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

Level: 8

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Since: 05-01-04

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Posted on 05-01-04 08:19 AM, in SMB1/Nes rom midi music Link
Hahaha, have fun trying to hack SMB1's music. I've hacked around 10 or so NES game's music, and that is hands down the most complex, rediculously hard format to work with.

Changing one or two bytes has insane, unpredictable effects on the songs.
I finally just said to hell with it and gave up.
Sliver X

Level: 8

Posts: 2/19
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For next: 245

Since: 05-01-04

Since last post: 1 day
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Posted on 10-16-04 04:03 AM, in Frontends for ROMS Link
I've used frontends since URL/Etc were out (Back in the "old days" any sizable amount of ROMs was horrid to manage with the command line emulators of the era without some kind of menu system), and would have to say QuickPlay is definitely the best overall frontend you can get.

Mainly, it lets you run zipped ROMs with any emulator (Plus adding a nice interface to run things from), but there's a lot more it can do.
The command line options are so extensive that you can run even emulators like MESS easily, MAME support is awesome and easy to use, and it's even a mass zipper/unzipper. The thing I like about it the most is that you can scan for ROMs inside a single zip, so instead of having several thousand individually zipped ROMs you can put them all into a single big archive, which saves many MB that would ordinarly be lost to slack waste.

As far as the program itself goes, it loads and runs very quickly and with barely any resources used, due to it being programmed in Delphi (Which also means no retarded VBx Dll's to find).

I just wish he'd consider adding RAR and/or 7zip support to it; that would be sweet.

I use it to run my PC to a TV for emulation, and can navigate all the menus with the PSX controllers I have for my PC.



I hacked QP a little to make the system name menu appear at the top, and with a program called JoyToKey set my controller's D-pad (In Analog Mode) to be Tab and Up/Down, so I can switch between the game list/systems list. JoyToKey can also emulate the mouse, so I set my right analog stick for that. I plan on using this setup in a nano-ATX system dedicated for emulation alone one of these days as some kind of Uber console.


(edited by Sliver X on 10-15-04 07:14 PM)
Sliver X

Level: 8

Posts: 3/19
EXP: 1942
For next: 245

Since: 05-01-04

Since last post: 1 day
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Posted on 02-28-05 07:24 AM, in Final Fantasy 7 Ultima Edition Link
The Ultima Edition is the standard PC version of FF7, with the following changes done by someone *other* than Squaresoft (So it's some kind of unofficial compilation):

The data has been compressed using a form of 7-zip compression, which knocks the size down from 4 CDs to only 2.

It includes various official and unofficial patches, primarily to enable hardware acceleration and to resolve Windows XP issues (And yes, it does work fine in XP with them, though Windows 2000 still chokes on it even using compatability modes).

It contains a bunch of extra stuff, like walkthroughs, a save game editor, the soundtrack MIDIs, and various images and animated GIFs related to the game.
-------------

One note: The "nVidia TNT" option in the config works just fine with ATI cards as well (I use it just fine on a Radeon 9800 Pro), so I'm assuming it'll work with later nVidia cards just fine too.

Also:

"Only thing is that the graphics indoors is screwed up. I have a green net over the whole screen."

Disable Anti-Aliasing and/or Anistropic filtering in your video card's config. FF7 doesn't like this.
Sliver X

Level: 8

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For next: 245

Since: 05-01-04

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Posted on 03-07-05 07:07 PM, in How do I hack NES Music? Link
Despite (Or maybe because?) SMB is a pretty early NES game, the music format is pretty complicated. Using Necrosaro's documentation, I still could never produce changes with any degree of stability (And I've hacked quite a few NES games' music in my day).

Though I'm not sure if the documentation for it is online anywhere, SMB2 or even 3 would probably be much better candidates for an intro to music hacking. You're likely going to get so frustrated with SMB1 that you'll just give up on the idea altogether.

You're going to have to use a hex editor, no question about that. A music editor for a game is entirely possible, but due to the general crap you have to deal with in music hacking I've never seen one made.

Also, do you know anything about music? Play an instrument, or even better, have a grasp of music theory? If the answer is no, combine that with SMB1's format difficulty and you're facing a severely uphill task, to say the least.

Don't let what I'm saying discourage you, as hacking NES music is quite possible; it's just you're picking a very bad game to hack if you know little to nothing about either music itself or hex.

Good luck with whatever project you're doing this for.
Sliver X

Level: 8

Posts: 5/19
EXP: 1942
For next: 245

Since: 05-01-04

Since last post: 1 day
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Posted on 04-26-05 05:46 PM, in Physics/Electronics Link
Considering thermistors are built to different specs, you need to know some information about it (Usually this is accomplished by looking at the "White Sheet" for the component; I hope your instructor gave you this information). The formula is as follows:

R = Ro exp( Beta/T - Beta/To)

R Thermistor resistance at T (K)
T Thermistor temperature (K)
Ro Nominal resistance at To (K)
To Temperature where Ro is measured
Beta Thermistor material constant

Once you have the resistance for the thermistor, you can deduct the following:

For the thermistor:

I through thermistor will be V(total) / (R(thermistor) + R(fixed resistor))
V drop across the thermistor will be I * R(thermistor)

Since the thermistor is in series with the fixed resistor:

V drop across the resistor will be V(total) - V drop (thermistor)
I through the resistor will be the same, since it's a series circuit.



(edited by Sliver X on 04-26-05 12:50 AM)
(edited by Sliver X on 04-26-05 12:53 AM)
Sliver X

Level: 8

Posts: 6/19
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Since: 05-01-04

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Posted on 04-27-05 03:21 AM, in Physics/Electronics Link
Ok, assuming the two voltage values you're given deal with the voltage that would be measured across either of the resistances (in series), all you need is simple Ohm's Law and Kirchoff's Voltage Law.

Ohm's Law works like so:

(Voltage = V) (Current = I) (Resistance = R)

V = I * R
I = V / R
R = V / I

Kirchoff's Voltage Law states that any resistances in series' voltage drops will equal the sum of the total voltage being applied to them. So, if you have a 12V source going to the thermistor and the resistor, and the resistor is dropping 4V across it, then the thermistor *must* drop the remainder of V source: 8V.

Therefore, to determine the resistance of the thermistor, use Ohm's Law:

If the voltage drop across the fixed resistor is known, divide that by its resistance to get total current (Any linear resistances in series will have the same amount of current flowing through them). Now use Kirchoff's Voltage Law to get the V drop across the thermistor. Divide this by total current, and viola, you have the thermistor's resistance.

If this isn't what you're talking about, please post what exactly the problem you've been given is: it'd make this *so* much easier for me to explain that way.





(edited by Sliver X on 04-26-05 10:30 AM)
Sliver X

Level: 8

Posts: 7/19
EXP: 1942
For next: 245

Since: 05-01-04

Since last post: 1 day
Last activity: 3 days
Posted on 04-29-05 03:20 PM, in Can't get a arcade emulator to run. Link
By default, putting your games in the ROMS subfolder should solve your problem (If it doesn't exist, create it). However, if you want to have the games in another directory, do the following.

Open a command prompt, and go to the directory you have fastMAME installed at.
Now type this:

fastmame -cc

You'll now have a file called fastmame.ini in the directory. Open it, and change this line to the directory you have your ROMs in:

rompath "X:\WhereverYour\ROMsAre"

Obviously, don't take this path literally. You can also define multiple paths by seperating them with a semicolon.



Sliver X

Level: 8

Posts: 8/19
EXP: 1942
For next: 245

Since: 05-01-04

Since last post: 1 day
Last activity: 3 days
Posted on 09-09-05 02:23 AM, in DXOII Images Link
To prove that the project is alive and well (And very close to completion), I thought I'd post some screen shots of DXOII:


The new title screen; required no ASM!


Sargon, our protagonist.


This is what happens when people stop caring about science in high school.


If it weren't for all the crazed Shogonite warriors trying to kill you, this might be a nice place.


An arms dealer. Sleazy, yet useful.

Sliver X

Level: 8

Posts: 9/19
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Since: 05-01-04

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Posted on 09-09-05 04:09 AM, in DXOII Images Link
138KB, though that may bump up a couple of more KB once the final music is inserted, etc. So over half the ROM has been altered (Signifigantly). Considering every piece of data has been hacked in one way or another, I presume most of the remaining 118KB is code.
Sliver X

Level: 8

Posts: 10/19
EXP: 1942
For next: 245

Since: 05-01-04

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Posted on 09-15-05 05:42 AM, in DXOII Images Link
The last image I linked is dead, since I ended up having to sacrifice a lot of tiles in order to get the last four screens in the intro (Yes, it's the intro now; it's triggered as soon as a new game is started, thanks to Vystrix Nexoth) to display text.

NASIR made it to where the alphabet tiles will not display in those windows, so I made a mirror alphabet that *would* display in space that was previously used for the road, and castle in the distance.

The downside was that DTE couldn't be used, but I remapped the pointers to padded space in the same bank to hold it all (Now there's 7 screens with 8 lines of text, and the 8th can hold 7, due to space restrictions).

Anyway, this is it now:



I've also redesigned the title screen to use the fading effect of the intro text better:



Finally, I hacked the ending screen; ignore the text, as I haven't gotten that far yet (The dialogue is currently being hacked from the ground up, and I anticipate it to take no longer than this weekend to finish.):



As of now, Gavin is working on some final ASM edits, and once I'm finished with the text I'll work on the battle formations, attack domains, and other statistical things. I don't expect that to take too long either, but I want to have a throughout beta test to make sure the difficulty is balanced before the final release.

After this, the only thing remaining is a few songs left that need to be hacked, but this should be a cakewalk for me to finish quickly. Maybe an October release isn't that unlikely, though it *should* be no later than November, depending on how long the beta test phase takes to complete.
Sliver X

Level: 8

Posts: 11/19
EXP: 1942
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Since: 05-01-04

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Posted on 09-15-05 09:07 AM, in DXOII Images Link
The battle engine has been touched the least of anything so far, so I don't think it would do justice to what it will turn out to be to show it now. The aformentioned ASM hacks Mr. Gavin are doing are battle related, as a matter of fact. If a certain something is possible, I think it's going to turn out insanely sweet. Once work has progressed on it I'll post some screenshots for you. Or you could just beta test it.
Sliver X

Level: 8

Posts: 12/19
EXP: 1942
For next: 245

Since: 05-01-04

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Posted on 09-29-05 12:55 PM, in FF Hacking FAQ/Running Q&A Link
Various things:

3EB3A: Menu Background Color
2FC30 - 2FFAF: Bridge Scene TSA
37F14: Palettes for Bridge Scene
2F030 - 2F3AF: Ending TSA
3ACAC-3AD0F: Shop Keeper TSA
Sliver X

Level: 8

Posts: 13/19
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For next: 245

Since: 05-01-04

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Posted on 10-01-05 06:40 AM, in FF Hacking FAQ/Running Q&A Link
There's a bug dealing with map recompression and large levels in Hackster that will make levels crash on entrance, either with a black screen or with garbled graphics.
I'm not sure how common this issue is, but we ran into it a lot with Dragoon X Omega II.

bitmaster took the time to look into it for us, for which I'm eternally grateful. The method
of fixing this with FCEUXD is as follows. Make a save state right before an entrance that
is known to crash, then:

bbitmaster> the first thing you should do is set a write breakpoint on $8000 before it crashes
bbitmaster> should break at the decompression code at
bbitmaster> $D1A6:91 12 STA ($12),Y @ $8000
bbitmaster> that looks like a loop to decompress the data
bbitmaster> which looks like it's RLE encoded
bbitmaster> when that breakpoint at D1A6 is snapped
bbitmaster> open the hex editor
bbitmaster> and look at location $10 and $11
bbitmaster> those point to the faulty byte in the rom
bbitmaster> for me $10-11 reads: 24B5
bbitmaster> but it's little endian, so you need to turn that around to B524
bbitmaster> and scroll down to it in the hex editor
bbitmaster> now you can only edit what's in the rom file with FCEUXD
bbitmaster> so you should right click on that offset and select "Go Here in rom file"
bbitmaster> for me $b524 is at $17534... anyway
bbitmaster> you need to subtract a few bytes from it
bbitmaster> when the debugger snapped at $8000
bbitmaster> the X register tells how far over it's trying to run

Try subtracting X first; if that doesn't work, subtract 1 more.


(edited by Sliver X on 09-30-05 09:41 PM)
Sliver X

Level: 8

Posts: 14/19
EXP: 1942
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Since: 05-01-04

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Posted on 10-05-05 03:14 PM, in FF Hacking FAQ/Running Q&A Link
Intro:

(Fading Palette)
3A12C: Color 02
3A2B8: Color 03: First Fade Color
3A2E3: Color 03: Second Fade Color
[Fade colors cycle the base color by increments of $10 to lighter colors and back.]

3A2C8: Fade Speed
3A311: Set to EA to kill Intro altogether.

Sliver X

Level: 8

Posts: 15/19
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Since: 05-01-04

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Posted on 10-15-05 05:20 PM, in Dragoon X Omega II Final Soundtrack Link
My brain was getting a little fried hacking the monsters, so I finished up the soundtrack last night. Relevant linkage here.
Sliver X

Level: 8

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Since: 05-01-04

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Posted on 10-16-05 05:55 AM, in Dragoon X Omega II Final Soundtrack Link
Man, you are relly gifted with this music stuff

Thanks; I've played guitar for 10 years, and played trumpet for 4 years before that.

I really liked number 5: Where Darkness Lies. I take it its a final quest theme?

No, it's the music that plays in all the towns save one (Technical issues with why I couldn't give Sansia that song as well). The music is arranged like this:

Omega: Title Screen
Omega & Alpha: Intro/Ending
Hylis: Over World
Railjet: Riding the Railjet.
Where Darkness Lies: Hylis Village/Endengard/Pergador/Isenfort
Shogonite: Hylis Keep/Arternus Keep/The Catacombs/Houses
Decayed: The Aquaduct/Desert Passage
Shadow of Merkah: Necrozar Base/Ice Lab/Ancient Lab/The Labyrinth/Library/The Ark
Doubt: The Forgotten Place/Town of Sansia/The Great Divide/Dead Pool
The Gears of Fate: Marsh Temple/Passages/Treasure Rooms/Necrozar Desert
Quest: Shops/Menus
Adreneline: Battle
Twilight: Died in battle
Victory!: Battle won

Btw, will the last two sound effects stay in? They're the same as normal FF1.
It's odd how you have all the music new (and even the other 2 sound effects) and don't have these ones changed...


I made some sounds for them, but nothing I came up with sounded any better than the original sounds, so I kept them.
Sliver X

Level: 8

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EXP: 1942
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Since: 05-01-04

Since last post: 1 day
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Posted on 10-21-05 01:43 PM, in Recent romhacking ventures Link
Jesus Christ, this thing literally makes my stomach churn after a few minutes. You sir, have truly outdone yourself. I'm so impressed by this, in fact, I think I'm going to cancel Dragoon X Omega II; it can never live up to the grandeur of SMB Acid Hack...

Seriously, how many hacks can actually physically impact the player? This is some kind of ROM hacking precedent you've set.


(edited by Sliver X on 10-21-05 04:44 AM)
Sliver X

Level: 8

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Since: 05-01-04

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Posted on 10-29-05 04:10 PM, in Late night diversion. Link
Ok, so I ended up being wrong in thinking the NSF I released of Dragoon X Omega II's soundtrack was the final version. I ended up doing this earlier, which is now the song for the ending. I'm going to change the final two SFX as well before the final release, just for the sake of completeness. Now back to monster hacking I go.
Sliver X

Level: 8

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EXP: 1942
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Since: 05-01-04

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Posted on 10-31-05 04:11 PM, in How To Create Your Own Music For Megaman 2 Link
I hacked Mega Man 1's music years ago, but cannot for the life of me find the notes I took on its format. If I can find it, I'll be sure to post it here.
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