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

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Since: 03-15-04
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Posted on 01-28-05 10:32 AM, in Temporal Flux Release Link
I'd like to hear the variation.

If it is just like mine like he said, you can just grab it from my page. http://geigercount.net/crypt/index.html

---T.Geiger
Geiger

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Posted on 02-01-05 06:47 PM, in Temporal Flux Release Link
Hey, Geiger? I mixed this up for ZeaLitY earlier. Whaddya think?

Enh, its decent. I am not the best person to ask about such things.

BTW, I did not actually "mix" the SPCs on my website; they were produced as a side-effect to some other stuff I was doing. Essentially they were an accident.

(edit)

Er, well, I did mix the Spooky West track, as that was obviously not a part of the original game.

---T.Geiger


(edited by Geiger on 02-01-05 03:03 PM)
Geiger

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Posted on 02-01-05 06:53 PM, in WWE Thread Link
Notice the pops he's ALREADY getting? Hasn't even turned yet. (How DID the facedom start, anyways? People just realizing he's BADASS?)

No, I think it is pretty much the reason he gave in his recent interview with IGN. It is just because he's having friction with Triple H. People hate TCH so much that anyone who goes up against him is pretty much automatically a popular face.

---T.Geiger
Geiger

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Posted on 02-01-05 11:03 PM, in new editor, bring change of pants Link
It needs some sort of "comctl32.ocx" that I dont have. You know where I can get that and where I should put it?

Try this item. It should go in your windows system folder, if this is not an installer.

---T.Geiger
Geiger

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Posted on 02-03-05 08:24 PM, in new editor, bring change of pants Link
Both sides have a point here.

800x600 is the minimum resolution Windows XP supports, and not everyone can afford to buy a shiny new monitor or video card. Developers should strive to support the low-end if possible.

But the notion that they must is a bit conceited. Polling has shown the vast majority of people use resolutions higher than the minimum. I personally use 1600x1200 at home and 1280x1024 at work (the native resolutions of my LCDs). And sometimes it can be quite a burden to try to support lower-end resolutions. Hell, I still remember the absolute joy and freedom I felt when I no longer had to support 640x480.

Frankly, you people should not be complaining here. As the man says, use it or do not. You might have gently suggested "Could you please make the dialogs smaller so I can use your program in 800x600 mode?" But saying his program sucks is petty and low.

---T.Geiger
Geiger

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Posted on 02-04-05 12:18 AM, in Enterprise Cancelled!!!! Link
no one cares about character development.... we want action and suspense!

It also had the best space battles seen in any Trek, period.

---T.Geiger
Geiger

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Posted on 02-04-05 09:42 AM, in Enterprise Cancelled!!!! Link
It also could have used some better writing. If they had had someone like Manny Coto running the show from the beginning, this situation never would have occured.

It is unfortunate. Outside of Blalock (terrible) and Bakula (mediocre), they had some pretty decent actors.

I highly doubt it will be off the air for 10 to 15 years though. I give five years tops. Just long enough for Paramount to finally be rid of Berman (he's not well-liked by everyone there). Hopefully, they will get somebody with some talent to come in and resurrect the show.

Actually, its funny. Ron Moore ranted about this five years ago.


---T.Geiger
Geiger

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Posted on 02-04-05 09:45 AM, in WWE Thread Link
Too much seriousness just makes it a snooze fest I think.

Well, to do that they would require people with better mic skills and - gasp - personalities!

---T.Geiger
Geiger

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Posted on 02-05-05 06:01 AM, in Temporal Flux Release Link
I think the only problem is getting myself adjusted to the .Net loading times. (I'm far too used to Lunar Magic and instant loading).

Rendering Chrono Trigger maps is much more complex than Super Mario World. FuSoYa started a Chrono Trigger editor named Lunar Trigger which was never finished, though it could edit Location maps. Last time I checked, TF's managed code ran just slightly slower than LT's native code (5 seconds for large maps). Version 1.06 renders a 3 megapixel image on the fly in software. The WIP version renders a 12 megapixel image in about the same amount of time.

As for the exit problem above, please make sure you have v1.06. If you do, please send me a patch of your modifications (check my profile for address). In the meantime, try to recreate the problem, and send me that also.

---T.Geiger
Geiger

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Posted on 02-05-05 11:45 AM, in Temporal Flux Release Link
Either I am completely missing any point you may have about the speed comparison between Lunar Trigger and Temporal Flux

You seem to be getting some radically different times than I did.

Does not really much matter though. You do not like .NET? That is fine. I heard you the first 20 times you said it. I will code this program for whatever platform I choose. And if I decide to use an algorithm that takes 30 minutes to render an empty map, then so be it. You can love it or leave it.

Frankly, you people are starting to get on my last damn nerve. If you do not have anything constructive to add to this thread then do not post. And that includes any further posts on this exchange. No apologies, no retorts, and no taking up one side or the other.

Add to the signal, not the noise.

---T.Geiger
Geiger

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Posted on 02-05-05 11:44 PM, in Temporal Flux Release Link
Overworld event editing is not as rich as Location event editing. There are only about a third as many commands and many of them unused. This is why I did not hold the release of the editor until after this feature was complete.

I have finished Layer 3 rendering, but I do not remember if I have completed the editing portion of it. I prefer not to discuss any further features just so there's a little bit of surprise in the release.

(edit)

The Strings system will also be integrated with the Event code, rather than being its own standalone editor.

This will only be true for dialogue. Non-event related strings such as enemy names will still be edited as they are now.

---T.Geiger


(edited by Geiger on 02-05-05 07:47 PM)
Geiger

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Posted on 02-06-05 10:56 AM, in Temporal Flux Release Link
Send me the original unmodified PNG file.

---T.Geiger
Geiger

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Posted on 02-07-05 06:04 AM, in Temporal Flux Release Link
It is definately your computer or the program you are using to view PNGs.

---T.Geiger
Geiger

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Posted on 02-07-05 06:22 PM, in Temporal Flux Release Link
it crashes with stupid IO errors. Oh yeah, it also does that whenever I open a rom too. So not only were my changes not saved, I can't even open a rom now and then!

Make sure you do not have the file open in another program (like say a hex editor). I do not handle file access mode exceptions. Chalk this one up to laziness. Even had I coded it in, you still would not be able to save though. You would just receive an error message instead of an unhandled exception.

And its hardly "crash prone".

---T.Geiger
Geiger

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Posted on 02-08-05 01:46 AM, in Temporal Flux Release Link
Any news on the next version?

http://geigercount.net/crypt/tf107.update.zip


v1.07
Fixed
- Overworld Exits . increasing the number of exits caused some of the exit data to be omitted
- Location Scroll Mask . some areas have scroll masks larger than they should be able to, which caused problems when their data was read



Presumably you mean v2.0 though. There is no set timetable on that. Right now I do not even remember what still needs to be implemented (I have been nose-deep in Snes9x code for the past few weeks; release coming soon).

Any chance on adding a menu/dialog font editor? How long before basic graphics like char/enemies/npc are put in?

Probably about three or four years out. Graphics editing is absolute last on the list since there are many other programs out there that can do this (and better than anything I would code). I seem to recall having answered this question before.

And, would there be any possible way to add some templates to the event editors

My original plans for the editor were for it to be more macro oriented. Someday I may add macros to the event editor, but it is not a top priority.

End user wants to create a basic chest, so he chooses the option "Create Treasure Box" and TF creates a blank treasure chest with some sample values where all the end user has to do is fill in the map/coord/etc.

Normal treasure data is not event related. Chrono Tweaker can take care of this (I think).

---T.Geiger
Geiger

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Posted on 02-08-05 06:37 AM, in Temporal Flux Release Link
Schala could replace any character so long as you are willing to draw all the new sprites necessary. Until such time as all the animation data is hacked apart, it would make the most sense to replace Marle or Lucca and give Schala distance attacks.

---T.Geiger
Geiger

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Posted on 02-08-05 09:15 PM, in Batman Begins Link
There are better trailers out there than the one shown during the super bowl.

This movie certainly looks to be a return to form. Time will tell.

I cannot say I care much for the new batmobile however.

---T.Geiger
Geiger

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Posted on 02-09-05 07:36 AM, in Let's have a singing contest. Link
Consider this a "joke" entry.

If I Only Had

I don't, by the way.

---T.Geiger
Geiger

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Posted on 02-09-05 08:22 AM, in Let's have a singing contest. Link
And because I have some fancy sound software that I hardly ever use...

If I Only Had (Munchkin)

If I Only Had (Silent Hill)

---T.Geiger
Geiger

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Posted on 02-11-05 01:55 AM, in Geiger's Snes9x Debugger Mark 9 Link
http://geigercount.net/crypt/Snes9X1.43.ep9r8.7z (333k, 7-zip format)

You will still require the various Microsoft DLLs to run this. You can get them from Zophar's.

So much has changed that I am just going to put the whole feature list here from the release notes.


Features:

Debugger
Many of these features were originally coded as part of the commandline debugger, but have been ported to MFC.
- Next Op . displays current operation (the next instruction to be executed)
- Step Into . goes to next instruction, stepping into any subroutines
- Step Over . goes to next instruction, stepping over any subroutines (they are still executed)
- Step Out . executes until current subroutine returns
- Skip . goes to next instruction without executing the current operation (be careful with jumps and branches)
- Disassemble . disassembles specified range to display
- Run . execute (until next break)
- Reset . reset ROM execution
- Frame Adv . execute and advance one frame
- Vector Info . display CPU and APU vectors
- Sprite Status . display various information about onscreen sprites
- APU State . display various information related to the APU
- Sample Address . displays addresses for samples stored in the APU
- Show Hex . show hex editor window
- Dump RAM . dump memory to a binary file
- Dump Palette . displays color data
- What


(edited by Geiger on 02-11-05 09:23 PM)
(edited by Geiger on 02-15-05 04:44 PM)
(edited by Geiger on 02-16-05 04:44 PM)
(edited by Geiger on 02-21-05 06:59 PM)
(edited by Geiger on 02-22-05 04:47 PM)
(edited by Geiger on 04-11-05 09:20 AM)
(edited by Geiger on 04-19-05 02:36 PM)
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Acmlm's Board - I2 Archive - - Posts by Geiger


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