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

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Posted on 07-07-04 01:36 PM, in IQ Test Link
I've seen online IQ tests discussed elsewhere. Many who took those tests said that the scores were greatly inflated. Supposedly, the reason was to get people to pay to take a professionally administered IQ test.

If you like tests see http://intp.org/tests.html. Beware of broken links.
Cellar Dweller

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Posted on 07-10-04 10:37 AM, in 1.9 + abnews hack Link
I don't have access to the AcmlmBoard 1.9 code(few do), but I can take a whack at it. I presume that you are using Weasel's news hack.

Look for the SQL query that gets the posts. It should look like:
SELECT * FROM posts WHERE thread=$news[id] ORDER BY id LIMIT 1


I presume that the posts_text table has two columns: id and text. If I'm right then you should be able to change the SQL query to:
SELECT posts.*, posts_text.text AS text FROM posts,posts_text WHERE posts.thread=$news[id] AND posts.id=posts_text.id ORDER BY posts.id LIMIT 1


If it works, consider sending the 1.9 compatible version to Cymoro for the hack archive.
Cellar Dweller

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Posted on 07-11-04 12:28 PM, in A program for acmlmboard =) Link
ONO! Some DUMBASS has started a MESSAGE BOARD, and he is using ACMLMBOARD to run it! WE ARE ALL DOOMED!!!

Seriously, if some dumbass starts a lame message board, regardless if AcmlmBoard is used or not, people will ignore it and go elsewhere.

Not knowing PHP or SQL does not necessarily mean that someone will start a crappy board.
Cellar Dweller

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Posted on 07-11-04 12:54 PM, in WTF is this?!! Link
The robot builder writes a program that defines how the robot is supposed to behave on his pc. He then compiles the program and sends it to the custom GBA cart. The GBA runs the program to control the robot.
Cellar Dweller

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Posted on 07-11-04 01:24 PM, in What patcher do you prefer? Link
I use UIPS because I found it first and it runs on Linux without requiring WINE.
Cellar Dweller

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Posted on 07-12-04 06:56 AM, in 1.9 + abnews hack Link
Try changing "posts.id=posts_text.id" to "posts.id=posts_text.pid", if you have not already.
Cellar Dweller

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Posted on 07-12-04 02:17 PM, in Anyone care to guess what this is? (A: YI Editor) Link
http://s91407720.onlinehome.us/acmlmboard_files/romhacking/yi/idozerss.png

I have been working on this in a sporadic manner over the last several months. It's just a viewer now, but I'm excited that it shows something that is somewhat intelligible.

I relied on public docs to do this. I'm not very good at doing my own reverse engineering. It probably does not help that most reverse engineering tools are Windows only.

EDIT: Inline picture is now a link.


(edited by Cellar Dweller on 07-14-04 01:57 AM)
Cellar Dweller

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Posted on 07-14-04 09:36 AM, in Anyone care to guess what this is? (A: YI Editor) Link
In case anyone still isn't sure, it is 1-1 from Yoshi's Island. The rectangles are drawn based on the information in the object list. The slightly shrunken squares are sprites.

The program has no knowledge of the actual dimensions of the objects, which can differ from the size stated in the level data. The big faceted rocks are extended 4 byte objects, so they show up as 1x1 squares. The horizontal wooden platforms near the beginning of the level have their length stated in their height field. The diagonal line of coins object in this level has a height of 111 (0x6e in the data plus one).



Sadly, it looks like special cases will need to be created for each type of object. Each case would interpret the location and size fields, and then pick out the right tiles to draw the object. If you know better, please speak up, especially of you have started a successful editor project.

I'm still not clear on how the memory map works. I know that if the pointers to 1-1(LoROM) and 1-2(HiROM) are swapped, they will still load and work, suggesting that there is no switching between LoROM and HiROM. The LoROM and HiROM maps conflict about what should be mapped in some places(eg. the second halves of banks 00-3f). Yet, according to some discussion(lost in the database wipe), utilities such as Lunar Address will be able to compute the correct offsets in the smc file. Could the 1-1 addresses be traslated from LoROM addresses to smc offsests and then translated to HiROM addresses and still work in the level table?

Would it be considered appropriate to bump the Yoshi's Island Data Thread? I have (re)found some of text, including level names, that were not mentioned in Iggy's docs.
Cellar Dweller

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Posted on 07-14-04 01:59 PM, in Anyone care to guess what this is? (A: YI Editor) Link
I tried changing the pointer to 1-1's objects from 0x1681c7 to 0xcb01c7 in the level table and it worked! That probably means that banks 00-3f(and 80-bf) should be treated as LoROM and other banks should be treated as HiROM.

...thinking...testing...

The YI ROM is 2MB so it fits exactly in the second half of banks 00-3f. It also fits HiROM style exactly in banks 40-5f.

Are some of the level pointers pointing into the HiROM area because level data processing will pass across bank bounds or wrap around into RAM? That doesn't appear to be the case for 1-2. I changed both of the HiROM sprite and object pointers to their LoROM equivalents and both still worked.

I don't know why Nintendo would mix LoROM and HiROM pointers in the level list when only using HiROM pointers would work for sure.
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Posted on 07-20-04 11:41 AM, in Working on a YI Editor Link
I think it's a bit early to tell exactly how a YI editor would work and get excited about special features. There are many things, including the map screen data, that are still not documented.

I don't think hiding features is a good thing. It just makes it harder for people to make their hacks.

I just replaced the chomp sign in 1-2 with a fuzzy generator. After touching a fuzzy, the colors started changing, Yoshi became hard to control, and Yoshi started moving up and down, but the ground didn't move.
Cellar Dweller

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Posted on 07-21-04 09:24 AM, in Which browser are you using? Link
I use Galeon 1.2.5 which is Mozilla based. This version is 2 years old and it has some bugs. I'll upgrade it when I to upgrade to Debian sarge, which will require several days of downloading.

I remember a time, back when I used Windows 3.1, when IE was faster and had better features. Those days are gone, and IE is now the crap browser.

As for how I voted, I chose the closest option, which is Mozilla.
Cellar Dweller

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Posted on 07-22-04 08:44 AM, in Anyone care to guess what this is? (A: YI Editor) Link
I seem to have encountered an new(or at least unwritten of) form of 4 byte object. They are like the standard 4 byte objects but the last byte is not a packed width and height. One dimension is fixed in size and the other is specified in the (entire?)last byte. Lines of coins, wood platforms, and pipes are some of the objects that appear to work this way.

A few objects are 4 byte that were thought to be 5 byte. The ones that I changed to stop junk decodings: C5 C6 C7 F4. There is probably more. Some objects were listed as both 4 and 5 byte, or not at all. I have made some guesses about some of their sizes. If the program encounters an object with an unknown record size, it will stop processing objects and print the unknown object command on standard output.

Kitten Yiffer : It is written in C. The GUI is GTK based and designed with Glade. I'm using Anjuta for an IDE. The versions of Glade and Anjuta that I'm using are both pre-1.0.

If I get it released, it will be available of Linux first. After that I hope to port it to Windows, and if I don't, I intend to release it with the source code anyway.

HyperHacker : You did. It is in this YI data thread.

Cellar Dweller

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Posted on 07-25-04 09:05 AM, in Working on a YI Editor Link
I'm not reading the object sizes from a file. I have two arrays of object information structures that specifies each object's record size and description, one for standard objects and another for extended objects. I will probably need to add more fields to said structure, such as function pointers to functions that select the correct tiles needed to render the object.

The way YI is programmed object and sprite lists can be used multiple times by setting multiple entries in the level pointer table to the same value. It is even possible reuse a list of sprites in two levels that have different objects.

The object data is terminated by a 0xFF and is followed by the exit data which is also terminated by a 0xFF. Sprite data seems to be terminated by two 0xFFs.

As for VB, I'll be glad when the whole product line dies!
Cellar Dweller

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Posted on 07-25-04 12:03 PM, in Working on a YI Editor Link
You can get level locations from the table that starts at 0x7EA22 in the smc file. Each record in the table consists of two 24 bit little endian SNES addresses. The first is a pointer to the header/objects and the second is a pointer to the sprite list. The level numbers listed in the section on exits in Iggy's docs should be indices into this table.
Cellar Dweller

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Posted on 07-25-04 01:24 PM, in Which OS do you use and how do you find it? Link
None of the poll options apply to me. I use Debian.

I first started using Linux in 1999, when it was first getting attention from the press. First, I tried using a single floppy distribution to learn the basic commands. After that, I installed DragonLinux, a Linux distribution that installs on a FAT partition and runs from DOS. I used it mostly to browse the Web. In early 2000 we got a new hard disk for the 486 that we had at the time, because the one that we had was full and spilling over to a bunch of Zip disks from a Win 3.1 to Win98 upgrade. After the hard disk upgrade, I started looking for a major distribution to install. I don't remember exactly why I chose Debian.

Unlike Rydain, I use stable. All the software is at least two years old, which can be a problem sometimes. For example, there are annoying unfixed bugs in Mozilla and Galeon(a web browser that uses the Mozilla layout engine). I'm even developing software with a pre-1.0 IDE.

Upgrading to sarge is going to be a pain, not because of the package management, but because of the the backing up and days of downloading(that will need to be interrupted during the day so phone calls can be taken) that will be required.




(edited by Cellar Dweller on 07-25-04 04:46 AM)
Cellar Dweller

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Posted on 07-25-04 02:49 PM, in How many of you are on a nother board besides this one? Link
I mostly post here. I've posted a few comments at weblog style news oriented websites.

I visit Slashdot And Kuro5hin daily, but I rarely post comments at either place.

Less often I visit Hulver's site. I have posted a whopping single comment there.

I also visit a message board on a local radio station's website. It doesn't get much traffic. The administrator of that site deletes topics that are more than a few months old, and I all my posts have been deleted.
Cellar Dweller

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Posted on 07-27-04 09:03 AM, in How many of you? Link
I got caught up in a broad IP ban once. During November, 2001 I tried to load Kuro5hin, my favorite site at the time. netstat showed that the TCP connection just hung in the SYN_SENT state, as if packets were just being dropped. It turned out that Craig McPherson, a notorious Slashdot troll, had been harassing another user that had a background at Slashdot. I was using the same ISP as Craig and was caught in a ban.

Originally posted by Yoshi Dude
Who here has actually sat down and read through the FAQ?


Raises hand.
Cellar Dweller

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Posted on 07-28-04 07:53 AM, in Yoshi's Island Data Link
First, I'm going to explain the memory map for those who have not figured it out. The whole ROM is mapped into the latter halfs of banks 0x00 - 0x3F(and probably 0x80-0xBF), just like a LoROM game. The whole ROM is also mapped into all of banks 0x40-0x5F(and probably 0xC0 - 0xDF) just like a HiROM game.


The pointer table for the level names starts at 0x113AE1 in the SMC file. Each entry in the table is the lower 16 bits of an SNES address. There are 72 entries in the table corresponding to the 72 levels on the map screen. Because the pointers are less than 0x8000 they must be accessed from a HiROM bank, it is most likely that the game program accesses them from bank 0x51.

The pointer table for message block texts starts at 0x110200 in the SMC file. There are four 16 bit pointers for each level on the map screen. Like the level names, the game program likely accesses them from bank 0x51.

Immediately following each table are the text strings that its entries point to.


I seem to have encountered an new(or at least unwritten of) form of 4 byte object. They are like the standard 4 byte objects but the last byte is not a packed width and height. One dimension is fixed in size and the other is specified in the (entire?)last byte. Lines of coins, wood platforms, and pipes are some of the objects that appear to work this way.

Some objects are 4 byte that were thought to be 5 byte. I found four but there may be more: C5 C6 C7 F4.


For some reason, the palette is loaded from the save RAM each frame.


Could this thread restickied, especially with the current interest in YI editor programming?
Cellar Dweller

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Posted on 07-28-04 01:29 PM, in How do you like your hair? Link
I have had the same hair style my whole life. I keep my hair long enough to part, and I part it on my left side. I have no plans to change.
Cellar Dweller

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Posted on 08-02-04 10:23 AM, in Yoshi's Island Data Link
Here is a dump of the objects in the welcome level. I quickly hacked in a dumper. Don't trust the width, height, and description fields too much.

I hope that this helps.


OFFSET RECORD SIZE COMMAND X POS Y POS WIDTH HEIGHT DESCRIPTION
0x0000 EXT 4 BYTE 0xfd 0x0f 0x6f 0x00 0x00 prevent downward scroll into same screen
0x0004 EXT 4 BYTE 0xfd 0x10 0x6f 0x00 0x00 prevent downward scroll into same screen
0x0008 EXT 4 BYTE 0x82 0x00 0x77 0x00 0x00
0x000c 5 BYTE 0xeb 0x18 0x76 0x00 0x02 left edge
0x0011 5 BYTE 0x67 0x18 0x78 0x00 0x07 filler block
0x0016 EXT 4 BYTE 0xdf 0x25 0x71 0x00 0x00
0x001a 5 BYTE 0x67 0x25 0x77 0x05 0x08 filler block
0x001f EXT 4 BYTE 0xfd 0x20 0x6f 0x00 0x00 prevent downward scroll into same screen
0x0023 5 BYTE 0xeb 0x2f 0x70 0x00 0x05 left edge
0x0028 EXT 4 BYTE 0xda 0x2d 0x6e 0x00 0x00
0x002c 5 BYTE 0xe8 0x2b 0x74 0x03 0x0b
0x0031 5 BYTE 0x67 0x2f 0x76 0x01 0x09 filler block
0x0036 5 BYTE 0x67 0x30 0x73 0x00 0x02 filler block
0x003b 5 BYTE 0xeb 0x4a 0x69 0x00 0x16 left edge
0x0040 EXT 4 BYTE 0xdb 0x47 0x64 0x00 0x00
0x0044 5 BYTE 0xeb 0x52 0x54 0x00 0x10 left edge
0x0049 EXT 4 BYTE 0xda 0x50 0x52 0x00 0x00
0x004d 5 BYTE 0x67 0x53 0x57 0x00 0x0d filler block
0x0052 5 BYTE 0xe4 0x54 0x53 0x0b 0x2c horz. flower platform
0x0057 EXT 4 BYTE 0x50 0x58 0x51 0x00 0x00 right arrow sign
0x005b EXT 4 BYTE 0xfd 0x3f 0x4f 0x00 0x00 prevent downward scroll into same screen
0x005f EXT 4 BYTE 0xfd 0x40 0x4f 0x00 0x00 prevent downward scroll into same screen
0x0063 EXT 4 BYTE 0xfd 0x30 0x5f 0x00 0x00 prevent downward scroll into same screen
0x0067 EXT 4 BYTE 0xfd 0x20 0x5f 0x00 0x00 prevent downward scroll into same screen
0x006b EXT 4 BYTE 0xfd 0x10 0x50 0x00 0x00 prevent downward scroll into same screen
0x006f EXT 4 BYTE 0xfd 0x00 0x50 0x00 0x00 prevent downward scroll into same screen
0x0073 5 BYTE 0xeb 0x3f 0x6b 0x00 0x14 left edge
0x0078 EXT 4 BYTE 0xd9 0x3d 0x69 0x00 0x00
0x007c 5 BYTE 0xec 0x43 0x6b 0x00 0x14 right edge
0x0081 5 BYTE 0xe4 0x41 0x6b 0x01 0x14 horz. flower platform
0x0086 4 BYTE 0x63 0x43 0x6c 0x07 0x00 horz. wooden platform
0x008a 5 BYTE 0x67 0x4b 0x7c 0x08 0x03 filler block
0x008f 5 BYTE 0xe7 0x49 0x6e 0xff 0x11
0x0094 5 BYTE 0xea 0x44 0x6e 0x01 0x11
0x0099 5 BYTE 0xe4 0x46 0x72 0x01 0x0d horz. flower platform
0x009e 5 BYTE 0x67 0x43 0x6e 0x00 0x11 filler block
0x00a3 5 BYTE 0x67 0x4a 0x6e 0x00 0x11 filler block
0x00a8 5 BYTE 0x67 0x52 0x65 0x01 0x1a filler block
0x00ad 5 BYTE 0x67 0x40 0x6e 0x00 0x11 filler block
0x00b2 EXT 4 BYTE 0xfd 0x40 0x50 0x00 0x00 prevent downward scroll into same screen
0x00b6 EXT 4 BYTE 0xfd 0x4f 0x4f 0x00 0x00 prevent downward scroll into same screen
0x00ba EXT 4 BYTE 0xfd 0x50 0x4f 0x00 0x00 prevent downward scroll into same screen
0x00be EXT 4 BYTE 0xfd 0x3f 0x4f 0x00 0x00 prevent downward scroll into same screen
0x00c2 4 BYTE 0xc5 0x4e 0x50 0x00 0x01
0x00c6 4 BYTE 0xc5 0x4f 0x4e 0x00 0x00
0x00ca 4 BYTE 0xc5 0x51 0x4d 0x00 0x00
0x00ce 4 BYTE 0xc5 0x53 0x4e 0x00 0x00
0x00d2 4 BYTE 0xc5 0x27 0x6e 0x00 0x00
0x00d6 4 BYTE 0xc4 0x29 0x6c 0x02 0x00 coin
0x00da 4 BYTE 0xc5 0x2d 0x6d 0x00 0x00
0x00de 4 BYTE 0xc5 0x35 0x6d 0x00 0x00
0x00e2 4 BYTE 0xc5 0x36 0x6c 0x00 0x00
0x00e6 4 BYTE 0xc4 0x38 0x6b 0x02 0x00 coin
0x00ea 4 BYTE 0xc5 0x45 0x64 0x05 0x00
0x00ee 5 BYTE 0x68 0x46 0x62 0x01 0x00 coins
0x00f3 5 BYTE 0xeb 0x0d 0x77 0x00 0x08 left edge
0x00f8 5 BYTE 0xe8 0x0e 0x77 0x01 0x08
0x00fd 5 BYTE 0x6b 0x00 0x78 0x0c 0x07
0x0102 4 BYTE 0xc4 0x1f 0x6c 0x03 0x00 coin
0x0106 4 BYTE 0xc4 0x1f 0x6f 0x02 0x00 coin
0x010a 5 BYTE 0xe8 0x1b 0x76 0x01 0x09
0x010f 5 BYTE 0xe4 0x1d 0x77 0x07 0x08 horz. flower platform
0x0114 5 BYTE 0xe4 0x19 0x76 0x01 0x09 horz. flower platform
0x0119 4 BYTE 0xc4 0x11 0x73 0x05 0x00 coin
0x011d 5 BYTE 0xec 0x32 0x70 0x00 0x0f right edge
0x0122 EXT 4 BYTE 0xd8 0x32 0x6f 0x00 0x00
0x0126 5 BYTE 0xe4 0x31 0x6f 0x01 0x02 horz. flower platform
0x012b 5 BYTE 0x67 0x31 0x72 0x00 0x0d filler block
0x0130 5 BYTE 0x6c 0x4d 0x65 0x02 0x00
0x0135 5 BYTE 0xe4 0x4b 0x65 0x01 0x1a horz. flower platform
0x013a 5 BYTE 0xe4 0x50 0x65 0x01 0x16 horz. flower platform
0x013f 5 BYTE 0x67 0x4d 0x66 0x02 0x15 filler block
0x0144 5 BYTE 0xeb 0x17 0x78 0x00 0x07 left edge
0x0149 5 BYTE 0xec 0x10 0x78 0x00 0x07 right edge
0x014e 4 BYTE 0x63 0x10 0x78 0x07 0x00 horz. wooden platform
0x0152 EXT 4 BYTE 0x50 0x0a 0x76 0x00 0x00 right arrow sign
0x0156 5 BYTE 0xe4 0x33 0x78 0x0b 0x07 horz. flower platform
0x015b 5 BYTE 0x67 0x32 0x78 0x00 0x07 filler block
0x0160 5 BYTE 0x67 0x3f 0x78 0x00 0x07 filler block
0x0165 5 BYTE 0x6c 0x39 0x74 0x01 0x00
0x016a 5 BYTE 0x6c 0x36 0x74 0x01 0x00
0x016f 5 BYTE 0x6c 0x1e 0x73 0x01 0x00
0x0174 5 BYTE 0x6c 0x21 0x73 0x01 0x00


It's my 100th post!!
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