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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 08-25-04 01:50 AM, in If you want to learn 6502 ASM... Link
Originally posted by d4s
the 65816 is a 6502 with 16bit regs and 128megs adress space, thats it!


I thought that the 65816 had a 16 MB address space.

As I was typing the last sentence I realized that 16 megabytes is 128 megabits. Specifying address spaces by the number of bits that can be accessed seems awkward, unless old mainframes enter the discussion.

Cellar Dweller

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Posted on 08-25-04 08:55 AM, in Invisionfree hacking Link
It is unlikely that you will ever be able to hack into his forums. If some tool appeared that make it easy to hack, then the people who maintain Invisionfree probably would have had the security weakness that it exploits quickly fixed.

Also, it is difficult to find exploitable bugs in well tested code, especally in code that you don't have access to. (BTW, the hardest code to exploit is code that has been in wide use and is public.) Judging by your posts you don't have the skill needed to develop a new exploit, and it is unlikely that anyone here cares enough about what you are trying to do to do it for you.

Last, but not least, (what Lenophis said).
Cellar Dweller

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Posted on 08-25-04 10:36 AM, in Egg Vine - Released! (Current version: 0.73, released 2004.08.21) Link
I think the best way to handle objects that may have negative sizes is to treat full byte sizes as signed. When loading a 5 byte object or a 4 byte object that has one dimension fixed, load a signed value into the editor's internal format. The drawing and resizing routines will need to be changed to handle sizes that could be negative.

You may want to take the advice in the above paragraph with a grain of salt. It describes how I'm doing it, but your situation may require a different approach.

I strongly advise against using special cases. I think it is a good idea to keep all information on what objects need special processing in the data files. Adding a new column to the data files can be done quickly with search and replace. In this case, I think that special processing is not even necessary. I don't know of any object in the original game that has a size larger than 0x7F that is not meant to be negative.

Remember that (most?) objects have one more unit of height/width than specified in the ROM. I think of the object sizes as a number of extra blocks to add. An object with a specified with a location at x and a width w will appear onscreen at X and with a width of W according to the following:
if (w >= 0) {
X = x;
} else {
X = x + w; //note that w is negative here
}

W = abs(w) + 1;


This is what 1-7 looks like with signed size support.

I don't know if this has been put in the latest data files, but lava puddles(command 0xDF) are horizontal only.
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Posted on 08-25-04 03:16 PM, in WOW NEW MOUNTAIN DEW ! ! ! !!!! Link
My brother bought it three out of the last four days. First and second days were 2L and then a box of cans(12 cans, I think). He thinks it's great. I think it's good, but not a big deal.

Has anyone else noticed that Mountain Dew has about 10% more sugar than most other soft drinks, and Pitch Black appears to have even more? (46g/can vs 40g/can Dr. Pepper)
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Posted on 08-25-04 03:56 PM, in where can i download Link
Contrary to the FAQ, there is a copy that can be downloaded. The link is in at least one of the older threads in this forum.

The latest version that is available is a few years old and doesn't have all of the features of the current version. It is also hard to set up if you don't know PHP and SQL. Be sure to read the setup FAQ from the AcmlmBoard hack archive if you find it and decide to install.

Finally, asking for it here is frowned upon.
Cellar Dweller

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Posted on 08-30-04 12:20 PM, in AcmlmBoard development comes to Acmlm's! [1.93b2 08-19-04] Link
sharkz: He has been spotted in another thread.

As for something on topic, the latest run of AcmlmBoard development seems to have stopped as fast as it started. Nothing has been updated in the bug tracker for almost ten days.
Cellar Dweller

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Posted on 08-30-04 01:28 PM, in Internet Turns 35 Link
20 years sounds like how long ago the Internet was switched to TCP/IP. The research started much earlier.
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Posted on 09-01-04 10:00 AM, in AcmlmBoard development comes to Acmlm's! [1.93b2 08-19-04] Link
Actually, copying copyrighted material without a permission is illegal.

I think that a license would still be a good idea. I recommend this one.

27 th post!
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Posted on 09-01-04 12:05 PM, in Yoshi's Island Data Link
I have some more info thanks in large part to some enhacements I made to my copy of the SNES9X debugger. Note that this info pertains to the US 1.1 ROM.

First, there are a couple tables that are similar to the last two that I posted about. The difference is that they are for the midpoint enterances.

There is a 4 byte per record table at 0x7E83A(0F:E63A) that contains midpoint enterances. Iggy's notes and my previous post in this thread describe the format.

There is a table of 16 bit offsets into the previously described table at 0x7E7B0(0F:E5B0).

I found the subroutine table for the standard objects. It is at 0x903FE(12:81FE). It contiains 16 pointers to the beginings of the subroutines minus 1. Control is transfered to the subroutine by pushing the bank of the subroutine (0x12) on to the stack followed by the 16 bit value from the table and then executing an RTL instruction. Many similar objects share the same subroutine.

There is also some kind of 1 byte per entry property table at 0x906EC(12:84EC). It is refered to before the subroutine table. Many (all?) of the vertical only objects have a value of 1 in their entry in the table.

For shits and giggles, try changing 0x906F8 from 0x01 to 0x00. Then go look for a poundable post.

I also messed around with the decoded level in RAM. Objects are decoded to a area of RAM that appears to start at $7F:8000. Each 16x16 block is specified by a 16 bit value. The blocks are grouped into screens, and the screens are in an order that I have not figured out.

I bumped into the font data with TLP(it doesn't work well with my old version WINE ). The glyph bitmaps start at 0x4BF30. The glyphs are 8 pixels by 12 pixels and 1 bit per pixel. There is also a glyph width table at 0x4BE30. The format is one byte per glyph. The character codes that Iggy posted are indices into both the width and glyph data.

EDIT: Added font info
EDIT2: The glyph data seems to start at 0x4BF2FF. I can dump the font with FEIDIAN using the settings "-r 8,12,16,16,0x4bf2f".



(edited by Cellar Dweller on 09-03-04 03:59 AM)
Cellar Dweller

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Posted on 09-02-04 09:02 AM, in o_o;; Link
I've heard of that claim before. It has been debunked.

I might be a good idea to warn people of the file size.
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Posted on 09-02-04 04:00 PM, in Rom hacking Wiki? Link
I think that a wiki great idea. Just make sure that it has a rollback function and a good change tracking system.

What I don't like is the general paranoia and stinginess expressed in some of the other posts in this thread. A new piece of information or a new technique can only be used improve a few hacks if it is kept private, but if it is made public, many hacks can be improved. I consider favoring the former to be stupid and contemptible.
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Posted on 09-04-04 08:47 AM, in Rom hacking Wiki? Link
We're not the first ones to come up with the idea of a ROM hacking wiki. There was a discussion on the romhacking.com forums last spring and a test wiki was set up. According to the linked page the database could be moved to a better server if people started using it. Perhaps it would be a good idea to see if that wiki is still worth posting to.

On the other hand, an installation of MediaWiki would provide better service than just about any other wiki software.
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Posted on 09-04-04 10:27 AM, in Weird Game Genie code for SMB Link
Originally posted by bbitmaster
...I hope this isn't against any rules.


It can't imagine how that could be against any rules.


If there is a way to post something like that here without a ton of smileys appearing, and the spacing going all wrong, someone please PM me with the method. There really should be a way to do this if there isn't.


I'll post it here so others can learn.

You can preview it and then look for where smiley replacementments have occurred. For each smiley escape one of the characters with an ampersand ("&"), followed by a number sign ("#"), followed by the ASCII code of the character in decimal, followed by a semicolon (";").

For example:
":)" -> ":)"

Previewing will mess some of these codes up, so hit the back button before submiting if you preview.

The <pre></pre> tags can be used to keep plain text files aligned.


(edited by Cellar Dweller on 09-04-04 01:35 AM)
Cellar Dweller

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Posted on 09-04-04 10:46 AM, in SMW2+ Demo 2 Released! Link
Keikonium: You need the US 1.0 ROM which doesn't have a language select screen.
Cellar Dweller

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Posted on 09-04-04 12:44 PM, in Yoshi's Island: 2 Player game possible !!! Link
Originally posted by Lenophis
I think you need to hold select and push X, X, Y, B, A to have that fun. There's only two 2-player mini games anyway, and it would probably get old very quickly.


I think that his idea was to place the sprite that can be controlled by the second player into a normal level.
Cellar Dweller

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Posted on 09-12-04 11:48 AM, in Acmlmboard User Voice Archive Link
Originally posted by Cymoro
My host is a bitch about mp3s. What can I say?


What about Ogg Vorbis? It should be obscure enough to pass under the radar, but it is popular enough to be supported by popular media player applications.
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Posted on 09-14-04 09:04 AM, in Recommendations on Anti-Virus programs? Link
You can gain access to directories such as "system volume information" by changing the permissions. I did it a while back on my brother's computer.

You can also (ab)use the at command to spawn a command prompt running as SYSTEM.
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Posted on 09-14-04 10:02 AM, in Recommendations on Anti-Virus programs? Link
Originally posted by HyperHacker
How would you do that? Have it run at a time when nobody will be logged on?


All you need to do is set it to a minute or two in the future and use the /interactive option. There is no need to log off.
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Posted on 09-17-04 08:39 AM, in My Computers Dieing Link
Originally posted by Hiryuu
Other than advertising...I don't see the point of that addition to Windows.


I believe that it was intended as a way for network administrators send important messages to users on a network. For example, a message could be sent out instructing users to save their work before a file server is taken down for maintenance. In fact, that is exactly the kind of thing that I have seen it used for, excluding spam and chat.
Cellar Dweller

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Posted on 09-17-04 10:54 AM, in Subclassing crashing VB, as always. Link
Originally posted by HyperHacker
BTW, if anyone knows how to play tones out of the sound card (given a specific frequency and length, being able to play multiple tones at once, and not pausing the program until it's done), I need to know.


I think that the Windows sound API offers some way to play a sound data buffer in the background and call back to the application when the sound data is about to run out. I could be wrong about this. I have not even looked at the Windows sound API in many years.

If that is the case, then I think that the best thing to do is create two or three sound buffers and synthesize the waveforms to a buffer that is not currently being played. Store the phase of the waveforms in the list of active tones so that there will be no click when a buffer starts playing.

Be sure not to write sound synthesis code in a language that does array bounds checking, automatic array resizing, or dynamic typing. Also, avoid floating point math if possible. Heed these warnings lest your program lag behind the sound card or excessively consume CPU cycles.
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Acmlm's Board - I2 Archive - - Posts by Cellar Dweller


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