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| Acmlm's Board - I2 Archive - - Posts by MathOnNapkins |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1584/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by RankoOriginally posted by MathOnNapkins So I've been targeted.... where will I go now? *hopelessness* |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1585/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| Cool. You're not making an editor for the DoS FFII as well, are you? | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1586/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Jathys You mean me? O_o silly Jathy. One of these days I'll be back on IRC. See you then. |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1587/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Zem That makes me cry tears of sadness. Art rock causes tinnitus and lowered sexual drive. edit: unless you meant Rush, Megaman's dog! Now that is something to talk about. The fire level in Megaman 2 is a bitch without him. Or is he even in that game? How should I know? (edited by MathOnNapkins on 03-15-05 05:02 AM) |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1588/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| Anyone want to take a guess at when the page links for this thread will take up the whole screen (at a fixed resolution)? | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1589/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Parasyte I've seen this in professional SNES roms. And usually it's when you're waiting for a result from hardware divide or multiply. It takes like 8 - 16 cycles or something. |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1590/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Man, the rest of the board is quite boring right now. We should cecede. ![]() And we will ban whoever we want, including |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1591/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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When do we get to have fun again, Val? ![]() (edited by MathOnNapkins on 03-16-05 04:06 AM) |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1592/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by HyperHacker That's what 'step into' is for :p edit: deletered b/c Parasyte answered it. edit2: I've also been getting sketchy results when dealing with savestates and breakpoints. Often if I go to a savestate it forgets my breakpoints until I click on the breakpoint button and "refresh" it. edit3: regarding trace using the keyboard: when I turn on trace, then turn it off, and then turn it back on again, sooner or later (2 - 4 tries) I lose the ability to turn trace off. This results in me having to force quit the emulator and something like 1500 empty logs files are created in a matter of a few seconds. O_o. I've tinkered with the trace settings, and narrowed it down to one thing that might cause it. In the trace from dialog, if "to:" is set to 0, trace toggling will crash the emu as above. since this is the default setting, you are setting people up for a high % of unintentional user error. I think it would be best to have those values as the minimum address of the rom and the "to:" as the maximum. btw, those are SNES addresses, right? Not file addresses I would think.(edited by MathOnNapkins on 03-16-05 05:06 AM) (edited by MathOnNapkins on 03-16-05 05:42 AM) (edited by MathOnNapkins on 03-17-05 06:12 AM) (edited by MathOnNapkins on 03-17-05 04:44 PM) |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1593/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Trapster You better not be implying what I think you're implying. *sharpens axe* |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1594/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| by telling you what is up ahead (the next operation) you can decide whether to execute it or not. Since you can skip instructions too. | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1595/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| ~_~ dude. sick. | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1596/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| Coming soon: Valcion's list of things that are funny. | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1597/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| Parasyte: yep. <3 | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1598/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by Aioria DIIIIEEEEEEEE! j/k I like the show but don't want to get involved in sitcom discussion. |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1599/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| kick aass. Probably the only Mario sprite movie on Newgrounds that I've considered of good quality, for reasons other than massive bloody violence. | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1600/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| d4s: I have a question. I'm trying to decide between three different assemblers right now, and I wanted to know if there was a directive in WLA DX to indicate the name of the output file. Right now in xkas or asm2hex I can use the directive #filename xxxxxx.smc to indicate which file to patch against, but I want to be able to specify the name of the file to create via source. For example, it might be #output xxxxxx.smc, or #dest xxxxxx.smc. any ideas? |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1601/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Originally posted by HyperHacker cheaters never prosper... but the thing about register breakpoints is good. If you've ever used Sneqr you'd know that the emu sucks, but has a damn good debugger (obviously not as full featured as this). But out of all the debuggers before this, I'd say it's the best. And it has the ability to wait for an opcode prototype. ex: w lda would wait for a lda command to pop up. w lda #$40 would wait for that specific instance of lda (with #$40) to pop up. |
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MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1602/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| Well that might possibly do Kyouji in... | |||
MathOnNapkins![]() Math n' Hacks Level: 67 ![]() Posts: 1603/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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| Since it's more than a few posts back I'll just note that there are some bugs I found in that post (the one with many edits). I didn't know if you read them given you only mentioned hyperhacker's post. The trace problem is by far the worse of the two. edit (4, technically, since it's a continuing bug report): eugh, the water gets more muddy. I confirmed beyond any doubt that the GSD tracing code screws with the 3D triforce scene in Zelda 3 (my baby). I had thought it had disappeared in this release (was present in mark 5 - 8 at least), but that was only b/c trace handling code doesn't seem to be active by default. Once activated, the triforce sprites do not come together in their normal way (rotating). They come in as fixed triangles each on its own linear path. You'll have to watch the whole animation to understand what I mean. My guess is that the code interferes with vblank or some type of DMA where the rotations of that sprite would get written to VRAM. I'm obviously no expert on the subject. As far as how I determined the above, I clicked "CPU" in the logging section. Resetting several times to see the consistency, you'll notice that logging is turned off on reset. But that alone doesn't disable the tracing code. But, clicking it on again, and then turning it off will. And the results show once you reset - it will be normal again. All this came about while I was trying to figure out how to use the tracing features of this version. I'm sorry but I find them utterly incomprehensible. in order to get an actual trace file to appear, I have to run through a lot of steps. I will mention before going into detail that the task I was trying to perform was to create a compilation of as much assembly from the game as possible, i.e. a quasi disassembly from playing through all or most of the game. That would require being able to trace from the very first instruction executed. 1. First, I have to make sure" trace to" is not 0. (due to the aforementioned problem of crash + thousand or more log files) for some reason "trace to" = 1 seems to work just fine. . oh well. 2. Then I have to click reset. 3. Then I select "CPU" under the tracing options checkboxes. Steps 1 and 2 are actually interchangeable. But step 3 must come last b/c resetting the game turns the "CPU" check box to empty. (However, as noted above, the tracing code is still active, just nothing is being traced.) In addition, step 2 is required b/c if I load the game, do step 1, and then do step 3, without using reset, tracing somehow never activates. The emulator thinks it is tracing but it in fact not. Hitting the / button will give the message "Tracing End", but no log file will appear upon exit. This is in agreement with the all knowing triforce animation. It's actually rather fortunate about that triforce animation bug, or else I would not have been able to deduce what triggered these tracing bugs very quickly. So.... *takes a breather* sorry about the long posts but I'm not a terse guy I guess. in conclusion, the tracing code is borked at the moment. Actually, the actual log files (when created) are perfect, no qualms there. This has to do with getting them to appear and not crash the emu. As Parasyte pointed out, I am indeed on Windows 98 SE, but I'm sure there are others. I don't have any access to other computers until a day or two from now, so if someone else wants to test out this stuff on a winxp or win2k platform go right ahead.Again, thanks Geiger for the debugger but lately I've been mostly cursing at it. ![]() FloBo: no idea. That sounds really borked too. would help if you posted the game, the offset, the type of breakpoint, and some example output. We can't read minds. (edited by MathOnNapkins on 03-18-05 06:09 AM) |
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| Acmlm's Board - I2 Archive - - Posts by MathOnNapkins |
