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

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Since: 04-21-04
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Posted on 04-21-04 08:39 AM, in Hello. Link
After that startingly original thread title, I should make a post that actually is original. Hmm...

Well, I guess I have to start somewhere. My name's Icy Guy, and you may have seen my name before. I used to sequence MIDIs (most of which can be found in the A-F section of VGMusic.com's N64 section), I try my hand at "digital audio" remixing every now and then, and I've been involved in some sort of game hacking for the past two and a half years. I got my start at GSCentral, and I currently work there, updating every so often. I daresay HyperHacker remembers me, though. You may have also seen me at the Rare Witch Project Forums (no, I'm NOT Ice Mario...I don't want to have to explain that to you guys, too ), if any of you go there. I also visit a few Sonic the Hedgehog forums, those being mainly based around hacking the series' games. Heck, I even wrote something of a hacking guide for Sonic Battle, and I also wrote a savestate editor for it that just changed KO counts. The second half of the previous sentence also indicates that I write programs on occasion, in Visual Basic. Despite the fact that I've been doing that for nearly a year, I'm still somewhat of a VB newb, having no "formal" training or any trips to the library to find a book. Recently, I've been tossing around the idea of learning C++, but I really need to see how easy it is to get data from an offset (a la VB's "Get" function) before I take the plunge. Speaking of programming, I wrote something I call the "GBA Color Picker," which can be found on Zophar's GBA utilities page.

If my avatar is any indication, I also have something of a soft spot for 16-bit gaming. I love the DKC series, SMW series, and Sonic the Hedgehog series, those being 3 series that I can name off the top of my head. I feel that this was a time when games had 3 important ingredients: then-incredible graphics, great gameplay, and unforgettable music. I'm not what you'd call a "16-bit guru," though, because, back then, I just went and picked up all the big-name franchise games. I wasn't even 10 yet: what did I know? Also, I'd like to get into hacking some SNES games one of these days: I've spent quite a bit of time on Google looking for hacking guides for various SNES games, and I've come up with squat. Maybe that's part of the reason I signed up here.

I guess that's all I need to say, really, or it's just all I can think of saying. I don't blame you one bit if you broke off reading this after the first paragraph, or if you just took one look at this post and decided you weren't going to waste your time reading it. This went on much longer than I originally intended, believe me.


(edited by Icy Guy on 04-20-04 11:41 PM)
Icy Guy

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Since: 04-21-04
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Posted on 04-21-04 08:45 AM, in Free Music Hosting? Link
SoundClick is a fairly good free MP3 host, although, like all MP3 hosts, they stress content ownership.

But the catch is that they aren't too good about monitoring that.


(edited by Icy Guy on 04-20-04 11:46 PM)
(edited by Icy Guy on 04-20-04 11:46 PM)
Icy Guy

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Posted on 04-21-04 09:05 AM, in Getting data from an offset in C++ Link
I've seriously been considering learning C++ (I've heard so many good things about it, and I also like the way it handles INIs), but before I devote a good bit of my free time to that, I thought I'd better ask one question that's been really nagging at me: how do you get data from an offset using said programming language? Is it as easy as VB's "Get #filenumber, offset, variable", or is it something more complicated (I'm hoping it's not)?

If anyone chooses to answer this, please keep in mind that I'm C++-illiterate, and I'm not quite up to speed on what farting around with iostream.h or whatever can let me do. Heck, I found out about gdi32/BitBlt in VB only yesterday.
Icy Guy

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Posted on 04-22-04 07:44 AM, in Getting data from an offset in C++ Link
Originally posted by Euclid
some simple code to read bytes from file:

FILE* in = fopen(filename, "rb");
char somebyte;
fseek(in, 0x10000, SEEK_SET);
fscanf("%c", &somebyte);

That should get you the byte at offset 0x10000... I'm pretty sure.


Hmmm...seems easy enough, but there's something I'm wondering about. Namely, what I've quoted. Not to sound like some arrogant, know-it-all n00b, but wouldn't the code be like this, instead?


FILE * in;
in = fopen(filename, "rb");
char somebyte;
fseek(in, 0x10000, SEEK_SET);
fscanf(in, "%c", &somebyte);


Or at least judging from this, which is a handy-dandy resource I found. Something tells me that the first two lines are just a matter of me being anal/playing by rigid requirements. Also, said resource says that using the "c" type would only grab a character, and judging from what it says, I'd have to use something like "hc" or "%c %h." Is this just something coming from someone who probably doesn't know about the ROM hacking tricks of the trade, or is this actually true?

I'm trying to get my questions out in as few topics as possible, because I'd imagine that you guys'd get sick of seeing topics asking about C++ tips again and again. Unless, of course, I stuck them all in one topic and bumped the topic when I had another question, but I know how most communities feel about that.

I think I'll start some reading now, seeing as I can sit around asking questions all day, or I can actually do something to develop my skill.
Icy Guy

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Posted on 04-23-04 05:27 AM, in Rated "R" Movies Link
My parents weren't too keen on letting me watch R rated movies when I was younger...in fact, I think they still aren't too big on letting me see them (even though I'm 17), the Matrix trilogy excepted.
Icy Guy

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Posted on 04-23-04 07:27 AM, in Getting data from an offset in C++ Link
Originally posted by neotransotaku
well, most of this board, or the people who come in here program in VB...there are few C/C++ programmers and even less Java programmers (I believe I'm the only one here on the board who prefers Java over C/C++ and VB


I'm beginning to see why VB is the preferred language here...1) it's visual and 2) it seems to be more straightforwards and readable. Granted, there are still some speed issues with VB, but...yeah. I might just stick with that, until I master it. Then I can try my hand at something else.

Still, thanks for the help, guys.
Icy Guy

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Posted on 04-24-04 10:16 AM, in Hello. Link
Well, I certainly didn't expect a greeting like this. Thanks for the warm welcomes, everyone.
Icy Guy

Red Goomba
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Posted on 04-25-04 03:50 AM, in SNES ROM Questions Link
I've decided to get back into SNES emulation, and maybe even get into SNES ROM hacking. So I was messing around, and a few things caught my eye...prompting questions.

1) I've seen a few offset lists/hacking docs about YI floating around. Are those for v1.0, v1.1, or did someone forget that there are two versions of the game and accidentally include offsets found in 1.0 and 1.1?

2) Just how big are SNES ROMs supposed to be, anyway? Windows Explorer says my YI ROMs are 2.00 MB. As many of you probably know, 1 MB = 1,048,576 bytes, so, logically, a 2 MB file would be 2,097,152 bytes, right? Right.

My YI v1.0 and v1.1 ROMs are 2,097,664 bytes.

Oops.

I noticed the same thing happened with DKC v1.0: Windows Explorer says 4 MB (4,194,304 bytes), but it's actually 4,194,816 bytes. What is the reason for this 512 byte addition? Footer added for emulation purposes, or something else?

3) What are memory maps? Lunar Expand says stuff about, for example, LoROMs that use "the 00:8000-6F:FFFF memory map", and says the ROM is typically "<= 28 Mbit". What does that mean?

4) Last, but not least, what are LoROMs and HiROMs? I gather that ROMs with sizes <= 16 Mb and sizes between 16 and 32 Mb are LoROMs and HiROMs, respectively. Is this correct?

Why can't SNES emulation be as simple as Genesis and GBA emulation?


(edited by Icy Guy on 04-24-04 06:51 PM)
Icy Guy

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Posted on 04-27-04 07:13 AM, in Goldeneye 007 USF Out Link
Originally posted by Kitten Yiffer
Intresting.

Sure, it sounds abit buggy and is missing some sound. But it's an start.


Try unchecking "Audio HLE" in the plugin settings. It makes it sound a bit better. Sure, there are still the occasional tempo problems (read: some songs, in every rip, sound slower than the real thing), but I figure hcs, the plugin's/format's creator, will hammer those bugs out eventually.

However, there's no way to fix the fact that some of the the audio sounds like Joint-Stereo fluttering on steroids, or the fact that some songs prevent you from playing other songs after them without restarting Winamp.


(edited by Icy Guy on 04-26-04 10:14 PM)
Icy Guy

Red Goomba
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Posted on 04-27-04 07:26 AM, in Is there any hacks/utilities for any N64 games?? Link
Originally posted by NEONswift
Not sure if it works with the ROM but it works with the official cart and action replay.


This version does.

The only N64 ROM hacks I've seen so far are these ASM hacks.
Icy Guy

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Posted on 04-28-04 06:07 AM, in One question... Link
Yes. You need special, rewritable (Flash?) cartridges to do that. I'm not sure if every system has those available, though...I know GBA and Genesis do, and I'm pretty sure SNES does, too, but I may be wrong on that.
Icy Guy

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Posted on 05-10-04 01:18 AM, in All Sites in One Link
When I was fiddling with PHP, I found out about another way of doing what Dragato said. Set your site up, so that when you click a link, it changes a page I.D. Confused? I'll demonstrate: http://hostultra.com/~rwarchive/

When you click one of the links, it takes you to another page, with a mostly similar URL, but the "id" portion of the URL (what comes after "sections.php?id=", to be exact) changes. So when the id is "snitz," it loads one page, "ubb" another, etc. Here's the code we used for sections.php, which is the "main" loader:



include ("$id.txt")

?>


(If that doesn't work, remove the quotation marks.)

We have a bunch of different text files that have the same names as the I.D.'s in the URLs; snitz.txt, ubb.txt, etc. This code takes the value of the I.D. in the URL and tells it to load the text file with the same name as that. Make sure you write all your HTML for the page's content in the text file.

Also, if you're looking for security, I'd suggest using some sort of a directory system. Example:


lt;?php

include ("includethis/$id.txt")

?>


Put all your text files in the "includethis" directory and they'll be loaded from there. No one will ever know unless you tell them.

I hope this hasn't been too confusing. It's been a while since I've coded any PHP.

(This has been ANOTHER long-ass post, brought to you by Icy Guy.)
Icy Guy

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Posted on 05-12-04 06:26 AM, in All Sites in One Link
Originally posted by ErkDog
Icy guy... that's cheating and not at all what he's talking about



I was merely expanding on what Dragato was saying, which seemed to be what the topic creator was asking about.

Also, I was never aware you could "cheat" when writing a program or HTML/PHP/etc. If it's efficient and it works, who cares how you wrote it? In this case, it's all a matter of not having to write multiple If-Then statements for handling each page on the site.
Icy Guy

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Posted on 05-22-04 09:26 AM, in Mortal Kombat: Deception Link
Originally posted by Colleen
...but it's not coming out for the GameCube. Then again no Midway support isn't really a big loss.


Wha...? You guys don't get Mortal Kombat! In my opinion, that's a huge loss, but, then again, my opinion's somewhat biased. I've been playing the series for over a decade (and I still suck at it), so, naturally, I wouldn't say anything else.

Quoting some of my posts over at VGMusic.com...



Originally posted by me


Originally posted by Jeff
As far as I can tell, their names are Kenshi, Limel, Ashrah, and Motaru(?). I must also mention that there are at LEAST 12 differenct characters.

Kay. Gotta go, bye!


Kenshi first appeared in Deadly Alliance, but those other characters you mentioned are new. Oh, and it's "Hotaru." Also, the current character select screen looks something like this. Hard to tell who's who from the silhouettes, but it looks like Motaro (he was the centaur, right?) might be back, and one of the robots may be back, as well.

They're also bringing back a few arenas for the battle segments in Chess Kombat. Namely, the Courtyard (MK1), the Portal (MK2 - the level with the reddish, swirly background and floating, purple hoods), the Dead Pool (MK2 - one section of the level will show the level as it was in MK2, complete with character sprites on the bridge), and an area where the MK3 champion/tournament "ladders" appear.

Supposedly, there will be multiple fatalities per character, as well.

Let's just say that October can't come quickly enough.


Originally posted by me
Ooh, and, according to that article, Kabal will be back, too. I find this odd, however, because...er...well, my reasoning might be a spoiler, so I'll make the text the same color as the background.

Mavado, one of the DA characters, supposedly killed Kabal and took his hookswords. Major plot hole. Either that, or the hookswords Mavado had weren't actually Kabal's, and he was just saying they were.

That's done. Anyway, the suicide trick sounds pretty interesting. If naughty words didn't flow free in the previous games when someone was trying to do a fatality, they are now. This is kind of like a trick in Killer Instinct that I heard about - when someone's on their way to finish you off, you can actually come back to beat the tar out of 'em by mashing the buttons like a madman. Of course, if you use that chance up, you're finished. Well, it's more like the opposite, but...you get the idea.

This part about Konquest mode using the console's internal clock sounds pretty cool, too, although that could be something of an annoyance (ever play Seaman for the Dreamcast?). Still, that's why we can go into the system settings and change the time. :wink:

Originally posted in the article
One area that we saw had hot fire and coals as the floor. An opponent got tossed in there and quickly crawled on his hands and knees to get out. Right before he was about to exit his burning crawling spree, a large metal brick came down a grinded him into pulp.


I'll expand on this a bit:

-One deathtrap involes a trio of vertical, spiked grinders. We all know Midway and spiked grinders, so this needs no explanation.

-I recall seeing a shot of an area where there are two spiked walls across from each other. When you knock the person into the area, the walls slam together. Shish kebab!


In case anyone hasn't been able to tell, I can't wait for this game to come out, along with Midway Arcade Treasures 2 in the same month. It'll be a Mortal Kombat bonanza/mad playing session/marathon!

...at least until Halo 2 comes out.


(edited by Icy Guy on 05-22-04 12:27 AM)
Icy Guy

Red Goomba
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Since: 04-21-04
From: The Matrix...er, CA, U.S.A.

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Posted on 05-23-04 01:09 AM, in Mortal Kombat: Deception Link
Originally posted by Chaosflare
What I think is the best part is how some of the old characters are back...like Baraka and Noob Saibot....Mileena, didnt say any other characters, but I also saw scorpion, sub-zero, Ermac, and someone else on the clip I saw...I also like how it has online capabilities, and the konquest adventure looks amazing..


I believe the roster of "old" (i.e. pre-DA) characters includes Baraka, Mileena, Scorp, Sub, Ermac, Nightwolf, Sindel, Kabal, and two others. I haven't heard anything about Noob Saibot, though.

Also, in the new Konquest mode, it's rumored that every character that's ever been in an MK game will make an appearance.

EDIT: "Noon Saibot"?


(edited by Icy Guy on 05-22-04 04:10 PM)
Icy Guy

Red Goomba
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Since: 04-21-04
From: The Matrix...er, CA, U.S.A.

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Posted on 05-24-04 05:30 AM, in Banjo Tooie problem >> project 64 emulator related << Link
It always does that in Project 64. I don't have any other emulators to recommend, because, simply put, Project 64 is the best. Well, for playing games, at least. Nemu has all the great debugging features, but it's got nuttin' on Project 64 in the way of compatibility.
Icy Guy

Red Goomba
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EXP: 5112
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Since: 04-21-04
From: The Matrix...er, CA, U.S.A.

Since last post: 247 days
Last activity: 246 days
Posted on 06-01-04 05:23 AM, in Opening files in VB (NOT with "Open FileName for Input As #number") Link
A while back, I recall reading somewhere that there was a way to open a file without using the method described in the thread title. Basically, what I want it to do is open a text file (let's just say it's "readme.txt") in the default text editor.

To clarify...

1) User clicks "View Readme" on a menu in my program.

2) Readme file opens, as if the user had double-clicked the file in the Windows Explorer.

Can someone help me out? (This time, I'm going to write this down, so I don't forget how to do this. Again. )
Icy Guy

Red Goomba
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Since: 04-21-04
From: The Matrix...er, CA, U.S.A.

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Posted on 06-01-04 08:22 AM, in Opening files in VB (NOT with "Open FileName for Input As #number") Link
What the shell? (Ok, bad pun.) That wasn't working for me before, but looking at it now, I realize that it was because I didn't know to include the name of the app I wanted to use to open the document.

Anyway, thanks for your help.
Icy Guy

Red Goomba
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Since: 04-21-04
From: The Matrix...er, CA, U.S.A.

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Posted on 06-28-04 08:50 AM, in HTML Layout Design. Link
Add valign="top" to the cell or row's tag (e.g. <td valign="top">). It changes the vertical alignment of the cell or row's content. Valid replacements for "top" would be "middle" and "bottom," I believe.
Icy Guy

Red Goomba
Level: 11

Posts: 20/36
EXP: 5112
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Since: 04-21-04
From: The Matrix...er, CA, U.S.A.

Since last post: 247 days
Last activity: 246 days
Posted on 07-17-04 02:46 AM, in Saga Genesis Graphic Hacking? Link
Your only obstacle with #1 will probably be compression, although it's probable that not all of the graphics in whatever game you're trying to hack will be compressed.

However, if you're trying to hack the Sonic games, I'd recommend the Sega Data Compressor to help in decompression. And if you're not, forget what I just said.
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