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

Red Goomba
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Posted on 04-29-04 12:00 PM, in GBA intros Link
If it weren't for intros, there'd probably be no demo scene, period, or it would be a lot less mature.

Good thing none of you had any say over the C64 scene...I don't know why people are so averse to intros, hell I remember some of the old C64 intros better than the games they preceded! Half the time the intro was coded better than the game was =P

Don't take offense to this - I don't want to force anyone to like intros. But you can bet your ass that any ROM I ever release will have an intro (although I will also include instructions for manual removal and information on exactly what was modified). Basically, the way I look at it, if you're smart enough to remove it yourself, then you deserve to have an intro without a ROM. But, for 99% of the emulamers out there who only download ROMs to increase the size of their collection, then you can bet your ass I want their copy of my releases to have my intro on them. I wouldn't make it easy, you'd have to go in with a hex editor to purge the intro.

Sorry to bump this so long after it died, but this is something I feel very strongly about, and anytime the topic comes up I vocalize my beliefs. The C64 demo scene was borne of the cracking screen, and the intros added by crackers, and I feel it's due to the very fact that intros were standard that makes the C64 demo scene the biggest and best in the world, even to this day. I just don't understand why people have tolerated intros for as long as they have, and now all of a sudden I see most people in the console scene saying 'intros suck, bla bla bla'. I can sorta understand it with GBA games because I have a feeling it takes quite a bit less work to 'crack' the average GBA game than it did the average C64 game, but still, like I said, the emulamers who only want massive collections fucking DESERVE ROMs with intros. I'd like to see them properly identified, such as TOSEC handles it (by adding [cr {cracker}] to the filename). That way, those who want ROMs with intros (such as myself) and those who don't want ROMs with intros (such as most of you) can both have their way.


(edited by LocalH on 04-29-04 03:01 AM)
LocalH

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Posted on 05-05-04 03:22 AM, in GBA intros Link
Originally posted by Colleen
How is the GBA demo rom scene actually? I know there was a lot of fuss about it when the specs got leaked and people got a hold of development tools, but I haven't heard much about it now...

Then again, hacking groups *also* released stand-alone versions of their demos on BBS' and the like.

Yeah, but the intros came first. Then, people liked the intros so they made them on their own and called them demos.

Like I said, I would include manual instructions to revert the ROM back to 100% clean status.

Also, I don't like trainers, with the widespread availability of patch devices such as the AR, which are more popular than ever. On the C64, trainers made sense because the average person didn't have a freezer cart. So I'd never modify the existing game code, only hook in to the start vector and put my code at the very end. I'd also wipe RAM before exiting my intro, to prevent any incompatibilities.

One more thing - HH, you must have missed the part where I suggested denoting if a game is cracked or had an intro added, like TOSEC does. That way, you could avoid the ROMs with intros. But you, or noone else has any right to condemn someone for wanting intros any more than I have to condemn you for not wanting intros. And you also missed the part about instructions to revert to 100% clean status.

I'd also be likely to distribute the clean ROM directly to people I respect, so that they would not have to deal with an intro in the least. But the lamers fucking DESERVE intros, in my opinion. If you don't care about anything but getting all the ROMs you can, never to play again, then you don't deserve a clean ROM.

Might sound elitist, sure. But with the amount of idiots out there, sometimes elitism if the best way.


(edited by LocalH on 05-04-04 06:42 PM)
(edited by LocalH on 05-04-04 06:46 PM)
LocalH

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Posted on 05-05-04 06:22 AM, in Roms > Carts Link
It's still not the original hardware though.

Not that emulators aren't good, there's lots you can do with emulation that you can't do with hardware.

But hardware is paramount to anyone who codes for said system. If your code only works on emulation, and not on the real thing, then your code sucks ass. And for programmers, 100% accuracy is best, and you only get that with hardware - although emulators are very close, they're still not 100% accurate and thus might differ from hardware in some miniscule way.

Guess it matters whether you look at it from a user's standpoint or a programmer's standpoint. For users, I agree, the things stated are valid benefits of emulation over hardware.
LocalH

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Posted on 05-17-04 10:20 AM, in Genesis ROMs and their format..I'm lost.. Link
Cool, you want to rip Genny music? I think Charles Macdonald did a bit of work on an emulated Genesis music format similar to PSID or NSF, and as ripping is a necessary part of that, you might want to contact him through http://cgfm2.emuviews.com - I haven't heard anything about it in a while, but last time I emailed him about it, he'd gotten to the point where he'd ripped the music from a couple of the Sonic games.

Yes, the Genesis has a standard header of $0200 / 512 bytes. Other than the header, there is no standard format for where music would be stored, as is the case on most platforms.

Also remember, some games drive the full FM part with the Z80, whereas other games use the 68000 to drive the 5 FM channels and the Z80 solely to drive the DAC - this is pretty much the easy way to ensure that the DAC gets the fastest and steadiest stream of samples. So you'll have to deal with both 68k and Z80 code, and if it's anything like the C64 or NES, the music player is initialized once per tune, and called once (or possibly more times for multispeed players as used on the C64) per frame, with some way to handle sound effects over the music (usually by muting one or two music channels, if necessary, to make room for the sfx). I'd imagine a good place to look would be starting at the interrupt vector that runs once per frame (I forget exactly which vector this is in the Genesis ROM header, however), especially check out where the Z80 goes on it's frame IRQ.

Also, you'll probably benefit from these YM2612 docs - a good place to figure out what registers the sound code would be using.
LocalH

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Posted on 05-17-04 05:32 PM, in snes decompiler Link
You mean you want to port the game onto the GBA so you can run it on a flash cart?

Sorry. Unless you're willing to reverse engineer every last bit of the game and port the assembly code to the GBA, then it's not going to happen. You don't just 'decompile' and 'recompile' a game for a different platform.
LocalH

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Posted on 05-20-04 10:54 PM, in Roms > Carts Link
Originally posted by BGenesis
I bet this has been said, but:

Cart > Roms because roms are illegal.

No they're not. Unauthorized distribution of ROMs is.

Especially with classic systems, dumping is 100% legal now (remember that set of DMCA exemptions that came out?), so if you back up your cart yourself, it's 100% legal to have an image of it.

As long as there are homebrew ROMs then the blanket statement 'roms are illegal' is untrue.
LocalH

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Posted on 05-26-04 09:40 PM, in Best NES Mario Link
DDP > SMUSA

I'm thinking about hacking some of the DDP graphics into SMUSA. It would be interesting to play with the DDP characters but with the ability to run.

For those who don't know, DDP is the original version of what became SMUSA (SMB2).


(edited by LocalH on 05-26-04 12:42 PM)
LocalH

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Posted on 06-14-04 04:32 AM, in NotSo Fatso update Link
Originally posted by Disch
FDS support

w00t, now I'm switching back to NotSo Fatso, that was the only reason that I stopped using it. Now I can listen to that Disk Writer Demo cover in it's full glory, and still be able to use NSFe's with custom playlists, as well as full compatibility with standard NSFs
LocalH

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Posted on 06-14-04 04:38 AM, in Legal thoughts on emulators.... Link
Yeah, like others have said, the emulator is fully legal, it's just unauthorized distribution of the BIOS and commercial ISOs. If you own the game and rip it yourself, the ISO is fully legal. If you own the game but download a rip, it's technically illegal, but since the downloaded file is (ideally) the same as what you'd rip, it's practically impossible to discern between a legal and illegal ISO. Also, you can replace 'ISO' with 'CD-R' and it should be more or less the same, legally speaking.
LocalH

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Posted on 06-14-04 04:54 AM, in NES Metroid - AutoMap hack released Link
Holy fuck! This hack rocks, and I haven't even tested it yet.
LocalH

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Posted on 06-14-04 04:56 AM, in Best console to Gameboy port Link
SMBDX 2-3 and 7-3 sucked ass. Those Cheep-Cheeps were cheap shots (no pun intended). I guess that's what happens when you have a playfield that's bigger than the viewport.
LocalH

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Posted on 07-16-04 08:57 AM, in NO$GBA now plays commercial games? Link
Originally posted by Ranko
Originally posted by KawaiiImoto-e
The DOS-Version runs fullspeed on my Pentium 166, thats an acomplishment, no?


Yeeaaaa...I'd say so. What did you have running it at the time...and when you say full speed...are you saying no frameskip?

If that's the case...I know of a few people who could use it...

It's DOS, so I expect it to be faster and smoother. So, obviously, there was nothing else running.
LocalH

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Posted on 07-16-04 09:01 AM, in C64 Bests Link
A tie between CCS and VICE. VICE offers some features that CCS doesn't, like the ability to emulate the 1541-II (required for some demos), 1571 (no fast serial support), and 1581. But, it's easier to get CCS to run as if it was a PAL machine, but yet still synced to the screen (usually 60Hz for me), which improves the quality of demo effects that alternate colors/images every frame to achieve color/resolution interlacing.

Plus, VICE also has a nifty, realistic composite/S-Video PAL emulation, which really gives you that old-school nostalgic feeling. CCS has a PAL emulation too, but it doesn't look quite right, I prefer VICE's PAL emulation.

And, this almost goes without saying, if you want to emulate any of the other machines that VICE emulates, in addition to the 64, then definitely download VICE. x128 runs nicely and gives you access to most of the system's capabilities (although the VDC part of Risen From Oblivion/Crest doesn't work 100%, but still).


(edited by LocalH on 07-16-04 12:02 AM)
LocalH

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Posted on 07-16-04 09:14 AM, in Many Games In 1 Cartridges! Link
Originally posted by Gb boy
There are also GBA Flash Cards, where you can upload ROMS from your computer onto a GBA cartridge. You can get the carts with different capacity, I think they come in 128, 256, 512, an 1024 megabits of storage. Obviously, however, they are illegal.

No, they're not. Just because Nintendo says they are, doesn't make it so. If you use it with games you legally own, or homebrew ROMs that are legally distributed, then you are fully within the law to use a flash linker.
LocalH

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Posted on 07-16-04 08:48 PM, in How many of you have a gba or a gb SP? Link
I've got both. Although a piece of plastic chunked off the hinge of my SP, so now it looks damned ugly and it doesn't feel as solid.
LocalH

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Posted on 07-16-04 08:53 PM, in your hack on a snes cartridge Link
Tototek.com now offers an SNES/SFC flashcart for $70, $76 with case. There's also a chip you can buy for $5 that defeats the country lockout, otherwise you have to use that long pass-through board shows (which costs $10, so I don't see any use for the passthrough unless you want multiple flash carts and want to save a tiny bit of money).

If you've got the money, and have a lack of electronics skill, then this is a worthy alternative that also allows you to flash the cart with multiple ROMs, giving you a cheap little menu to choose from on bootup.


(edited by LocalH on 07-16-04 11:53 AM)
(edited by LocalH on 07-16-04 11:55 AM)
LocalH

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Posted on 07-22-04 07:41 AM, in SUPER JOY STICK Link
Originally posted by alitnil
Bomb Jack - you floating around a la balloon fight. it's kinda sucky though.


Hell no it's not. But MBJ is better, and I never knew of BJ getting a NES release, so it's probably MBJ.


(edited by LocalH on 07-21-04 10:41 PM)
LocalH

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Posted on 07-28-04 01:39 AM, in C64 Bests Link
That's probably not an emu issue with VICE - many C64 games, even single player ones, used port 2, especially those that used the system KERNAL routines for reading the joystick - it would conflict with the keyboard (good way to test this - wiggle the stick in port 1 when you're at the blue READY screen). Just set VICE up for your preferred control method on whichever port the game works with - if it's a single player game, you can try setting both ports to the same, unless there are any weird problems.

I'm not sure what's up with CCS crashing, I don't have problems like this. Do you mean the emulator itself crashes, or rather merely the emulated C64? If it's just the C64 crashing, it could be a PAL/NTSC issue, as the vast majority of cracked games are PAL.

I don't use Frodo or Hoxs64 so I know nothing about them.


(edited by LocalH on 07-27-04 04:41 PM)
LocalH

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Posted on 08-01-04 09:38 AM, in C64 Bests Link
No, it's not. C64 emulation is pretty much 99.5% accurate at the moment. The same thing would happen on real hardware if you had a way to hook the same controller up to both ports. Some games just don't like it, and trying to fix this in the emulator is bad for accuracy. If a game doesn't work with both ports selected, then pick the one port that does work.

CCS64 has never given me any major problems with games, that didn't also happen on the real hardware. Bad cracks notwithstanding, most games should run the same as on real hardware. If a game doesn't work, make sure you're set to the correct video standard, PAL or NTSC (and in CCS64, make sure you try the 65 cycle NTSC setting first before using the 64 cycle one, as the 65 cycle VIC-II is most common). Also, judge this based on the actual game, and not any crackintros, unless the crackintro actually crashes or refuses to let you go on. If you have problems loading a disk game in VICE, make sure you turn true drive emulation on, and for best compatibility make sure you're emulating an original 1541 and not a 1541-II, 1571, or 1581.
LocalH

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Posted on 08-04-04 12:02 PM, in The unlimited lives trick Link
Originally posted by JJ64
Originally posted by Acmlm
But they fixed it in Mario All-Stars, I remember doing that in 1-1 (second quest) and getting all the way to 127 lives (which displays correctly), and it wouldn't go past 127 ...


I've made it to 128...

Anyway, wouldn't be hard enough to get to 255 lives in SMB1 anyway? I always end up dying after about 100 lives or so, even with a lot of time left...

If you count carefully and get just up to 127 and no more (possibly by using FCEU's debugger), then die, then you restart at that level's halfway point and get a chance to try it again, with a bit more time on the clock. It should be possible, without cheating, to get over 255 lives and 'see' the counter roll over.

Or you can just use a cheat to lock the ones digit to 9 (I forget the RAM addresses, but the game stores the time, score, and coins one digit per byte), which effectively gives you unlimited time. You could also hack the time to 999 then disable cheats to give you that much time on the clock.

Oh, and there is a place besides 8-2 where you can do the 1-up trick with a paratroopa on the end stairs, but I believe it's nearly impossible on NES, because it's fairly difficult to pull off on SMBDX, and we all know how the 1-up trick is easier on SMBDX than NES.


(edited by LocalH on 08-04-04 03:04 AM)
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