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

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Since: 03-15-04
From: Disch

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Posted on 03-15-04 08:49 PM, in Matches Link
here's a crude picture of my answer:


 /|\
/ | \
-----
\   /
 \ /
  V


there's 2 smaller triangles in the top section. Those two combined make a 3rd triangle, and the one at the bottom is the fourth.
Dish

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Posted on 03-18-04 03:11 AM, in Best NES Emulator Link
You could have at least gotten all the major emus on. It's kind of bad that NESticle is listed, but FCEU isn't

The poll list should include:

- FCEUltra
- Nintendulator
- VirtuaNES

And maybe even the other popular ones (even though they're kind of old) like:

- JNes
- RockNESX
- NESten


Personally, I use NNNesterJ whenever possible because it has more features that I like. But whenever I'm doing any kind of rom hacking or ROM testing, I go for FCEU. I would use Nintendulator, but it's flakey as hell on my computer. So is NEStopia (I don't think I can even run NEStopia without a slew of bugs).

So yeah.. Tossup between FCEUd/NNNJ
Dish

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Posted on 03-18-04 08:18 PM, in My first vb script Link
Originally posted by orochi

4: unloads da kernel


BWAHAHAHAHAHAHA

sure, sure XD. Something tells me you don't even know what 'da' kernel is.

"omfg I made a script that makes your computer EXPLODE download it now plzkthx"
Dish

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Posted on 03-19-04 06:35 AM, in Forget Rom Hacking (Metroid Related)... Check this out. Link
Originally posted by Drathian
with mode 7 graphics.


Pseudo-3D does not necessarily mean Mode 7. GBA (which it appears this was made for) does not have Mode 7, so the game probably doesn't use Mode 7.

But yeah.. looks impressive. Though I don't really see how rom hackers are supposed to learn anything from it, since it's original
Dish

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Posted on 03-20-04 03:38 AM, in C++ Link
VB and QB are slow because they're not really programming languages. They're more like scripting languages. VB isn't "compiled" the same way C/C++ is. C/C++ compiles to the machine code of the target platform... whereas VB compiles to a pseudo-code that gets interpreted at runtime (which is why a VB app by itself is useless without VB runtimes installed).
Dish

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Posted on 03-20-04 05:58 AM, in C++ Link
I know I've heard that several times before.. but offhand I can't give you any sources. I suppose I was just passing hear-say
Dish

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Posted on 03-21-04 12:35 AM, in DDP Rom Link
The general rule is asking for ROMs is a bad idea.

A simple google search could find it if you really wanted
Dish

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Posted on 03-21-04 03:19 AM, in Is there a *insert game* editor? (MUST READ) - THIS IS NOT AN EDITOR REQUEST THREAD Link
Perhaps a more effective sticky would be a thread with all the common ROM editors listed and links to where you can get them (which could be updated as new editors come out). Along with a message like "if it's not on this list, don't ask for it on the boards" or something.

Just an idea.
Dish

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Posted on 03-23-04 06:51 AM, in For those interested in 6502... Link
Here's a logged convo of me and windwaker going at it. He found it to be very helpful... maybe it can help some of you out who want to get an understanding of 6502 but find the docs to be too dense or complicated.

http://www.geocities.com/disch_/6502Discussion.txt
Dish

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Posted on 03-26-04 03:13 AM, in Savestates Link
Savestates are RAM dumps... but they also have the current status of the registers and other emulator status (like PPU and APU stuff)... as well as possibly IRQ counters and other goodies.

Typically... the game has control over everything that -could- happen on the system... so yeah... it is possible to load a "savestate" from the ROM... .however...


add the compressed dump onto the end of a rom and then load it instead of another level maybe


If you can find where to cut the game off and load your level instead of the regular level... then you've probably FOUND the level loading routine... as well as the level data . I don't see how changing where the level location is and possibly the loading routine could possibly be any easier than just editing existing levels.
Dish

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Posted on 03-27-04 02:40 AM, in I'm really confused about FF1 bytes Link
The Facelift bytes is a description of the "Final Facelift" hack which can be found here. The idea is, you compare the hack to the original ROM to see what was changed. The doc tells you what area of the hack does what.
Dish

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Posted on 03-27-04 08:54 PM, in [Visual Basic] storing and using settings in an INF file Link
I don't know about VB... but in C++:

WritePrivateProfileString("Section","ItemName","Value","C:\\pathname\\file.ini");

would appear as:



[Section]
ItemName=Value



In the file at the specified path (C:\pathname\file.ini)

To read, you would do:

GetPrivateProfileString("Section","ItemName","DefaultValue",pointertostring,sizeofstring,"C:\\pathname\\file.ini");

DefaultValue is used if the Item does not appear in the ini file. 'pointertostring' is a string which receives the data... and 'sizeofstring' is the size of the string buffer.

Granted... VB probably does this differently, but I believe these functions are WinAPI calls, so VB should be able to access them in one form or another. Just search for those function names on MSDN or something.
Dish

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Posted on 03-28-04 03:45 AM, in [Visual Basic] storing and using settings in an INF file Link
I prefer binary ".dat" files anyway. Less string formatting, smaller file size, less work to read/write, and faster. Only downside is that the user can't really edit them in a text editor... but then again, that's what your program's interface is for.
Dish

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Posted on 03-28-04 08:15 AM, in ? about Emulation Link
Well it uses RAM, obviously . Depending on the system, it could use a large portion of it (N64 emulators will obviously use more RAM than NES ones). As far as them being complete resoure hogs... I'd say no. If you do any sort of PC gaming... those games will probalby use far more RAM than your average retro emu.

When hacking I sometimes have several instances of multiple NES emulators open and running at once... and I don't use anywhere near all my RAM (I don't think I've ever even used 50%... even with VS.NET and other serious RAM hogs open).

So in short: no you don't have anything to worry about. The worst thing that can happen anyway is that the game runs too slow for your computer to handle . It's not like an emu is going to wreck your machine.
Dish

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Posted on 03-28-04 09:19 PM, in BEGINNER Link
I can only assume this is Visual Studio 6, no? Or are you using .net? The process is slightly different with each. Check to see which program the tutorial is expecting you to use.

If you're using .net, it's called "MFC Application", but it's basically the same option.
Dish

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Posted on 03-28-04 11:57 PM, in okk... Link
Originally posted by dan
But nobody uses ActiveX anymore.


Anymore? You mean there was a time when people actually did use them? XD
Dish

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Posted on 03-29-04 06:17 AM, in Question Link
You're on to something with his Y position.

Set a breakpoint in FCEUd for writes to that RAM address and trace the code to see how his Y-value gets changed. At least that's what I'd do.
Dish

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Posted on 03-29-04 07:45 PM, in ? about Emulation Link
Originally posted by neotransotaku

that is true if the emulator doesn't have memory leaks


Actually, I think it's if the OS doesn't have memory leaks. Any memory allocated by the program at runtime is freed by the OS when the program terminates, even if the program fails to (although it's very bad practice for the program to leave it up to the OS).

Generally, program memory leaks occur in the program gradually eating more and more memory as it stays open longer. But it still all gets freed when it closes.


At least that's how it works on NT/2k/XP. I wouldn't be at all suprised if 9x screws up though.
Dish

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Posted on 03-29-04 09:02 PM, in ? about Emulation Link
well memory allocation has to go through the OS anyway... so when memory is allocated by the program, the OS tracks the process, the location, and the size of the memory. Then when the process ends, each un-freed area of memory could be released.

*Disch hugs Win2k
Dish

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Posted on 03-30-04 10:18 AM, in ram in rom ? Link
It doesn't really work like that. Different areas in code access RAM in order to do different things. After all... if the RAM was only accessed at one point in the ROM, there'd be no need to have the RAM at all.

I'm not familiar with the SNES hacking tools... but I'm under the impression that there's a debugger or tracer or sorts for SNES9X (Evil Peer made something of this sort, although I've never used it... not really into SNES). Perhaps it could help you track down what areas in ROM reference the desired area in RAM.
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