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
Acmlm's Board - I2 Archive - - Posts by BGNG
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
User Post
BGNG

Snifit
Level: 22

Posts: 241/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-13-05 08:42 PM, in F-zero Maximum Velocity & GP legend Link
If you need any help navigating that code, just ask. I can also give you some coding advice if you want to do something but don't know how.
BGNG

Snifit
Level: 22

Posts: 242/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-15-05 03:54 AM, in F-zero Maximum Velocity & GP legend Link
Well, we've been discussing some things and stuff in PM's, Heian794... You think you might want to officially be declared the de facto head-of-project? (I love saying things like that)
BGNG

Snifit
Level: 22

Posts: 243/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-15-05 04:29 AM, in F-zero Maximum Velocity & GP legend Link
Sorry. All you have as me. I don't count as "many." Though I DO have the brains of ten thousand men! After all, it's hard to find a man (or woman) with a brain these days.
BGNG

Snifit
Level: 22

Posts: 244/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-15-05 06:28 AM, in F-zero Maximum Velocity & GP legend Link
I will tell you this right now: Don't expect to get much speed out of Visual Basic. It's the king of unnecessary precautions and is MAYBE one thousandth the speed of C++ when non-stop calculation is involved.

I also haven't written a compressor. All that's in that program is the decompressor.
BGNG

Snifit
Level: 22

Posts: 245/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-15-05 07:18 AM, in F-zero Maximum Velocity & GP legend Link
Both the AI and starting position are defined by the course paths, which I documented a while back. The starting position is where the first control point in the path is. The direction of the course MUST be "up" at the starting line.

The AI cheats, as has been known forever. All it does is follow the path.
BGNG

Snifit
Level: 22

Posts: 246/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-15-05 07:48 AM, in F-zero Maximum Velocity & GP legend Link
Yup. Just alter the points to follow the course.

And compression won't be hard. It's not adaptive like LZ77.
BGNG

Snifit
Level: 22

Posts: 247/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-16-05 02:49 AM, in F-zero Maximum Velocity & GP legend Link
Hold your horses, Heian-794. Car stats and bomb appearence has nothing to do with level editing. It may not have been officially declared, but level editing is what this thread is dedicated to. Graphics hacking should only be performed when it's applicable to level editing. Things like venue floors modifications don't count.

As you've undoubtedly noticed, the game responds to the panel layouts by the tiles that it describes. "Barrier" tiles act like bariers, pit area tiles like pit areas, etc. This way, any configuration of panels can be made and they will act accordingly without editing the programming whatsoever.

The mines are just more tiles. Tiles that, when you drive on them, explode. They simply turn the entire panel into panel 02. Easy pickin's.
BGNG

Snifit
Level: 22

Posts: 248/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-17-05 05:21 AM, in F-zero Maximum Velocity & GP legend Link
Alright. You're the boss. (-: If all hacking goes for you, then all hacking this thread will be.

It looks like this thread is preparing to go the way of the snowman, so we'll have to devise if we want to continue posting findings here or if we should arrange another form of communication for the project.
BGNG

Snifit
Level: 22

Posts: 249/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-21-05 10:29 PM, in F-zero Maximum Velocity & GP legend Link
You already have the panels in the ROM at 1D43FC. Using the tile and palette information, you'll be able to get pixel images of the panels fairly easily. But they won't do you much good unless you have a use for them. I recommend at LEAST making a compressor before trying to do anything with the panels.
BGNG

Snifit
Level: 22

Posts: 250/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-22-05 03:13 AM, in F-zero Maximum Velocity & GP legend Link
If I remember correctly, the path coordinates clamp to 0 to 3FF, which is 1024 coordinate units.That means that one unit accounts for two tiles, or 16 pixels on the map. 0,0 specifies the top-left corner; the pixel in that spot.

And you can use a text box fairly easily. Just stick one on the Form (Text1) and say something like "Variable = Val("&H" & Text1.Text)" to convert the user-typed-in value from Text1 (as hexadecimal) into a number the program can use.
BGNG

Snifit
Level: 22

Posts: 251/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-22-05 08:34 PM, in F-zero Maximum Velocity & GP legend Link
Looks like I did my math kinda backwards... The whole width of the track will be 3FF... So 1024 / 64 panels wide is 16 units per panel. And 16 / 8 tiles wide is 2 units per tile, not one unit per two tiles. So 0,0 is the top-left corner, 1,1 is in the middle of the first tile (4 pixels in each direction) and 2,2 is at the bottom of the first tile.

The numbers are stored as 16-bit, unsigned integers, so you'll have to stick a 00 to go with each of your values.

After the path points are plotted, you'll have to connect them together with the path definition, which immediately follows the points. These are pairs of bytes determining the point to use for the next point of the current path (since there are two paths in every course; they'll often coincide). I'm not sure how to change the number of points to use in the path definition, though.
BGNG

Snifit
Level: 22

Posts: 252/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 08-23-05 07:21 PM, in F-zero Maximum Velocity & GP legend Link
I wouldn't recommend redefining any of the panels on a tile-based level. If all the panels are left as they are, then that will allow for courses to easilly be implemented from other sources. If the panels are redesigned, then some courses will be biffed and fail to display correctly.

But as far as "metapanels" are concerned, those can just be defined in little "metapanel library files" and imported into the editor at run-time. That way, any number of "metapanels" can be supported and the selection can be upgraded whenever new data is available.
BGNG

Snifit
Level: 22

Posts: 253/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 09-05-05 08:42 PM, in Warning Link
Originally posted by Bit-Blade
Roms were initially developed by TEAMS of people, correct? Furthermore, each of the members of this team was responsible for a specific task in the rom, sometimes they did more than one thing. Still following me? Now we come to romhacking. What we are doing is, in a sense, like game development. We are 'hacking' the roms and turning them into our own version, our own vision. This is something like game development, only most of the work is done for us.
Graphics and music are indeed done by varying people in a development project, but the ROM itself is, by definition, completely applicable to programming and programming alone. Hacks can be done without changing any music or graphics.

And since there are rarely more than just a few programmers on a development team, it shouldn't be irrational to say that a few ROM hackers would be able to make hacks... even if the number of hackers is just one.



I believe that a more accurate assumption to be made is that common technologies that span games could be hacked and documented, but game-specific technologies don't particularly need to be shared.

An example of this is my prior two projects: F-Zero X and F-Zero Maximum Velocity. I hacked the level data for both of them, and in both, I had to crack a compression algorithm. Which one of these projects yielded the best results for the ROM hacking community?

That was F-Zero X. The compression algorithm in that game was MIO0; the same one used in Super Mario 64. And there's a sticky in this thread, a BIG topic, all dedicated to Super Mario 64 hacking that wouldn't have been started hadn't I cracked MIO0.

I also documented the Maximum Velocity course compression algorithm. Who's gonna use that? If ever somoene comes along who plans to hack that game and that game alone, it will be useful to them only.



I don't feel that hacking teams, however, will be particularly influential. I know that I personally wouldn't want to spend a lot of time hacking a game I have no interest in. There's already enough Mario and Zelda hacking out there if I'm ever curious.

But the thing is, not everyone can crack compression algorithms or what-not. That is left to but a few people who have expertise in the technical engineering of how this software is put together in the first place. No amount of teamwork will get more people to be able to do that.




EDIT:
The thought just occured to me that another big issue in the ROM "hacking" department is the use of editors. All-In-One, Magic Wand, Swiss Army Knife, etc... Call them what you want; those things do not make people hackers. It took a hacker to make those utilities, but things that people make with them are not original hacks.

If someone makes a new planet Zebes using MetEdit, they'll say "Hey! Look at this Metroid hack I made!"... That is incorrect, since they're not the one who did the hacking.



If many of these tools were readily available for any given game, then a team of "hackers" could be deployed to make a very good modification of the game. But doing so would thusly make them cease to be hackers.

Therefore, I think I should bring to mind the differentiation between "ROM Hacking" and "ROM Modifying"


(edited by BGNG on 09-05-05 12:03 PM)
(edited by BGNG on 09-05-05 12:06 PM)
BGNG

Snifit
Level: 22

Posts: 254/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 09-06-05 12:49 AM, in Warning Link
Okay, enough with the "Is FuSoYa selfish or not" thing. This isn't the purpose of the thread.



To define terms in order to promote understanding, here is a little light-hearded dictionary-like list of descriptions:

Excerpt from "BGNG's Book of Wonderous Knowledge"

modify (mäd´­-ĭ-fī); v.
1. To change something.

editor (ĕ´-dĭ-tŭr); n.
1. One who modifies or a software program to do so.
2. The guy who takes out all the profanity from public writings.

hack (hăk); v.
1. To gain unintended access to, or make unintended changes to, electronic resources by means of low-level manipulation of data.
2. To cut violently.
3. To clear one's throat.

Usage Note: Some prefer to use "hack" in place of "modify" when it comes to changing video games. Hacking is specifically tied to manual, fully-controlled manipulation of the binary data, where use of an editor will render this action non-hacking.



So in short: To Hack is to edit the file manually; to Modify is to do it with an editor. By definition, as stated, hacking falls under the umbrella category of modifying. But to modify does not necessarily mean to hack.
BGNG

Snifit
Level: 22

Posts: 255/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 09-11-05 05:56 AM, in New NES gaming console. Link
The point is that they said "the old software won't support S-video." That's a hardware issue, not software. That "reason" is bogus.
BGNG

Snifit
Level: 22

Posts: 256/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 09-24-05 11:06 AM, in Mario 64 - Amazing Stuff Link
I Got a U-ZI in my Pocket:
All of the hacking progress should be confined to this thread. I know there\'s like, a billion posts to look through, but you can see what has been done.

ZTaimat:
Unless I missed a post somewhere, no Assembly was harmed in the production of this thread. You could do this to given the Non-ASM-related know-how.



I\\\'ve been doing some work with the Nintendo DS hacking scene lately (the system; not game hacking) and I\\\'ve produced a utility that will extract oodles of information from DS ROMs which will be released shortly. Of them, there seems to be a whopping 1,833 ready-to-use-and-modify files inside Super Mario 64 DS.

Here\'s some eye-candy for those of you who regard files and not pictures as eye-candy:

(The forum seems to like putting in backslashes at the moment, so here\'s a generic link
http://i7.photobucket.com/albums/y255/bgng/M64DS_Dump.png


(edited by BGNG on 09-24-05 02:07 AM)
BGNG

Snifit
Level: 22

Posts: 257/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 09-25-05 05:21 AM, in Mario 64 - Amazing Stuff Link
HyperHacker:
The formats are probably different. As I understand things from this thread, aren't the files in Super Mario 64 somewhat machine-ish and geared towards the performance of the coprocessor?
__________

Kawa-oneechan:
I didn't give you the finger. You love me best, right? I also noted back then that people seem to like looking at pretty pictures, so... If you'd have posted a screenshot like I did, you'd be popular. (-:
__________

VL-Tone:
Unfortunately, Super Mario 64 DS is simply a relevant side-trail from what I've been doing. I wrote a DS ROM parser to make sure I had my brain wrapped around the file format. One of the ROMs I used for testing was Super Mario 64 DS. I'm not actually doing anything with the data I extracted. Thus: I won't be doing an editor today.

My current project is in the preparation stages of writing a programming language that compiles BASIC code all the way down to a distributable DS ROM file. GCC's been the center of homebrew long enough, and I like BASIC, so... I'm undertaking this task.

I could give you some information about the data I found, though. I can tell you how to dump it and decompress it, but the storage of the data from then-on is anyone's guess as I've not looked into it. I'd be willing to bet that, however, that is a bit of a route you're not interested to be taking just yet. Perhaps later.

But go ahead and take a break. The project doesn't hinge on your shoulders just because you're the only one who's... um... advanced enough to do the work. (-:
BGNG

Snifit
Level: 22

Posts: 258/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 09-25-05 11:32 PM, in Solomon's Key Editor UPDATE Link
Though it doesn't have much to do with the editor, I really like the look of that window class. Is that an XP style or some self-coded thing?
BGNG

Snifit
Level: 22

Posts: 259/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 10-05-05 07:35 AM, in Sad State Solutions (Please read!) Link
Make sure you read this whole post before replying to it. If you have an argument to make that conflicts with something I've said, make sure I didn't already clarify that whatever I said isn't always the case. You'll only look like a dunderhead if you repeat something I already posted just because you failed to read all of my words.

Additionally, DO NOT be lazy and simply respond to this topic saying "I agree" or "I feel [whatever] would be the best action." This topic stresses cooperation and if people are just going to waste space in their chairs without doing anything they propose, this isn't the topic for them.



A few topics, namely "The sad state of the rom hacking community" and "Warning" have brought to light the issue that something, whatever it may be, is wrong in the ROM Hacking community and something, depending on what the problem is, needs to be done about it. There have been several suggestions regarding what could be done, but no course of action was ever finalized.

The purpose of this thread is to proactively decide on a few potential solutions and hopefully be able to put a few of them into practice to see if they help.

The problems that have been addressed are as follows:
    • Newcomers ask dumb questions. "What is hexadecimal?"
    • Newcomers don't care to learn. "I give up. Bye."
    • Experienced people don't share."My hack, my info."
    • Experienced people tend to work alone. "My hack, not yours."
    • Editors make it look easy. "MetEdit? Why not MajorasMaskEdit?"
    • Resource gatherers are scarce. "Here's how it works."
There are probably more, but these seem to be the most significant issues in the past few weeks. In the interest of improving the situation in this ROM Hacking community, I have thoroughly studied each of the topics I linked up there and have come to a few conclusions. Identifying what the underlying problems seem to be, I hereby propose solutions to alleviate them.



• Problem: What Is ROM Hacking?
One thing that seems to be lurking about is difference in perception as to the definition of "ROM Hacking." Some people consider use of editors to be hacking, while others do not. This is a discrepency and tends to cause confusion when common terms are used with varying understandings of what those terms mean.

When it comes to identifying faults in the community, these terms are thrown about without necessarily having a common perception and one man's apple is argued against another man's orange. This is all but productive to help identify the problems at hand.

• Solution: Everything Is
This community openly welcomes people from all kinds of backgrounds. Whether you change ASM coding in a game, modify graphics, crack algorithms or redisign levels, Acmlm's ROM Hacking community will accept what you do. For this reason, all of these activities should be considered "ROM Hacking," at least in the context of this community. Use "ROM Hacking" as an umbrella term and not to explicity identify one aspect of the whole.

A few terms could become commonplace in order to promote understanding. I propose the following:
    • Game Modification - Anything you can do with an editor; level or music editing.
    • ROM Decomposition - Analyzing a game on a binary level; finding formats and algorithms.
    • Reprogramming (or ASM Coding) - Changing the actual programming of a game.
The following are similar in concept to "Game Modification," but take place on a more technical level:
    • Graphics Editing - Changing graphics in a game; be it sprites, textures or 3D models.
    • Sound Editing - Changing samples or audio filters in a game.
If these terms, or perhaps terms that some of you feel would be more proper, are used to identify different aspects of what this community does, confusion and discrepencies will be kept to a minimum.



• Problem: What Constitutes A Hack?
Again, this is a matter of varying perceptions. To one person, cracking a compression algorithm in a game counts as a hack. To another, a hack is the end result of a modified game; usually supplied as an IPS patch.

When one person says "Hack," he thinks of the algorithm he cracked, but his friend thinks of the new Super Mario Bros. modification he finished. Two vastly different worlds, and vastly ambiguous in conversation.

More often than not, "Hack" usually refers to completed game modifications in this community. This consequently means that most of the people doing hacks are making new games out of old games. In turn, fewer people are looking into new games to find out what makes them tick. This "resource gatherer" archetype is a must for progress to be made, but if all the attention goes to the game remixers, then why bother?

• Soultion: To Him His Cause
Both ROM hacking and game hacking, as it were, have their purposes. Hacking a game to make a new game provides novelty of an old favorite. Hacking the programming of a game and allowing for new games to be made from it... well, that helps the first cause.

Again, I propose terms to promote understanding:
    • Binary Hacking - Opening up a ROM and taking it apart.
    • Game Hacking - Changing a ROM to produce a new game
To counter the lack of resource gatherers, a little more credit should be given to those who contribute to the community by discovering how the games work; perhaps enabling other games to be hacked.

I know I'm gonna sound self-serving with this illustration, but my honest intention is to use it to promote understanding and not try to exalt myself. This is the best example I can think of at the moment. In my work with F-Zero X, I cracked the MIO0 compression algorithm that the game used. After documenting and releasing my findings on the algorithm, HyperHacker and VL-Tone used the information I found to hack Super Mario 64, which used the same algorithm for its resource files.

In this example, one project came about due to findings in another. This is different from the concept of redesigning a game and is perhaps more influential. If the community increases its support for resource gatherers, more people will be inspired to take that path and everyone will benefit.



• Problem: What's Up With All The n00bs?
It's no question that there are several newcomers in this community who simply don't know how to do anything in regards to ROM Hacking. They may have some minor experience with editors, but ask simple questions about rudimentary concepts that they don't even need to be asking in the first place.

Many newcomers suffer from a short-term interest that leaves their productivity at a minimum. While this is primarily typical of a more naïve, younger demographic, it is also present in some older members. The idea here is that the newcomer wishes to achieve a certain goal without knowing what they're getting into initially. Since ROM Hacking is complicated at best, these newcomers apparently don't realize what the art (yes: I'm calling ROM Hacking an art) is all about and become discouraged when they realize they may not be able to do what they wanted to do.

Their response to this is to ask questions. Surely, if there's an easy way to do something, someone in the existing community would know what it is. This is problematic, because with such questions comes the mindset that there MUST be an easy way to do it. Typically speaking, a person who wants the easy way to do things probably isn't willing to do anything the hard way.

This results in a barage of careless questions and "clinging." Since these people (only the ones I speak of) are not willing to take matters into their own hands and research their material, they resort to something just short of lazy stupidity and ask questions they would easily be able to get answers to using a dictionary.

Seeing other newcomers do this only serves to encourage such actions.

As not to condemn ALL newcomers, I will clarify that there is a decent number of newcomers who are willing to do things themselves and simply need to know which direction to point in order to get started. I have observed multiple times in this community that such newcomers often find what they're looking for and occasionally go on to becomming at least marginally successful in what they sought after.

Since the "responsible newcomer" is willing to serve himself, he takes little heat from the rest of the community. This person is not the problem.

• Solution: Give Them A Home
For the newcomer with a short-term interest in ROM Hacking, there could be some repository or sandbox of information that will let them know what their would-be projects would entail. Some place where a newcomer would go first to see what it's all about. Sure, there will always be the defiant n00b who will post an editor request anyway, but giving them some knowledge ahead of time will help to prevent such things from occurring.

Basically: If a person can become discouraged without posting anything, then they won't post a stupid question, right?

I suggest a forum. Acmlm's Board has a cool feature called the "Newbie Forum," which exists solely for those who are new to online forums and shows proper posting etiquette and the such. I wouldn't say that a "Newbie ROM Hacking" forum would be such a bad idea if it will help to minimize wasted posts by users who ask for editors or want people to do things for them. Forum posting is one aspect of this community. There's also an underlying, conventional "ROM Hacking Etiquette" that should be brought to light as well.

Newcomers could post their issues in the "Newbie ROM Hacking" forum and when--or if--they feel ready to move onwards and upwards, they would start posting here in the existing ROM Hacking forum.



• Problem: Gold-Hogging Gurus
There are some significantly experienced people in this community. When these people do everything on their own and refrain from releasing information on what they're doing, they come across as a sort of "guru" that is able to do anything they please in the game that they're examining and editing.

From the perspective of the newcomer, these people are seen as particularly well-to-do hackers and serve as a de-facto role model that is the ultimate goal to aspire to. This leaves the newcomers with the idea that they need to be able to do everything themselves. Having no information released by the "gurus" showing how they do what they do leaves the newcomers in the dark as to how to go about doing things.

In the end, the newcomers are left with little choice but to have big goals and no knowledge of how to achieve them.

• Solution: Let Them Eat Cake
The "gold-hogging gurus" are treated somewhat unfairly. Just because someone knows how to do stuff and doesn't release information doesn't mean that they're giving people false hopes or being selfish. If they choose to work alone, let them. Their business is their business. There's no need to call on them to become active in correcting the n00bish posts of other people.

So instead, I propose that there should be some alternative means of expressing information that anyone could contribute to; something to be referenced by the newcomers that won't be invasive to the experienced hackers who don't wish to become babysitters.

The idea is already out there, but I suggest a Wiki. However, I do NOT propose a Wiki containing any game-specific information. There's a lot to know about game structure, hacking techniques and the internal workings of videogame systems. That is the kind of information that would be helpful to someone who wants to do so himself. Seeing a big list of RAM addresses for useless crap in some game they've never heard of isn't particularly helpful.

There are some astounding documents out there like the Pan Docs or GBATek. That's the kind of stuff that could be included in such a "ROM Hacking Wiki." Additional information would be how to do things like text editing, ROM corruption, etc. Keep it all objective and minimally reliant on any particular game.

With a concept-oriented Wiki and not a game-oriented Wiki, ROM Hacking could potentially get an enormous jump-start and productivity would increase sharply.



• Problem: Give Me Editor Or Give Me Death
The end product of many hacking movements involves the creation of a game modification software: usually in the form of a level editor. These tools tend to have the capabilities to modify nearly all of the aspects of a level in a game and are appealing tools to hobbyists and experimentors. Over time, there can be a comprehensive tool or a series of tools that are capable of altering nearly every aspect of a game.

This usually results in non-dedicated people working with games and relying wholly on the use of editors to achieve their goals. This is analagous to the driver of a car. While it's one thing to turn the steering wheel and press the accellerator, it's a different matter entirely to change the spark plugs and verify the firing sequence. In the same way, people who use editors--typically speaking--aren't aware of what goes on in the guts of their tools and wouldn't be able to work without them.

For this reason, use of editors tends to be discredited as a form of ROM Hacking.

The aftermath of this situation is a foreign population consulting the resources of their hobbies and requesting more--or inquring about more--tools so they can get done what they want to get done. If you want to upgrade your car but don't know how, you go to someone who knows how to upgrade a car. Simple logic, but in doing so, you'll end up as one person with one interest among many people with another.

I feel it would be approperiate to say that a sub-culture of ROM Hacking is the end user of editing tools. When these people consult the ROM Hacking community for more tools, the only expertise they have is to ask about more editors. Since this community puts emphasis on the actual hacking of games and not on simply using tools developed by hackers, editor requests and the like are frowned upon.

• Solution: Give Him References
For the sub-culture of editor end users, there needs to be a distinction between casual game modifier and hardcore technical specialist. For this community at this time, it needs to be made known that no one is willing to take a request for an editor in the first place. This place is full of hobbyists themselves, who hack the games they are intersted in. Acmlm's Board ROM Hacking community is not a service desk for people to come to for the development of new software.

So should we just bash on these casual game modifiers and ask them to go away?

I suggest that a directory be compiled regarding any number of references to existing editors and projects. It could be as simple as a single, regularly-updated web page with information on zillions of editors for zillions of games. Instead of becomming angered at someone for requesting an editor, we could redirect them to where they could find any editor that exists. And natrually, if it doesn't exist, just ask them not to request it.

I am willing to help with the research of gathering information on editors if need be. Preferably, there would be some server to host all the editors as a sort of "editor vault" so when hotlinks go bad, the data can still be downloaded.

Likewise, the same could be done for various tools.

Of course, Zophar's Domain is already doing this. The simplest action would be to grab the attention of a casual editor user and say "HEY! If you're here for an editor, click here!" and link to Zophar's site. Perhaps a pretty button on the top of the forum index page?



• The Über Solution
The moment you've all been waiting for. This solution would be by far the most effective to both minimize invalid behavior in the forums as well as substantially reinvigorate the ROM Hacking community here on Acmlm's Board. Every person from every background and every skill level would be given an equal opportunity to make a difference and learn in the process.

The only snag here is that it would require an unprecedented level of cooperation by all members.

The ovarall concept here is an "All-Acmlm Hack" that would involve anyone who wishes to participate to do whatever they can to help out with the hack. This would require a project manager as well as a detailed inventory of the capabilities of each member involved. Experienced hackers would work alongside newcomers; tutoring them in the art of what they do and helping them to become proficient in the same.

ASM programmers would work with code crackers while graphics artists and level designers created new content. It may take a few days; it may take a few months. Each hack would be an original experience in itself and prove to be predominantly useful to the entire community.

Each member would keep a log of what he or she has done and all logs will be contributed to the project manager for future reference of anyone who visits the forum. Everything that happens during the hacking production will be documented and can be used as an example to future projects.

When one hack is completed, another could be started. Massive efforts could be put forth to make new games, or there could be a five-day limit to see just how much of a hack could be made in that amount of time.

There would be polls and suggestion threads to determine which game to hack and what to do to it. Pseudo-elections would take place to determine which people (not just one person) should head the project and who will be in which team. Teams could compose of ASM programmers and code crackers, one could be graphics, one could be audio and the last could be misc. content like levels.

The teams would be separated by area of expertise (or prospective area of expertise). Both veterans and newcomers would be grouped together all under one goal and would provide for each other for learning and teamwork opportunities.

In the end, this community would do nothing short of prosper.



Again, this is just a general suggestion thread. I am willing to help out in doing everything that I mentioned in order to improve the situation here in the Acmlm's Board ROM Hacking community.

And if you only have something to say like "You're right" or "I disagree," keep it to yourself. If you have an idea that you feel is better, only mention it if you're willing to help it become a reality.
BGNG

Snifit
Level: 22

Posts: 260/276
EXP: 56579
For next: 1771

Since: 06-03-05

Since last post: 8 days
Last activity: 3 hours
Posted on 10-05-05 08:18 AM, in Sad State Solutions (Please read!) Link
An "Über Hack" would need a number of teams. Each team would specialize in a different aspect of the hack. After all, a sprite artist won't be reprogramming the game very well. A group of "leaders" will need to be assigned to be the dedicated project managers and keep things moving. The managers will handle any joins/parts from the project and assign people to teams.

If enough people are willing to partake in such a project, one could begin shortly.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Acmlm's Board - I2 Archive - - Posts by BGNG


ABII


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



Page rendered in 0.016 seconds.