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

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Posted on 04-22-05 11:05 PM, in UK Elections Link
My brother pointed me to this website. Quite interesting, except for the fact it told me I should vote for the UKIP. (I got like -33 for Labour, which I thought was quite interesting)

Anyway, I won't be voting in this election. It's a combination of apathy and the fact I'm not registered to vote. Besides, living in Northern Ireland, we don't really get to choose who makes the big decisions, due to the suspended assembly, and the fact we went back to home rule.

Not to mention the fact that the major unionist parties over here are truly terrible. The DUP seem to base their entire election campaign on how the world will end if they aren't elected, the UUP have lost too much of the vote to make it worth voting for them (also, one of their election advertisements has really turned me off, with it's great slogan "If you are a decent person, vote UUP").
dan

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Posted on 04-22-05 11:09 PM, in Need help for super mario advance 4! Link
I think the website got hacked. It's linked to in this post.
dan

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Posted on 04-23-05 07:48 PM, in "Unsupported ROM" with RSBall... Link
To this post, yes. That's a real nerd insult there.
dan

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Posted on 04-25-05 03:34 PM, in Castlevania Music Pointer Question Link
I remember Dragonsbretheren asking me the same thing, so here's what my reply was:

"Okay, I've worked out kind of how to stop the music changing in the middle of level 4. Change $1FB6A and $1FB6B to $39, and that should stop the music changing. However, the music does tend to stop and restart, and I'm not sure how to begin looking for the code that controls that. "
dan

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Posted on 04-26-05 03:09 PM, in What's inside a ROM image? Link
You can do that with CDs because they contain a file-system. ROMs (usually) don't have any sort of file-system. So, such a program is probably impossible.
dan

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Posted on 04-26-05 09:02 PM, in I need to know for when I am in school... Link
Originally posted by Gamed00d
The emulator I have has a save state and it works at school yay!
The computers at school if you use a proxy you lose computer privaleges... thats gay
At least I wasn't using one
This thread can be locked. I have what I asked for so this thread is not needed...


It's the school's computers, so they make the rules. They sound perfectly fair to me. If it was me in charge of your school's systems, I'd remove every game/MP3/distraction I found. I think I definitely have BOFH tendencies.
dan

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Posted on 04-26-05 11:52 PM, in Mario Journey Demo Released! Link
It patches fine with the PRG 1 ROM version.

Either I've got crap at SMB3 (highly likely), or this hack is hard. The first world should start out extremely easy. There also seems to be excessive use of the munchers (a section in the first level where you have jump a chasm filled with the bloody things pissed me off). I managed to get to level two, but gave up after dying repeatedly. (Good thing there's infinite lives )

One thing that seemed weird was the world complete music playing when you started the game. It just seems out of place there.
dan

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Posted on 04-27-05 02:57 AM, in Help with Nester Link
I'll take a stab in the dark, maybe it has the text DISKDUDE! (or whatever it is) in its iNES header, and the emulator really doesn't like that. You could fix it using a hex editor, or try a different emulator (FCEU checks for the DISKDUDE text, and ignores it).
dan

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Posted on 04-27-05 02:43 PM, in Help with Nester Link
Originally posted by Disch
Emulators shouldn't have to autocorrect bad headers


Yeah, they shouldn't have to, but it would be definitely preferable (at least in the case of the diskdude text). I don't see any reason for an emulator not to, quite frankly.
dan

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Posted on 04-28-05 03:33 PM, in Castlevania: tile solidity issues Link
The solidity of the levels is dynamically loaded into RAM (in the $600 range). My advice, is to stick a write breakpoint there, and try and figure out how the solidity data is loaded in. I tried ages ago, but I sucked back then, and gave up. According to my notes though, everything before $60 isn't solid. There are also a few other tiles in the $70 to $8F tiles range that aren't solid either. The only thing that you need to beware of is overwriting the door animation graphic, and the stop clock graphic.

Hm, looking into it, I believe that this part of the code controls the solidity of the tiles:

$F7C6:B1 06     LDA ($06),Y @ $86F9 = #$68 A:68 X:B4 Y:04 P:nvUbdIzc
$F7C8:9D 00 07 STA $0700,X @ $07B4 = #$90 A:68 X:B4 Y:04 P:nvUbdIzc
$F7CB:20 D4 F9 JSR $F9D4 A:68 X:B4 Y:04 P:nvUbdIzc
$F9D4:A9 00 LDA #$00 A:68 X:B4 Y:04 P:nvUbdIzc
$F9D6:85 4C STA $4C = #$00 A:00 X:B4 Y:04 P:nvUbdIZc
$F9D8:BD 00 07 LDA $0700,X @ $07B4 = #$68 A:00 X:B4 Y:04 P:nvUbdIZc
$F9DB:38 SEC A:68 X:B4 Y:04 P:nvUbdIzc
$F9DC:E9 60 SBC #$60 A:68 X:B4 Y:04 P:nvUbdIzC
$F9DE:C9 0C CMP #$0C A:08 X:B4 Y:04 P:nvUbdIzC
$F9E0:B0 0F BCS $F9F1 A:08 X:B4 Y:04 P:NvUbdIzc


This code loads in the the 8x8 tile to be used for the 32x32, and checks what kind of solidity to give it, based on the value. The last three instructions are the key ones. The first solid tiles begin at $60, so the game subtract $60, and compares it with $0C. Any tiles that aren't within the $60 - $6C causes the code to branch off to $F9F1. (As subtracting $60 from a value less than $60 will cause the value to loop back through $FF)

So yeah, I hope that made a bit of sense. For clarification, the solid tiles are within the range $60 to $6C. (Unless I've interpreted that code wrong, but it seems to fit what I've observed also)
dan

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Posted on 04-28-05 03:37 PM, in Mac Rom Editors (SMB3) Link
I don't think there are many ROM hackers who know how to code (and have the willingness to do so), and use a mac. I think you're best bet is to get a copy of vmware, and run an emulated version of Windows. Or see how that port of WINE to MacOS is going.
dan

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Posted on 04-28-05 03:49 PM, in Help with Nester Link
A CRC check isn't needed to correct ROMs with Diskdude in the header. All that is needed is to check whether the text exists or not, and zero it out if it does. The games that usually have the diskdude text in the header are mostly older games that don't have mapper numbers higher than 16, so the rest of the header isn't needed. There's probably meant to be stuff after that, but there's so many different versions of the iNES header specification floating about, it's impossible to tell. And different emulators don't support everything.

So, I still see no reason why emulators don't have a Diskdude check and corrector. It's really not that difficult to do.

I don't think GoodNES will make much difference though, it seems to ignore the header completely.
dan

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Posted on 04-29-05 03:49 PM, in Back with my ex, but quite possibly for good... kind of. Need some help. I'm confused Link
Originally posted by GRAVITEH
Basically, you say your GF gets drunk all the time. That is not good. No one should be dating a drunkard.


I don't think he said that at all. She got drunk once from what I can tell.
dan

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Posted on 04-29-05 04:14 PM, in Help with Zelda Challenge: Outlands Link
Try asking at the Challenge Games messageboard. Someone there is bound to know.
dan

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Posted on 04-29-05 05:46 PM, in Help with Nester Link
Or, the emulator could just fix the header if it contains the diskdude text, in memory and not save it to the file. I do agree with the whole ROM auditing/emulator hybrid being cumbersome. However, I think it would safe to assume that the parts of the header taken up by the diskdude text are all zeroed out.

I don't think the solution of fixing your ROMs before using them in an emulator is a good solution. Lots of people don't have knowledge of headers or the inner-workings of NES ROMs, so if a ROM doesn't load in a certain emulator because it doesn't have any kind of checking for Diskdude ROMs, they assume that the emulator is faulty and try another. Or post on a messageboard. Especially, if the ROM is a GoodNES verified good dump (GoodNES ignores headers, which is quite sensible, as there are the same version of ROMs floating around, but with slightly different headers)

I believe that providing compatibility for these ROMs is the emulator's responsibility.
dan

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Posted on 04-30-05 02:59 PM, in Help with Nester Link
Originally posted by Disch
Originally posted by dan
However, I think it would safe to assume that the parts of the header taken up by the diskdude text are all zeroed out.


Most of the time you're right. However it is possible for a proper ROM to have some of those bytes having a nonzero value. If you apply the DiskDude "correction" to that ROM, you're breaking that ROM in order to fix the broken ROMs.

Auto-correction in this manner is not the solution. It's not even a solution -- it's just a way of weaseling around the problem to make the problem work.


I think you misunderstand when I say to check for the Diskdude text. The check would check all the bytes that are normally taken upby the Diskdude text. No other ROMs would be affected.

The Diskdude ROMs aren't broken. Typically, they are ROMs, which don't use the higher bytes (7-0F) of the iNES header. Apart from the higher mapper bit, not many ROMs do. I think what probably happened was that the Diskdude ROMs were dumped before the high mapper bits were even decided upon (it quite literally makes no sense to use nibbles from two different bytes to get a number, unless of course it was tacked on when the need arose). If that is the case (which seems a reasonable enough hypothesis), it's similar to providing compatibility for old file formats in programs. Except for the fact that the file format is virtually identical, with a potential difference in 8 bytes.
dan

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Posted on 05-02-05 12:17 AM, in Interesting Stuff...Changing a Mapper Link
The hard part is actually expanding the game so you can actually make use of the mapper's features.
dan

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Posted on 05-02-05 12:20 AM, in Re-writing a Game's TSA Engine? Link
Unless a game uses a totally ass-backwards-major-fucked-up way of storing the TSA, I can't really see why you would need to change the TSA engine of a game. Just seems like it would be a waste of effort (and would probably break any level editors for the game).
dan

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Posted on 05-02-05 03:30 PM, in Re-writing a Game's TSA Engine? Link
Usually when you edit the TSA data, you don't change the engine. Sometimes, it is not as easy as searching for the tile numbers in the ROM. Some ROMs don't store each 16x16 tile (or whatever) in one continuous sequence (like SMB3). Or some ROMs don't even store the 8x8 tiles that are used to make up a tile (Megaman comes to mind).
dan

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Posted on 05-05-05 03:26 PM, in $views=number_format($views); and more!!! Link
What do you actually mean by number format function? A description of what it actually does might be wise. Although, from your example, it sounds like it adds commas to the numbers. Seems rather pointless really.
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