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

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Posted on 08-06-04 04:01 AM, in SMB: hidden levels Link
Originally posted by Emptyeye
You can do the -1 trick legit, actually, though it's even harder than the jump-on-Koopa-Troopa trick.

Get to near the end of level 1-2. Jump up on the pipe that would take you to 1-3. Break the second and third blocks from the right above you.

Now it gets tricky...basically, you're trying to get Mario through the rightmost block above you. If you do it right, he travels through the wall to the warp zone, and if you go down one of the pipes (I think it's the right one), you end up in World -1.

Note that this does NOT work on the Mario All-Stars version of the game. I'm not sure about any others, though my guess would be "yes" on the recent GBA version since all indications are it's just the NES version emulated, and "no" on SMBDX.

Also note that, as I said, it's incredibly difficult to do (For some context, I've done the jump-on-Koopa trick once in my life. This is one more time than I've done world -1).

Well, you *can* do the trick in SMAS, but it only half works. You can get Mario into the bricks, and you can go down the pipe before it's fully scrolled, but it turns into a normal warp (although it's been a while since I've done it, so I forget which world you actually end up in, it's either the normal world for that pipe, or world 5).

Now, in SMBDX, you can't do the trick at all. The collision routines for Mario's head were apparently debugged, as you can't even get Mario into the wall.
LocalH

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Posted on 10-20-04 10:04 AM, in DS Emulator Link
It is ALWAYS possible to write a 100% accurate emulator. It just takes a lot of effort and precise reverse-engineering to be able to do so. Look at the amount of effort put into the top C64 emus, and they're still only 99.9% cycle-accurate.

And it's sad to see there are still people who think "emulation = illegal". Emulation, in and of itself, is NEVER illegal. It's the redistribution of copyrighted content (in this case, BIOS/ROMs/ISOs) that's illegal. And regardless of whether or not a system has any ROMs that are legal to distribute, emulation of that system is STILL legal (in theory, anyway).
LocalH

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Posted on 11-21-04 10:52 AM, in SMB DX Challenge Score Link
2,735,750.

How?

I was able to pull off that 'extended jump on Troopas' trick where you essentially exploit a bug introduced by the coders when they were fixing the original bug (where they changed the Troopas to give you 10k and die after 8k, instead of changing to 1ups). Specifically, I ended up with 1,508,850 on 3-1, the rest of my levels are more average, although some of them I did quite well on (surpassed 3-2 by 24k, 4-2 by 28k, 5-1 by 28k, 5-2 by 25k, 6-2 by just under 20k, 7-1 by 20k, 8-1 by 26k, 8-2 by 44k, and the rest by an average of about 3-5k).

I haven't done it since, though, and actually I've even completely forgotten how to do it. Found out through a glitch list made by David Wonn, so there's a name, might be able to Google for it.


(edited by LocalH on 11-21-04 01:56 AM)
LocalH

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Posted on 12-11-04 09:01 AM, in DS Emulator Link
The fact still remains that emulation itself is not unethical.

Besides, what about the few people who only have ROMs for carts they own? Regardless of the method of acquiring the ROM images, I'd imagine that would legally hold up in a court of law, should the need arise. Especially with the recent DMCA exemption of obsolete videogames.

Emulation is not unethical. Copyright infringement is, when you can buy the same game in a current, off-the-shelf, new form. Which is why, for example, I'd consider it ethical to be in the US and download Super Mario Bros. Special for the PC-88, due to the immense difficulty in finding a legitimate original copy (not to mention the system to run it on).

There is also the argument of media preservation, especially dealing with obsolete media. This applies to a much wider range of media than just video games as well. It's an undisputed fact that, should a ROM/disk image be spread across the internet, that it's span of existence will be expanded GREATLY, at least by a couple of orders of magnitude I would imagine. The more rare a game is, the more ethical it is to preserve it by distributing it, albeit illegally. Especially prototypes.


(edited by LocalH on 12-11-04 12:01 AM)
LocalH

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Posted on 12-11-04 09:05 AM, in Keyboard, or Controller? Link
DualShock 2 with adapter for console games (and Quake 1), Pelican universal arcade stick with X-Box adapter for arcade games (should support up to 4 sticks).
LocalH

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Posted on 12-16-04 02:38 AM, in DS Emulator Link
If you legally buy a game, then I feel you have the legal right to a ROM. Where you get the ROM is inconsequential.
LocalH

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Posted on 08-31-05 03:08 PM, in Unused Layer 3 image? Link
I seem to remember some much bigger versions of those SMW proto shots in an issue of (I think) EGM. I definitely remember the one with a Troopa underwater, without a doubt. I don't have that issue, unfortunately, but someone must have it somewhere.
LocalH

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Posted on 08-31-05 03:19 PM, in Improving video quality of Genesis II Link
The Genesis' composite video encoder is shit. In some instances (such as fully saturated colors, especially red), the horizontal resolution seems to be about half that of less-saturated colors such as yellow and white. There are only two ways to get good clean video, comparable to an emulator, out of a Genesis:

1) Use RGB. If you are in the US, RGB is more trouble than it's worth, because few TVs or monitors support RGB, the ones that do are either small and cheap (Commodore 1084-style) or big but expensive (Sony professional video monitors). Also, there is no standard connector, which means you'd either be making your own cables, or paying someone to do it for you.

2) Mod your system for S-Video (or have someone do it for you). This entails substituting a much better video encoder for the one already in the system (some Gen2's have an encoder that is capable of S-Video, but many don't). http://www.oldschoolgamer.ca/information.aspx?SID=14 and http://www.multimods.com/SegaSVid.html are two sites that offer to perform such a modification (on the second one you'll have to manually go back up to the root, there's no "home" link).

Needless to say, myself being in the US, I am planning on having my Gen1 modded for S-Video.
LocalH

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Posted on 09-01-05 10:39 AM, in Improving video quality of Genesis II Link
Despite the fact that both the Gen1 and 2 exhibit the chroma issue I mentioned (I assume the Gen3 does too, although I've not seen one in person), I still prefer the Gen1 over the Gen2. Number one, the Super Magic Drive is designed for the casing of the Gen1, so it sits a little loose in the Gen2. Number two, the Gen1's stock video output is a bit brighter, and seems cleaner (for example, the SMD has a medium green background on it's BIOS screen, and that green looks clean on my Gen1, but on my Gen2 I can see a series of vertical lines in the green area). I got the Gen1 with my SMD, and I really didn't know what I was missing. Headphone jack and all that I mentioned above make it the clear winner. Note that my Gen1 is one of the early ones with an EXT port and no TMSS security (license screen). It's very well possible that the later TMSS-encumbered Gen1's may or may not exhibit the same issues as the Gen2.
LocalH

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Posted on 09-01-05 10:47 AM, in Best Sonic 1 hack ever, not done by me Link
This amazingly awesome hack was done by Stealth, a prominent and highly-respected member of the Sonic hacking scene. I don't really have a lot of time right now, but he just posted it tonight, so I'm going to link to Simon Wai's S2B forum for the info (I have my account set to 40 posts per page, so it's about halfway down for me). You don't have to register or anything just to read it.

Knuckles the Echidna in Sonic the Hedgehog 1 (it would sound weird to say "Knuckles the Echidna in Sonic the Hedgehog" =P)

It even runs on a real Genesis. 'Tis very fucking awesome indeed.


(edited by LocalH on 09-01-05 01:47 AM)
LocalH

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Posted on 09-01-05 07:28 PM, in Unused Layer 3 image? Link
The only connection I can see is that the logo on the box is identical to the logo seen in the "early" intro video (the one with the "flat" ground). As far as I know, the final Japanese SMW has the same logo as the US version, with a difference in the shadow.
LocalH

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Posted on 09-03-05 08:36 PM, in Warning Link
I've always been a big proponent of groups, both in hacking and in coding original demos. I spent a very short time in the C64 demoscene before I moved to the Genesis and there are very few lone coders, most quality productions are done by groups. Usually, you have a designer, coder, musician, and graphician (and you can of course have multiple people doing each job). The trick is to find people that work together well.
LocalH

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Posted on 09-06-05 05:53 PM, in Warning Link
And in the Sonic scene we have assemblable disassemblies of Sonic 1 and 2, so it seems that we're at about the same level insofar as our knowledge of the games, the difference being you guys have better editors for non-hackers (as good as SonED2 is, Lunar Magic owns it easily).

A hack is a hack. If I go through some process, and a byte is modified from the original ROM, then it's a hack. Doesn't matter how useful it is, or what the process used was, if you're modifying bytes in a ROM, then you're hacking, simple as that. There are different levels of hacking (for instance, there's one guy in the Sonic scene who uses a Mac and thus does all his hacking in raw hex - that's hardcore hacking, and is exceptional and not the norm).
LocalH

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Posted on 09-11-05 04:40 AM, in New NES gaming console. Link
To me, it would depend on how it was implemented. If it was a separate "mode", where original carts run in high compability, then it wouldn't bother me - basically, if it's set up like the Commodore 128 with it's C64 mode and near universal compatibility.

I was looking at their FAQ, and saw one thing that is bullshit and one thing that answers a question I saw written here. First, the bullshit:

Q: Will it support S-Video?
A: No, because the old software won't support S-video. We could have converted the AV outputs to S-video but it would have added a lot of cost and given no benefit to the video quality.

Now, I'm no NES expert, but it's my understanding that, as with most systems, the software doesn't have anything to do with the actual video encoding (even with the 2600 you're dealing with pixels rather than actually directly generating the video signal as sent to the TV). If they did indeed custom design their own clone hardware instead of using a common NOAC, then they very well should have been able to make an RGB output on their take of the PPU, and from there easily get S-Video and composite. For this reason alone, I won't buy one.

Q: How does the stereo sound feature work?
A: NES games have mono soundtracks. The NEX does have a right and left channel but sends the mono signal out both left and right channels. This being said… the console is built to support stereo output for future plans...

There's your answer on the stereo function - with original software it's supposed to be split mono and not "stereo".
LocalH

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Posted on 09-11-05 04:47 AM, in Rom Legality? Link
Nowadays, the big trend is to prosecute citizens of your country for doing things that are illegal in your country, that they may have done entirely in other countries. So, for example, if one were a US citizen, and went to a place where copyright is not legally honored, and sold boatloads of pirated games in a place where it's entirely legal, then if you were to come back into the US you could potentially be prosecuted, even if you did not have any illegal product on you when you exited or entered the US (which would be considered smuggling).
LocalH

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Posted on 09-11-05 06:46 AM, in New NES gaming console. Link
Originally posted by HyperHacker
Yes, they could convert the raw image to S-video, but because the graphics are such low quality it wouldn't look any better and would cost more for the hardware.

My point is, they say that their NES clone hardware is custom - so why the hell couldn't they just make a fully compatible PPU that output RGB instead of composite? I understand that a stock NES PPU only outputs composite, but a custom part wouldn't necessarily have to. In fact, rather than going to the trouble of extending the hardware further than NES specs, I think they would get more sales if they kept the hardware capabilities stock and instead improved the video output.

I know for a fact that it has nothing to do with the "software", as they put it, because I've seen screens of modded NES boxes with the few RGB-capable PPUs, and the software worked fine (other than some small problems here and there, and some pallet differences). If it was anything to do with the software then those screens would not have been possible.
LocalH

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Posted on 09-11-05 07:22 AM, in New NES gaming console. Link
Not really, no, composite sucks ass. Even the damned Atari 2600 can do S-Video, but the NES is forever relegated to shitty composite output. This is even more important with the amount of HD sets/monitors that don't do a good job even with exceptional video sources, which means that on those sets, a real NES will look absolutely atrocious. If they've truly cloned an NES with such a level of compatibility as they claim, then the NEX's output will look just as shitty. If you think the Genesis' composite output is bad, I feel that the NES's is even worse.

I still don't buy it. The game code has absolutely nothing to do with whether or not the game will work with a PPU that is identical to the usual PPU with the exception of the video signal it outputs. If they spent the money and time to design custom hardware, then they could have went to the trouble of making a 99% compatible PPU that outputs RGB. Once you have an RGB signal, you can easily get both S-Video and composite (this is the way most 16-bit and newer systems do it anyway).


(edited by LocalH on 09-10-05 10:23 PM)
LocalH

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Posted on 09-11-05 10:08 AM, in Why do you emulate? Link
I'm a big fan of emulation for one primary reason:

To make a piece of software that, in real time, will accurately mimic the behavior of a whole other system architecture, is simply a work of art in my opinion. I highly respect those who are capable of writing such emulators, and I place them at the level of Led Zeppelin or Yngwie Malmsteen - gods among men. The other benefits that people have stated are only gravy.

On a tangent, I even had someone tell me several years ago that emulation was "wrong" because "new technology is not designed to handle old shit". I never could ram it in his brain that what he said was the exact reason people created emulator software, so that it would handle "old shit". He got extremely mad about it all the time, until one day I showed him an Amiga emulator that let him see an old Moviesetter animation that he and I had worked on in the past. After that, he's never said a word about any emulation at all.


(edited by LocalH on 09-11-05 01:08 AM)
LocalH

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Posted on 09-12-05 07:06 PM, in Knuckles in Sonic 1 rev 01, assload of fixes Link
Yeah, Stealth released a new version. Fixed a crapload of stuff, too.

- Fixed player sprite tile loading to accomodate for all of Knuckles' tiles on
all animations
- Fixed a bug that allowed player to climb down through floors when solidity on
the wall didn't end
- Fixed a bug that freaked out the camera between a boss and the end of the level
- Fixed a bug that freaked out the camera during the title screen after the game
ended under certain circumstances
- Fixed a bug that allowed immediate skidding after hitting a horizontal spring
- Fixed a bug that disallowed spindashing through monitors that are right beside
the player
- Fixed a bug that allowed running/skidding on waterslides by pressing left/right
- Fixed a bug that disallowed panning the screen up/down (look up/down)
- Fixed a bug that sent player to the right after striking a pushable block when
gliding left
- Fixed a bug that caused the camera to pan to the right if the player is too far
to the left
- Fixed a bug that caused player not to be pushed down properly by solid sprites
when not moving up
- Fixed a bug that caused player to stop at the edge of conveyor belts instead of
falling off
- Fixed a bug that caused player to enter walking/pushing animation when spindashing
beside moving solid sprites
- Fixed a bug that caused player to enter walking animation when jumping beside
solid sprites
- Fixed a bug that caused player to keep spinning against pushable blocks that still
have room to move
- Fixed bugs that caused player to keep pushing animation when a wall or solid object
that was in his way was removed
- Fixed a bug that gave Caterkiller bodyparts one additional frame to damage player
after the head was destroyed
- "Fixed" "spike bug"
- Fixed tile error in GHZ
- Lowered switch in MZ3
- Lowered Special Stage Ring in SYZ1
- Removed unused Caterkiller tiles from SYZ so Roller enemy displays properly
- Implemented revision 1 scrolling effects
- Implemented dust sprites for spindash, skidding, and sliding
- Implemented player state reset after exiting debug mode
- Enabled entering more than one code per titlescreen sequence
- Implemented small bonus feature, activated by code: BBBBUDLR
- Implemented cheat for bonus feature (also activates): BBBBBBUDLR

At Stealth's request, please do not spoil the function of the added cheats - they are easy to figure out, so it's good for people to get a pleasant surprise (or, if you don't like it being in S1, then just hit reset and never enter the code again).
LocalH

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Posted on 09-13-05 07:18 AM, in Knuckles in Sonic 1 rev 01, assload of fixes Link
Yeah, an IPS is not the best way to go here because it's not a standard hack - it was done via complete disassembly of both Sonic 1 and the KiS2 part of S&K, and thus so many things are moved around that an IPS would be almost as big as the ROM itself. That's why I'm not linking directly to it.

The forum that it was posted at has been down a lot today. It's back up now, so give it a try.
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