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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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Posted on 05-16-05 07:36 AM, in need help in smb revolcabulator! Link
This thread is the worst display of communication skills I've seen in a long time.

From what I gather, hamtaro wants to know if SMB Revolcabulator (is that even an editor? not one I'm familiar with anyway) can edit the SMB Lost Levels (as in, SMB2j) in some ROM -- which ROM is still somewhat unclear -- first he said Mario All Stars, but now he's saying SMB Delux?

You should really work on being more clear with your questions hamtaro. As a general rule, if your question is only one line long, it's not descriptive enough.


(edited by Disch on 05-15-05 02:40 PM)
Dish

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Posted on 05-18-05 07:46 AM, in Zelda 1 game genie code problems Link
I have yet to see an emu that claims to have GG support that actually doesn't. NNNesterJ has some confusion because GG codes are turned off by default (you have to actually turn them on by supplying a GG directory for the app before GG codes will work).. but once you set it up, it works just fine.

Other than that... applying the GG code and then Hard resetting or even reloading the ROM will work. Unless of course you using codes that don't do anything.


(edited by Disch on 05-17-05 02:46 PM)
Dish

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Posted on 05-20-05 10:21 AM, in Hex Editor Problems? Link
How full is your HD? If it's close to full, try to clean it up and free up some space, and definatly defrag.

Otherwise check your RAM usage. If you're short on RAM, close all programs you don't need open (even though I doubt this is the problem). If you're still short of RAM only other thing you can really do is buy more. But it's probably an HD problem.
Dish

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Posted on 05-21-05 10:36 PM, in Having difficulty creating enemies with VISINE Megaman2 editor Link
My guess is the wrong CHR is swapped in? (or written in -- since it's CHR-RAM).

I think Joe is never used on the same screen with any other enemy (other than that mech he rides in -- like in Flash Man's stage). Looking at the pattern tables, it seems that Megaman, Joe, and his mech take up almost the entire sprite sheet -- so I doubt you'll be able to put Joe on a screen that has other enemies (except for maybe that little metal springy thing that crawls on the ground -- that seems to be in the patterns as well -- at least on Flash Man's stage).

I don't know for sure -- but I doubt MM2 changes much of the CHR in middle of the map -- so I'd guess you'd have to somehow tell the game to put in the Joe graphics in for the map. I don't have any experience with VISINE, but does it have anything like a "CHR page" or "sprite pattern tables" or something to that effect for the map?

EDIT - bah -- I'm too slow -- 2 replies before mine gets posted XD


(edited by Disch on 05-21-05 05:37 AM)
Dish

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Posted on 05-22-05 02:10 AM, in Castlevania III editor? Link
Originally posted by turtleman

(BTW: does anyone else have a problem with save states for castlvania 3?)


No.

What emu?
Dish

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Posted on 05-22-05 10:39 AM, in Could anyone who has played outlands: Zelda Hack help me? Link
IIRC it's in a bush you burn in the first screen after you take the raft north. But it's been a long time.
Dish

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Posted on 05-22-05 11:54 PM, in I am annoyed at the Programming Forum Link
I usually stay out of this forum -- in fact I think this is my first post in here ever -- but I felt compelled to speak up on the matter anyway.

Yes, I encourage people to stay away from VB. Yes, when people are looking to learn VB, I try and show them why they should stay away and try to show them the alternatives. I usually don't get too crazy (although I probably annoyed HH more than I should have sometimes ^^, I do regret some of the posts I've made in his direction, although I'm really happy he's successfully moving on ). As for the most recent example with RYjet, I was compelled to correct some of the falsehoods being stated by marble eater (most people do not have the .net framework installed), and I guess it got a little crazy.

But anyway -- there's a difference between asking questions about VB... and asking for resources to learn VB. If you're looking for VB tutorials, it means you don't know VB, so it's not 'too late' to get you to go with something better. If you're already working on a VB project and need some help about something, it's not going to do a lot of good to suggest the person drop their project and rewrite it in another language. In my defense, when people ask VB related questions, I keep my nose out if I have nothing productive to add. And I even try to help out in any way I can (though I can't really give VB examples, I try to explain how my example could be applied to VB).

But like I said -- when I see someone actually recommending VB for a starter language. Or someone looking to pick up VB for the first time... you better believe I'm going to step in and try to dissuade them. And I will continue to do so. I've known too many people (both online and in real life) who got pulled into a rut they couldn't recover from because they started with VB. And even more people who had their progression slowed WAY down because they killed 2 years of their life using VB only to ditch it and start the learning process all over. If I can save even one person that grief, it's worth it. And it's not so much that I'm pushing towards C/C++ -- it's more that I'm pushing away from VB. It's not that C is the super-greatest language... it's that VB is the super-worst.

If you decide to go with VB anyway, I certainly can't stop you. But I figure one of 3 things is going to happen: 1) [best case] You'll realize "hey, he was right, I need to move to C/C++/delphi/Java/some other language now. VB is no longer enough to do what I want to do" 2) [bad case] You'll stick with VB and be convinced it's the greatest purely out of spite. Or 3) [worst case] The struggle and frustration causes you to quit programming entirely. Like I said many times in the past -- there's absolutely nobody on the planet who knows a 'mainstream' language (C/Delphi/Java/etc) and decides they want to switch to VB -- there's just no reason to. But anyway, I don't want to turn this into another VB vs. other languages debate -- I'm just trying to get my frame of mind across.

So anyway... I guess I'm kind of sorry that your thread got a little crazy RYjet, but I'm certainly not sorry for anything I said. Nothing I said stopped anyone else from posting a link to 'help you out' (even though I think it'd be more harm than help) -- if I would have stayed out the thread wouldnt've gone any better for you -- all that would have changed was there only would have been like 2 posts and you wouldn't get to hear the pros/cons that surfaced when me and marble eater were debating. So actually, I think you're better off for it. Even if you totally hate my guts now. Only way I can see you being disserviced from this experience is if you now try to avoid C/C++ just out of spite because you're pissed at me. And I hope that doesn't happen

As for a new mod coming forward... I hope it doesn't change the board that much. Programming is like one of the few boards on acmlm's that I can actually stand. The people in there generally have a good head on their shoulders.


(edited by Disch on 05-22-05 07:07 AM)
Dish

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Posted on 05-23-05 09:06 PM, in I am annoyed at the Programming Forum Link
No, that phrase is true. At least in this case.

It just might be harder to find the information on the internet -- whereas it would be arranged neatly for you in a book. It's certainly possible to learn everything you need to know about programming using only the internet and no books.

Dan said it was the best way -- he didn't say it was the only way.
Dish

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Posted on 05-27-05 09:37 PM, in NEW!!! RED MARIO BROS 3 Link
Originally posted by Bit-Blade
I don't get you 'traditionalists'. What's the big freakin deal? The nes palette BLOWS.


Live with it. It's part of the NES.


Don't give me that 'if you're going to do this then why don't you hack another system' bull crap, give me a legitmate reason why this is 'bad'.


The legitimate reason is it wouldn't work on an emulator which emulates properly -- nor would it work on the actual system. If you want it to be an NES game then you have to follow the rules set in place by the NES. The NES palette is not configurable -- in fact it doesn't even exist... colors are determined by luminence/hue rather than RGB literals (which is why no existing palette is 100% right). There may come a day when emus no longer use external palette files, but are able to actually simulate the same video signals used on the NES -- at which point this hack will be forever broken (should he decide to go with a custom palette).

Getting a ROM to be an NES game -- and getting a ROM to be a 'made for emus' game are two different things. If the game doesn't run as desired on the real system, it's not an NES game (or at least it's a bugged NES game). A nifty example of this is that Sack of Flour Heart of Gold demo -- while it claims to be an NES game it crashes and burns on an NES -- so it's really a 'for emu use only' game. For emus to run these kind of games they have to actually emulate things wrong -- which (I hope I don't have to explain why) is a horrible thing.

So while you may not like this answer... it really is legitimate, and it really does make a lot of sense. If you can't work within the limitations of the NES, choose another system to work with. Believe me, nobody understands the frustration of these limitations more than I -- which is why I stick to PC dev where there are far fewer restrictions.

So bottom line -- if you don't mind your hack being broken but playable -- then go ahead and do the custom palette. But just know that in addition to turning off a large portion of your target audience, and making your hack more difficult to play, you will also be breaking your hack by isolating its use to only a handful of emus.

Edit: thought of a nifty analogy, thought I'd mention it here:

Making a custom palette and expecting emulators to support it is along the same lines as making your own custom super-powered mapper and expecting emlators to support it (granted it's not that severe, but it's the same idea). For lack of a better word, it's "cheating". Unless you actually construct the MMC hardware and get your game running on it, emulators wouldn't (and shouldn't) give your super-mapper hack the time of day. So until you or someone else can figure out a way to get an individual cart to change how the NES displays its colors (which I doubt is possible without modding the NES -- which would defeat the whole point anyway), a custom palette for your hack is bogus.

External .pal file loading is a feature to enhance how games run. They are not the legs that a game should stand solely on. If the game cannot run without .pal file support, then the game is flawed.


(edited by Disch on 05-27-05 04:39 AM)
(edited by Disch on 05-27-05 06:05 AM)
Dish

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Posted on 05-28-05 12:47 AM, in NEW!!! RED MARIO BROS 3 Link
Originally posted by Bit-Blade
You know... it is getting a bit frustrating that I have to keep repeating myself. My target audience will be fine. As I have said before, the easy way around this is to release TWO hacks, one with my palette and one with the original NES palette.


Fine. This seems like a good idea (two seperate hacks).


Just becase my hack would look awful with the nes palette if I switched it around like that to play on a real NES doesn't mean it would be broken.


I used the term 'broken' loosly. "Functioning in a way other than intended or not functioning at all" is what I meant by it. If the game displays colors all wrong on the NES, then loosely, it's 'broken'.


Hell, I bet you there's a way to hack the NES palette yourself, if one were so inclined and had the resources.


There is no palette in the NES, so no you couldn't. The 'colors' you select are actually things like luminance and stuff (unsure the technical words for it), but it directly determines the analog video signal sent to the screen. $16 IS the color -- that color just happens to show up as red when output to a television [in the manner in which the NES outputs it]. The NES doesn't do any sort of RGB color lookup like emus do. So no -- while you might be able to change how the NES outputs the color and change the palette as a whole -- you couldn't really change each individual color. Not without redesigning a significant portion of the video system -- in which case it wouldn't really be an NES anymore -- something like this would require mods to the actual system and would not be able to be done through cartridge hardware.


It's going to be an NES game no matter what, Disch. Having a custom palette isn't automatically going to make a game start using SNES asm.


You apparently don't know what you're talking about. There is far more to the NES than just which processor it uses.

Sack of Flour does not run on the NES -- so I fail to see how you could call it an NES game. That makes no more sense than calling a Commodore 64 game an NES game (I mean they both use 6502, so what's the difference, right? =P)


It isn't going to change a damn thing about how the game runs or how the NES technically functions.


Right -- and to make an NES game you must work with how the NES functions. That includes working with its color system. You can't just design your own because you don't like how the NES does it -- you have to work with what the NES gives you. Otherwise you're no longer working with the NES, you're working with some non-existant system you imagined (therefore, it's no longer an NES game)


The whole point I'm trying to make is that the static NES palette was a bad idea, and that in emulation you don't HAVE to abide by it.


When you realize that it isn't a palette it makes much more sense. Emulation impliments a workaround in which external .pal files are used -- but there may come a day which emulation gets to the point where it no longer needs pal files and it can actually output the same video signals as the NES (and emulate the weird screen distortion caused by color $0D and all the other nifty little quirks).


For the most part, I think you guys need to lighten up. You're making a much bigger deal out of this than necesary.


It's his option whether or not he wants to take the custom palette route. He may decide he wants to go with it -- and that's fine. But like I said -- he should know that he's breaking his game in the process.



Honestly... I wish there was an automatic way for this. What if, for example, an emulator was coded to automatically load a custom palette that bore the same file name as the rom itself? That would certainly be more expedient.


The emu I made has this feature. =P

But like I said -- that's an feature to enhace the quality -- it shouldn't be the legs on which the game stands on.


(edited by Disch on 05-27-05 07:57 AM)
Dish

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Posted on 05-28-05 09:57 PM, in does any one have a working nintendo ds emulator? Link
Originally posted by Kawa-oneechan
2) The emulator authors may decide to never support commercial roms just to piss off the pirates.



bwahahahahahahahahahahahahahahahahahahahahaha

hahahahahahahahahahhahaa

ya right
Dish

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Posted on 06-06-05 05:00 AM, in Looking for a easy to use ASM Assembler Link
If a disassembler doesn't disassemble with re-assembly in mind -- there IS no way to reassemble short of rewriting the entire thing.




00/8000: 4E 45 53 LSR $5345
00/8003: 1A INC
00/8004: 10 00 BPL $8006
00/8006: 11 00 ORA ($00),Y
00/8008: 00 00 BRK $00




That is the right one of the two you listed (the other seemed to be SNES?) -- although there's no way you'll get anything like that to assemble due to all the crap preceeding the instruction. A proper way to have that typed (if it were even code -- which it isn't -- it's actually data which was treated as code when it was disassembled) would be like the following:




LSR $5345
INC A
BPL somelabel

somelabel:
ORA ($00),Y
BRK
.db $00




That would be closer to assemble-able... although you would still need to do some other kind of work to it.

So like I said -- getting disassembled code to reassemble just isn't going to happen unless you use some sort of utility set which was built with this kind of thing in mind (like a disassebler/reassembler combo). For this you may want to look into Hyde's emu - called "aNESe". I'm unsure of the specifics regarding usage, but I do believe it's primary purpose is to make re-assemblable disassembly for NES games. I don't have a link for you, but I'm sure you can easily google it.

But there is no way in hell you're going to get anything like what you pasted above assembled.


When I did this for FF1, I ended up writing my own disassembler, but it's a mess and I doubt it would work for you if I could even remember how to use it.


(edited by Disch on 06-05-05 12:01 PM)
(edited by Disch on 06-05-05 12:03 PM)
Dish

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Posted on 06-06-05 06:16 PM, in Where to start. What to start with. Link
If you've done work in Flash's actionscript then you're already familiar with basic C/C++ syntax. (Actionscript was based on C++, just as many other languages were).

Skip VB entirely -- you won't need it and it will just waste your time. Grab a copy of Dev-C++ and/or MinGW (I believe MinGW is the compiler, Dev-C++ is an IDE for the compiler). I agree with ADnova -- you should start with straight C until you get the idea, then it'll be easier to move to C++ (C++ includes all of C, but has a bunch of extra stuff added. Straight C is very basic and simplistic, though -- C++ adds a lot of extra wacky rules that take longer to warm up to).

Starting VB will introduce you to a lot of abstract concepts that you'll ultimately have to completely disregard when you move to C. You're better off just starting with C and skipping that step.

API is "Application Programming Interface", meaning it's just a series of libraries and functions that your program uses in order to generate programs which run on the desired machine. For example, programs written for Windows will use functions will use window generation functions from the WinAPI. Programs which make use of DirectX will use its API, etc.
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Posted on 06-07-05 02:13 AM, in CastleVania: The Wicked End Link
Leon Belmont?

That name doesn't ring a bell -- was he from the GB games or something?

You could always go with Richter -- as he's been in quite a few CV games -- even more than Simon.

But meh. Anyway the hack looks good, although I'd tone down the number of stars in the sky -- or make the stars smaller.
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Posted on 06-08-05 03:39 AM, in SMB3DX Public Demo Two Link
I just lured a cheep cheep over there and kept one on screen long enough for me to get in the pipe.
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Posted on 06-08-05 05:12 AM, in Nes to Playsation ??? Can it?? Link
There is an NES emulator for Playstation called "It Might Be NES":

http://imbnes.gamebase.ca/

So yes -- I'd assume you'd burn the emu and some ROMs to a disc and you could play them on your playstation. For details on how to use you will have to browse the site, I've never used it.

And yes -- to run anything off a burnt disc, you will need your PSX modded.
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Posted on 06-08-05 06:23 AM, in Castlevania: The End of Destiny Link
I just downloaded and tried it and it's still an old version or something. The life bar is the normal AD life bar -- not the hearts and skills you show in your screenshots there -- and the palette is still messed in the custom palette version.

edit --- erm... nevermind -- just looked at the timestamps and that post is from yesterday . Thought it was more recent. Sorry.


(edited by Disch on 06-07-05 01:24 PM)
Dish

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Posted on 06-08-05 08:55 AM, in Where to start. What to start with. Link
That's what commandline programs do -- the run, then exit when they're done. If you want to window to stay open you have two options:

1) Open up a command prompt (Start | Run | type "cmd") and launch your program from the commandline

2) put '_getch();' or something at the end of the program so that it polls for user input before it closes (for _getch(), I believe you need to include conio.h)
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Posted on 06-08-05 10:27 AM, in Castlevania: The End of Destiny Link
Awesome -- lookin good. The .pal file finally looks right and works!

One thing I noticed that you might not have is the Item box at the top of the screen drags down too low and gets a little choppy as the screen scrolls. I noticed it first in Schpune -- at first I thought it was something wrong with my VRC6 emulation, but Nintendulator shows the problem as well. FCEUXD doesn't seem to exhibit the behavior (though I'd be more willing to trust Nintendulator over FCEUXD when it comes to things like this)

Anyway -- This problem can be 'solved' (or really 'avoided' would be a better word) by shrinking the item box so that it's two scanlines shorter (or raise it two scanlines up?)

Actually now that I look at it closer, only the bottom scanline messes up when the screen scrolls, but the second to bottom still just kind of looks funny (or is that by design?)

Pics of what I'm talking about for clarity (taken with the nes palette hack -- just happened to be the one I had open)



Just a minor annoyance -- but I figured I'd bring it up anyway since you might not have noticed it.
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Posted on 06-08-05 11:55 PM, in Simple C++ Tutorials Question Link
You might want to start with straight C first, then move to C++... but it's really up to you. C is a lot more simplistic and straight-forward, whereas C++ (at least for beginners) is far more abstract and may seem inconsistent at times (until you understand it anyway). Everything you learn from C will be directly applicable in C++... so it's not like learning C can hurt. All C++ is, is C with a bunch of extra stuff added.

Ramsus already brought up gamedev.net which has a truckload of great stuff for game development -- though most of the stuff may require a good understanding of the basics.

You might not be able to jump directly into game programming. The docs and stuff on cprogramming.com are a good starting point even if they don't directly address game programming. You'll have to understand the basic language structure and syntax and know various programming concepts before you'll be able to make anything resembling a game. Because of this, making several stupid test programs should probably be your first step. They may not be very entertaining programs, but the point is to teach you how to do things.

When you really understand the basic idea of programming, you won't need a doc or tutorial to teach you how to program a game -- you'll already begin to see the picture of how to do things. Docs can still be good for organization methods and other techniques you might not have thought of on your own -- but you don't need a doc that's specifically tailored to game programming.
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