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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by HyperLamer
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User Post
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3539/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 08:16 AM, in free() crashes program Link
Cool, thanks. Now though, I've run into something more difficult. (Frustratingly enough, I know exactly what's wrong, just not how to go about fixing it. ) I'm writing a program that compresses data into a format used in some N64 games. The compression works, but isn't as efficient as the original (decompressing the data in a game, then re-compressing it, yields a bigger (though still good) compressed file.) Looking at the original file, I noticed that Nintendo's compressor appears to skip small matches in favour of large ones. (The program looks through previous data in the input file for a match of no less than 3 and no more than 18 bytes to the 18 bytes at the current position; an LZ77-style compression.) For example, my program finds that 3 bytes at 0x20E are identical to the 3 at 0x199, so it writes that into the output and skips along to 0x211. However, Nintendo's compressor appears to have skipped this, because by doing so, it can see that 5 bytes at 0x20F are identical to 0x1DD. Doing this improves the compression ratio, the question is... How would I go about doing it? (I'd try, but I don't have the time. Today's been so busy, meetings and dentist appointments and so on. )
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3540/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:21 AM, in Question about Binary code. Link
Editing does that to some sigs, apparently. Anyway, the switches don't really 'mean' anything, they're just ordinary electronic switches. Same idea as a light switch only several billion times smaller (and controlled by electricity; no moving parts). Different combinations route electricity different ways, which makes the computer do different things. It really is mind-blowing to think that all the video games you play, web sites you see, programs you run, and even the most intelligent of AI is nothing more than electricity running through gazillions of switches...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3541/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:24 AM, in Midi to Mp3 Converter Link
It works for me, but any other format that Winamp doesn't natively support (ie SPC) just plays normally instead of writing to a file.

If you have a really good sound card, you can get a sound-recording program and have it record from Stereo Mix. This records every sound the computer makes (except the built-in speaker ), but it's equivilant to (in fact, I think it is) a physical connection between the input and output, so a crappy sound card will yield bad results.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3542/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:29 AM, in ...VADPCM? Link
It doesn't appear to be compressed using any Nintendo method I know of. N64/GCN compressions usually have a 4-letter header (MIO0, YAZ0, YAY0 etc) that can be used to find them. (Keep in mind the byte order; if you're searching in actual ROMs, it's probably backward. ) It does look like valid wave data though. Most likely the header is just wrong, so the programs don't know how to play it.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3543/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:33 AM, in What the heck? Link
Mine went out because of the cold once (lines snapped or something), but it mainly seems to just happen randomly, though a lot moreso when uploading a lot. (Particularly with BitTorrent, my upload speed is directly proportional to my connection stability.) The modem checks out fine, so I assume it's a network card and/or cable issue. Do what I did; get them to look at it, it usually won't cost anything. They'll test it and replace it if need be, if not, you know that's not the problem. (Or they might just replace it and test the old one back at the station, and just give it to someone else if it works. Then you just wait to see whether it happens again, if so, it's something else.)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3544/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:34 AM, in Argh drivers. Link
If they do, post the link. Never know who else is having the same problem.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3545/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:38 AM, in Mozilla/Firebird and File Association problems Link
Neo: That's what I assume the problem is (with Textpad anyway), but the programs have added the options themselves, and they don't appear in the associations menu.

Jesper: I need to get around to that sometime. Is there a way to fix the existing profile though?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3546/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:48 AM, in Dr. Mario World (2nd Try) Link
All looks nice except #7 and the status bar colours. But please don't use BMPs for screenshots, they're way too big.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3547/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 11:57 AM, in Luigi's Gravity Controls Link
Originally posted by Kario
Why did you post pictures?

Originally posted by peter_ac
There are some new backgrounds on my site!
Click on the link below to get them.

I assume that's why. Though there was absolutely no need to post them twice...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3548/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 12:01 PM, in using layers 2 and 3 for background data... Link
You realize that you won't be able to have a custom background on layer 3 without some ASM hacking, and it'll be rather limited because layer 3 is the scorebar (so nothing else can be there), has to stay in the same place on-screen, and only supports 4 colours per tile.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3549/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 12:06 PM, in Master Mario World! Ideas? Suggestions? Stuff to work with? Link
1: WTF is that thing above the hammer bros in #2?
2: WTF is that last pic?
3: Any plans to edit the actual levels?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3550/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 12:13 PM, in SMW ROM addresses Link
Originally posted by Glyph Phoenix
First, that straight fireball code can be edited to different numbers to make the fireballs shoot in different directions, I trust?

One byte controls the initial Y speed, and the other controls how fast it falls.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3551/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 12:19 PM, in Disabling level Timer Link
I think his edit just disables the code that updates the timer graphics, so you could draw over them. The timer still counts down though.

Atma: What are you saying exactly? You want the timer to loop and not show up, so you get the bonuses for certain finishing times without having it speed up the music and kill you? Just find and disable the part that counts down the hundreds digit, and give each level at least 200 seconds, it'll loop from 200 to 299. Though the bonus at the end of the level does present a problem...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3552/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-04-05 12:25 PM, in Multiple sprite/ASM questions Link
1: What exactly do you mean 'from another one'?
2: Present on the screen? Just loop through the sprite tables and look for it.
3: Set their entry in the table to nothing.
4: Map16 data is at $7EC800 (low byte) and $7FC8000 (high byte). (Ex: 7EC804 is the low byte of a tile, and 7FC804 is the high byte of the same tile.) Not sure how layer 2 works though, or how to translate object coords into a Map16 address.
5: You can't scroll individual objects, only the entire layer. You do so by modifying a few addresses, though it seems to cause synchronization problems.
6: In what? If you're talking about ASM (though I don't know of anyone who knows how to hack the sprite ASM yet), I'd suggest just preserving all the registers until you know what they do.
7: There are various tables that say what they are, where they are, how fast they're moving, and so on. Each sprite has an ID number (I imagine the first you added is #1, next is #2, and so on, though deleting them complicates it) which is used as the table index.
8: 7E0013.
9: Tons, look through RAM for large patches of 00s or 55s. The 55s don't get reset between levels though.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3553/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-05-05 04:16 AM, in free() crashes program Link
The LZ data uses 4 bits for length and 12 for position, so the window is 4096 bytes. It adds 3 to the length because this is the minimum number that would do any good (the LZ data itself is 2 bytes), so the data has to match between 3 and 18 bytes. It doesn't allow for any other type of compression.

This is the code so far that finds the best match:
BestMatch = 0;
for(i=4096;i>0;i--) //Search the last 4096 bytes for it
{
if((InPos - i) >= 0) //Don't try to look before the beginning of the file
{
j = 0;
Match = true;
while((Match == true) && (j < 18))
{
if(InputFileData[(InPos - i) + j] != InData[j])
Match = false; //Exit for
else
j++;
}
if((j > BestMatch) && (j > 0)) //New best match
{
BestMatch = j;
BestMatchLoc = i; //Relative position
}
if(BestMatch >= 18) i = 0; //Can't get any better, may as well stop looking
}
}

Whenever a match is found, it skips however many bytes matched in the input. If there isn't one it just includes one byte raw and tries again with the next 18 bytes. What I imagine I need to do is loop this entire segment so that instead of skipping the bytes that were matched, it checks them as well for bigger matches. The only part of this I don't really understand is how this can work if the number of bytes being skipped varies potentially every time the loop executes. (I'm gonna keep trying stuff anyway, though. )
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3554/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-06-05 05:54 AM, in free() crashes program Link
Er, I forgot to include the part that does that. This segment just finds the best match. I actually got it working the way it should be, but it looks like there's still other tricks being used here. They must have bought this program off someone, it's far too efficient for them.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3555/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 08:07 AM, in Zelda - Gates of Time Link
Awesome. Link looks frickin great, the font and the grass are just w00t, and the dungeon looks hard but not cheap-hard (though it's not easy to tell from 2 pics ). What I've seen so far is professional quality.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3556/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 08:11 AM, in INCOMPLETE SMA4 Level Data Document Link
Nice. I might just have to buy a copy of this game. Playing hacked levels on a real cart would rule so much.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3557/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 08:15 AM, in How do I hack NES Music? Link
Originally posted by Parasyte
No, it is there. I've tripple-checked it, at this point.

It's there, the error is actually 403 (stupid host). Refresh at the error page and it should show up.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3558/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-07-05 08:24 AM, in Race Against Time is Still Alive... Link
Ooh, looks nice. Only problem I see is this:

The yellow is a bit bright, and the pipes don't connect. Otherwise it all looks great.
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Acmlm's Board - I2 Archive - - Posts by HyperLamer


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