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

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Posted on 06-12-05 02:48 AM, in Goldeneye: Citadel in multi Link
Almost a year and a half ago, Krijy graced the Goldeneye scene with a delicious snipet of code. Finally, the long-lost Citadel had risen from the depths. There was only one problem: you could look but not touch.

That time is over. For your edification, I now preset to you Citadel, in all its glory.
It is now fully playable and available as both an ips patch and on console with the aid of a gameshark/action replay.






Get it while its fresh and gooey.

GoldeneyeForever.com
http://www.goldeneyeforever.com/
and
The Rare Witch Project
http://www.rarewitchproject.com/
spoondiddly

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Posted on 06-17-05 11:22 PM, in X-Band Revival project Link
Very nifty idea. The thing always seemed to have a lot of potential, but never even thought for a second it was this nifty.
Ideally, you could pickyback on an existing service such as kaillera.

Hmm... yes, you probably did use a hack to get it to run on emulator. At the least it won't run in snes9x debug. Shame too, since it would probably be rather easy to hack out those button codes again.
spoondiddly

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Posted on 06-19-05 08:44 AM, in X-Band Revival project Link
Hah! no biggie. Super Sleuth is fine, I'm just not as used to it.

Do you remember when/where you needed to use the button codes? That would save an enormous amount of time.
spoondiddly

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Posted on 06-21-05 07:23 AM, in X-Band Revival project Link
Hah! spent the time to hack that out and you already got it up - yesterday!

Did you use the service back when it was around? Would you call the service, they would read the header for the cart, and upload the patch needed to run it if you didn't have it already? Its hard to put together exactly what they would be doing without ever seeing it...
Depending, the patches could be almost generic "handles" into the currently running routine, set to execute their code and modem support in place of a common exception handler or something. If the same patch could be used for multiple games, then you certainly wouldn't need to load it every time. Then again, you could just as easily have load times if it didn't store patches at all. Hard to say without just completely dissassembling it. So the horror begins...
spoondiddly

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Posted on 06-23-05 02:40 AM, in X-Band Revival project Link
At least two of those unknowns are genesis button codes, so the others probably are too.

10 - Genesis: fish pong minigame
would be: right(4),up,start
actual: up(4),right,B

0D - Genesis: sound test
would be: right(3),down,up,down,up,right
actual: up(3),left,right,left,right,up

07 - Genesis: unknown...
would be: down(4),up(2),down
actual: left(4),right(2),left
0C - Genesis: unknown...
would be: down,up,down,right(3)
actual: left,right,left,up(3)

Yeah, diagnosic mode was probably a failsafe in case one was finicky or they ever had to move their phone service.
spoondiddly

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Posted on 06-25-05 07:28 PM, in Changing Silver's battle system a bit. Link
Hmm... Equipable moves? Funny idea.
Concidering the work involved in that, wouldn't it be just as tedious (well, more so) to utilize the various effects? Up two effects could occur each round. PKA in Silver? That would be wacked.

Otherwise I'm all for A. Who cares how long the move list is when you can orgainize them to your advantage.

Can already think of about half a dozen really nasty exploits for three items, even if you don't allow more than one of a type. That would absolutely need to be a restriction.
spoondiddly

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Posted on 07-09-05 11:14 PM, in X-Band Revival project Link
I'm not good for constant help (been doing a lot of N64 lately) but would like to look over the docs and sram.

I've been asking around and found out a little on how the credit thing worked end-user wise. Originally the service used credits. If you ran out, they cut you off. You could purchase them online and probably also over the phone, etc.

It wouldn't check your credits until you tried to play with someone. That's relatively good news ;*)

It is most likely the main server dealt with handling the credits. It would make the most sense if each card just had a constant signature and they handled the credits on their end with server-side accounts.

Later though they abolished the credit system altogether to increase sales. Instead it went to a flat-rate system and from all acounts the cards weren't used any longer. If that was handled by the server (most likely) they just didn't bother to read them anymore, but if it wasn't expect some patches on those x-band roms.

It seems unlikely that they stored them on the cards, but memories just aren't as clear as they were a decade ago.
spoondiddly

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Posted on 07-26-05 09:30 PM, in Misc. F-Zero X Stuff - (This could be your chance!) Link
This is the source for a GS uploader, if you want to tamper with it, care of Hally's Comet Software
http://cvs.sourceforge.net/viewcvs.py/n64dev/n64dev/util/gsupload/

Here's the trick:
You can view and upload any memory range with a gameshark via comms - and after changing a couple addresses with memory editor as well. If you attempt to upload either ROM directly (not using the option in GSCC) it comes back either scrambled or encoded. It seems encoded, so watch it turn out they used the .enc compression scheme or something... You don't need special bios, just a link cable and something on your computer to read the port.

I've been trying to convince somebody with a DD to actually try this for a while now. Using a modified version of Icemario's PD trainer, the GS has full comms support without code generator and doesn't require a keycode. Assuming at least a few of those zeroes in ram stay zeroes, it should work wonderfully with the DD.

However, the entire disk can't be dumped at once. 64DD's load data in bursts, writing the contents into a swap memory area. So, to effectively nab everything, you need a simple loop: load data, loop until read, load more data, ad infinum...


All of this is trivial, however. The F-Zero expansion was primarily just a gigantic memory pak. The editors should be fully-functional, granted they'd crash if it tried to read the exp port...
spoondiddly

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Posted on 07-27-05 06:36 PM, in Misc. F-Zero X Stuff - (This could be your chance!) Link
The same odd byte-repetition happens in other ranges too.

Why would it crash, you ask?
The DD is virtually the same as the fds ram adaptor. It has a swap area dedicated to storing blocks of data that are then read/written exactly the same as a cartridge rom. You never ever handle the disk directly. By all accounts that should be on-board ram, not the other 4MB.
If the cartridge asks it to write or read to an invalid memory range it would either:
1: throw an exception, and you'll see something about the DD not being connected properly
2: ignore the command, which isn't bloody likely
3: crash and burn

They probably have some sort of error message for that, hopefully on the cartridge...

Are you sure those body shadows don't just account for all the body/booster combinations?
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Posted on 08-29-05 09:28 PM, in New NES gaming console. Link
-or Apple 2

It would be more worthwhile if there was a rather snazzy com port on the back of that thing...

Seriously though, famiclones are so incredibly common it would otherwise seem redundant. Gotta love that nes-on-a-chip. If someone wanted to make something really worthwhile, why not make a famiclone that either runs FDS disks or floppies with the images on them? This thing sounds less like a nes and more like a turbographix 16. At the least they could handle internet play.
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Posted on 09-01-05 08:37 PM, in New NES gaming console. Link
I'm with Hyperhacker. A new SNES would be far cooler. A SNES/NES hybrid though - I'd buy that.

There are plenty of more interesting things to upgrade than the size of the pallettes. Besides, there are workarounds for that, such as this:
http://nesdev.parodius.com/paltest.zip
and this:
http://nesdev.parodius.com/rstrdemo.zip
or actually, any of the transparency or interlacing demos on nesdev

Incorporating the extra fds sound channel? Heck, I'd love to see a NES clone that can run the psuedo-bitmapped stuff that the original couldn't. But seriously... more colors and rumbling controllers aren't really that great. There are a lot more useful upgrades that can be made that could benefit existing games, such as concocting a method around the sprites-per-line issues. That drives me nuts in Bubble Bobble.

spoondiddly

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Posted on 09-02-05 10:34 PM, in Introducing Nightmare: dynamic all-purpose table editor Link
Excellent idea! The best part is that it can edit any file really, not just roms. Savestates, eeproms, you name it. This could be extraodinarily fun.
spoondiddly

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Posted on 09-05-05 11:27 PM, in Introducing Nightmare: dynamic all-purpose table editor Link
This only comes up in later consoles, but there must be an easier way to handle actual text strings stored in tables.

The key-and-table method will work for that, but something like "string value" + max size would be more convienent. Then, if a game (esspecially a forien one) uses a table seperate from ANSII, a .char table can be associated with it or something as well. Well, that might be a bit of a hassle come to think of it, but just a thought.
spoondiddly

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Posted on 09-05-05 11:44 PM, in IPS patching on the fly for N64 emus Link
Well it's pretty obvious why this hasn't been implemented yet, concidering you can probably count the number of existing patches on one hand.

However, concidering that a number of programs are popping up that allow image swapping, level addition, and of course the obligatory translations it seems it really should be done sooner rather than later. The oddest thing is that N64 hacking almost completely revolves around editors, so you could really have a stack of patches pile up rather quickly.

It's even odder that it was never even concidered, concidering s/nes emulators have been doing it for years and that all the necessary file manipulation is already executed when the rom image is loaded into ram. On the other hand, there never really was a good reason, was there?

Anyway, excuse the rant. I get like this from time to time.
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Posted on 09-06-05 08:33 PM, in IPS patching on the fly for N64 emus Link
Well, heck, we could come up with a format right and post it here.

start with some fun ASCII word for file extension.

The patcher would have to figure out the original rom format, but the patch header can tell how the data in the patch is swapped.
0 - no swapping
1 - 16 bit swap
2 - 32 bit swap
3 - 64 bit swap
all other values reserved for future use, or just use binary flags along the first nibble.

To accomidate any size file dynamically, each memory address could be preceeded by the length of the address. For example:
03 975420
would place the following data at 975420.

Then the size of the data would use the same format:
02 1000
so the next 1000 bytes are copied to the address given.

end with END in ASCII

It isn't as efficient as IPS, but it would handle any file size given.

-

Come to think of it, you could figure out the swapping if the first chunk of data given was a sample of the file's data from a certain address.
ie: check custom robo's header for given value to determine file swapping
0 0 01 00 04 80371240
first byte:
first nibble: swapping present in patch data
second nibble: swapping of following sample so you know what you're testing
second byte: length of following address
third byte: address of data - 00, or start of file
fourth byte: length of test data
5th - 8th byte: data at location for non-swapped file. By reading the four bytes at the given address and testing against this, file swapping can be determined by the patcher.
spoondiddly

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Posted on 09-06-05 09:21 PM, in Introducing Nightmare: dynamic all-purpose table editor Link
There's one other thing you may want to add.

Since there seem to be a lot of notes in some of these modules, such as:
# 0x01 = Stun
# 0x02 = Bane
# 0x04 = Dark
# 0x08 = Conf
# 0x10 = Fire
# 0x20 = Ice
# 0x40 = Lit
# 0x80 = Earth
in FF1
it might be beneficial to create a 6th parameter that would pop up a dialog with notes if you click the parameter.

Okay, maybe two thoughts...
The ability to limit input to a certain range of values. ie: 0-63 for percentages or item values.

I'm a jerk and double posting.

[edit - ogre 64 modules]
Here's a few modules for Ogre Battle 64. Your rom has to be 16 bit byteswapped, which it may already be depending on what was used to dump it.
http://www.geocities.com/nefariousdogooder/downloads/OgreBattle64-Nightmare.zip

The most useful one would be the class attribute modifier. That will let you modify class stats, base equipment, fixed equipment slots, number and type of attacks, and other random things like resistance. The only feature you can't fiddle with are the class name pointers.
There's also something to change the magic used when elemental weapons are equipped, and some ditties that mess with magic/weapon effects and item costs.



(edited by spoondiddly on 09-06-05 03:01 PM)
(edited by spoondiddly on 09-07-05 02:53 PM)
spoondiddly

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Posted on 09-10-05 06:37 PM, in New NES gaming console. Link
Originally posted by HyperHacker
Heck, the original SNES seems to have been designed to be NES-compatible. So it wouldn't be at all difficult. Patents could present a problem, though.


Come to think of it, how much new hardware was actually in those aftermarket SNES->NES converters?

It is very frightening just how much of the original NES was incorporated into the SNES. They must have at least concidered backward-compatability - or they're just ridiculously cheap ;*)
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Posted on 09-13-05 03:01 AM, in New NES gaming console. Link
I seriously doubt they did a wink's worth of actual new development. It is far more likely they took the existing documents out there, built a little system around a NES-on-a-chip, and figured there was no point removing any existing feature of the hardware they're using.
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Posted on 09-29-05 09:54 PM, in ROM Legality Questions Link
Copyright ensures the party who came up with the thing exclusive distribution rights. They can even be contested if they lapse from production for a long enough period of time...
I believe ROM backups are similar to recording VHS tapes/CDs. You can copy your own crap all day long, so long as you don't distribute it. Then again, there only really is a question if someone actually pursues it.

IPS are okay, as it is your own work, after all. That Might fall under the free use clause, come to think of it.

Modifying the system breaches your warrantee, but no big whoop. Even then, if you take a page from Microsoft and change it just enough then put it into mass production, sure it's legal ;*)
The only real problem you may run across here is if the modification doesn't comply with FCC guidelines - ie: home-made antenae. The most important caveat here is "If you screw it up it's your responsibility, not mine".
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Posted on 10-05-05 09:54 PM, in Best beta object ever. (Zelda OoT!) Link
Slingshot seems to work too. Haven't tried throwing bombs at them yet.

Oh, they didn't even remove them in the GC builds. That's just silly.
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