declare them as constant and then you don't have to worry about that extern crap:

const int myArray[5] = {0,1,2,3,4};

that should work fine. If you still get problems (which I doubt), try making it static as well:

static const int myArray[5] = {0,1,2,3,4};
Dish

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Posted on 08-07-05 04:16 AM, in Question About Static Variable--Going Out of Scope Link
Static variables maintain "normal" scope in the sense that if you declare them within a function, they can only be used inside that function. Or when declared in the class, they can only be used in the class (or by YourClass::varname).

However, if you're talking about when the variable is created/destroyed -- static variables have global scope in that sense -- they're created once on program startup and destroyed on program exit. They maintain their value through any function calls or any scope changes, as long as the running instance remains in tact.

For example:




int CountUp(void)
{
static int count = 0;
count++;
return count;
}




Calling that function will return 1 the first time it's called, then 2 the next time, then 3, and so on. Whereas if 'count' were non-static, you'd get 1 every time.


Static class member variables follow in the same vein. If you declare a static variable within a class, only one variable is created (regardless of the number of class objects created) and EVERY OBJECT of that class type will share that same variable. Likewise if the variable is public -- 'outsiders' to the class can access that variable with 'YourClassName::thevarname' -- you don't even need an object of the class to access it -- since it doesn't rely on any.


(edited by Disch on 08-06-05 07:16 PM)
Dish

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Posted on 08-07-05 04:32 AM, in Question About Static Variable--Going Out of Scope Link
I just tried that code and got it to print 5. Don't know what to tell ya.

Any paticular reason why you need this var to be static anyway? I mean it's already global....
Dish

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Posted on 08-07-05 04:59 AM, in Question About Static Variable--Going Out of Scope Link
Originally posted by beneficii

That was just a sample. I thought you would have noticed that wasn't my real program.


Well regardless -- my confirmation of that code suggests that either you didn't post all the relevent code -- or the problem lies elsewhere in your program... or both.

Your var is being corrupted somehow. I couldn't say how without seeing the whole program -- maybe you have a bad pointer... maybe you typoed and are changing that var instead of another... maybe you don't realize you have two areas of your program messing with that var at the same time.... it could be any one of a million things.

static vars don't get destroyed until the instance closes -- that's for sure. So that's one thing that is definatly not your problem.
Dish

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Posted on 08-07-05 08:51 PM, in i need help.. Link
Enable framerate regulation in your video plugin settings
Dish

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Posted on 08-08-05 04:43 AM, in 2 ZSNES questions. Link
As for the first one:

Increase the latency on your Winamp's output plugin. Since ZSNES uses DirectSound, you might be better off using Winamp's waveOut plugin -- but on the other hand DirectSound would be faster (but I don't know if it would conflict with ZSNES). Try waveOut first -- I'd say it's safer.

Anyway, in Winamp, hit Ctrl+P, go to the "Output" option on the left side under "Plugins", select the waveOut output plugin and hit configure. The latency is probably 2000 ms -- beef that up a little more and see if that fixes your problems.
Dish

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Posted on 08-08-05 05:00 AM, in I´ve Questions about Hyrule Magic. Link
for the love of god use PNG. BMPs are huge.
Dish

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Posted on 08-08-05 05:36 AM, in 2 ZSNES questions. Link
*shrugs* You could try increasing the priority of the input plugin your using -- like if you're listening to MP3s, select the MP3 decoder from the input plugin list and hit configure, make sure its priority is high.

If it's running with a high priority and high latency and still skipping, then your computer just isn't fast enough to run both -- you might have to get a more light-weight player or close down programs which might be eating CPU time.


(edited by Disch on 08-07-05 08:37 PM)
Dish

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Posted on 08-08-05 07:34 AM, in 2 ZSNES questions. Link
Something like that will happen if ZSNES doesn't get the CPU time it needs -- like if you have some other program jumping in hogging all the CPU time. I had this problem a while ago when I had my network cord unplugged and SERVICES.EXE jumped in and took over my CPU while it tried to scan for a network connection -- effectively grinding my computer to a halt for 2 minutes every hour (it was a real pain in the ass)

If the hang lasts long enough -- you can try to flip to Task Manager to see what process is eating your CPU time. That might point you in the right direction.

If that is the culprit, then the problem shouldn't be specific to ZSNES -- it should occur in other programs as well (any emulators/games/other programs that require a heavy flow of constant CPU attention). If you're only having the problem with ZSNES it might be something else -- but I honestly don't have a clue what it could be.


(edited by Disch on 08-07-05 10:35 PM)
(edited by Disch on 08-07-05 10:39 PM)
Dish

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Posted on 08-08-05 08:31 AM, in 2 ZSNES questions. Link
The most straight-forward solution is to kill the program that's taking your time (provided it's safe to kill). It was kind of a fluke that I figured out my network cord was the cause of the problem with services.exe =/ (you can't kill services.exe)

It's also possible it's a virus, poking in every once in a while to muck up your shit. Try running a full scan and run AdAware and all that crap. Defragging couldn't hurt, and I'd do it if I was fresh out of ideas -- although I can only see it solving the problem if your drive is fragged really bad.

Do you know which process is to blame? Knowing the name of it might point you in the direction of the problem.

It might be something silly like a virus scanner -- scanning your HD in little bursts or something. All you'd need to do then is disable it.


(edited by Disch on 08-07-05 11:34 PM)
Dish

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Posted on 08-08-05 08:58 AM, in I´ve Questions about Hyrule Magic. Link
Originally posted by Omega45889
For the love of god people, get broadband.


Make it available in my area and I'll be all over it like a monkey on a banana sundae. Until then I'm stuck with DirecPC satellite shit. Not only is it pretty slow, but it also has a bandwidth cap (Fair Access Policy -- aka FAP -- google it or something). unnecessarily large files are bad for my health.

Plus, what Kefka said. Not everyone still lives with their parents. Broadband isn't as easy to get when you actually have to pay the bills.

Regardless -- it's in everyone's best interest for him to use PNG. They load faster for us, they upload faster for him, it's easier on his server's bandwidth... it's win-win-win.

There's absolutly no reason he should be distributing 170k images when he could just as easily supply 12k images. Especially since ZSNES SAVES PNGS -- and he clearly stated he's using ZSNES. Do he doesn't even have to convert.
Dish

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Posted on 08-08-05 08:05 PM, in Hacking SNES9X Link
That's the main reason I use ZSNES -- configurable hotkeys. Every emu should have them.

Anyway -- your best bet would be to pick up JoyToKey and map your L2/R2 button to Tab or whatever SNES9x uses for fastforward.

It can be kind of hard to find the English version of JoyToKey, but I uploaded a version here a while back:

http://www.geocities.com/disch_/jtk378en.zip

I don't know if it will work with SNES9x, but it probably will.
Dish

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Posted on 08-08-05 11:39 PM, in 2 ZSNES questions. Link
Well don't jump to conclusions just yet. Step one is to find out which process is causing the problem -- it sounds like you're still guessing.

Next time you run ZSNES, keep Task Manager open in the background with the Process List in front and Alt+Tab to it when the stall occurs. You'll have to look quick, as the comp probably won't react right away and as soon as it does react it will be because the stall is over, but you should still have a half or second or so to see which process is the culprit.

Or you could play ZSNES windowed and keep the task manager in front the whole time so you can see the process list in real time.

At any rate -- figure out exactly which process is the problem -- you can't really do anything to solve it until you know for sure.
Dish

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Posted on 08-11-05 06:50 AM, in Dying Scene Link
Apparenly you guys must not be noticing that this forum alone gets like 20 posts a day. That's not counting the SMW forum and other web forums on other sites on the subject. Like 3 of the top 10 topics in this forum are hack releases.

If that's what you call a slow period, you have unreasonable expectations. It seems like there's a post on here about a new hack in progress and a new hack release at least once a week. Considering the length of time it takes to make a hack, that's damn good.

EDIT:

I mean serously -- did you guys somehow miss this thread?


(edited by Disch on 08-10-05 09:59 PM)
Dish

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Posted on 08-11-05 08:22 AM, in Justified? Link
Originally posted by ShadowSonic
zbattle.net isn't even copyrighted so doesn't that mean anyone could modify zbattle themselves and distribute it?


I'm sure it is copyrighted. It's most likely under a freeware liscence like GNU GPL -- of which there are restrictions on what you can and can't legally do with it. That out of the way...


I tried going to the forums to see the post in question -- but it doesn't look like all forums are available for non-registered users -- so I tried to register but they don't allow free email addresses, so blech.

There's probably more to this picture than you'd have us believe (or than you realize). Perhaps if we could read the thread you posted? (copy/paste). But if this is just a ploy for sympathy and an attempt to start up an angry mob against zbattle.net -- you're not getting any fuel out of me.
Dish

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Posted on 08-11-05 07:37 PM, in Dying Scene Link
Originally posted by MathOnNapkins
Revolution might have emulation for older system, and the emulation should be near perfect, considering they designed the systems,


I sincerely doubt they'll get anywhere near the level of accuracy in modern NES emulators. From their past examples, Nintendo seems to slap together emulators which are just accurate enough to their target game(s) running.
Dish

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Posted on 08-12-05 05:10 AM, in Host a Zelda3C site for GameMakr24? Link
I'm sure he'd have no trouble getting space on Panicus

*Disch asks around
Dish

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Posted on 08-12-05 06:34 AM, in a rom-hacking faq? Link
There are already threads which serve this function.

Originally posted by Dude Man

"Is their an editor for this game?"

"Why isn't their and editor for this game?"


http://board.acmlm.org/thread.php?id=624



"can sombdy mak a asm hak 4 me i don kno h0w..."

http://board.acmlm.org/thread.php?id=15236


The bottom line is there will always be people that ignore the stickies and post stupid questions -- there's no way to stop it. The kinds of people which ask these questions are the people that don't initially research on their own (so they're not going to browse a forum FAQ to see if their question is answered already -- they're just going to ask it). Making another sticky won't solve the problem, it will just be redundant. Everything that can be done on the forums to prevent these types of posts is already being done.

Besides, these kinds of posts aren't really all that common anyway. I see a grand total of 1 on the front page of the forum (the Super Mario RPG editor thread) -- and that even evolved into a very informative and useful thread.
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