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Acmlm's Board - I2 Archive - - Posts by Parasyte |
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Parasyte Bullet Bill Level: 35 Posts: 21/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Just for reference, gets() works similar to scanf(), with the exaction that it will grab the entire string until it reaches a new line. As compared to scanf(), which will stop reading strings when it reaches any whitespace. | |||
Parasyte Bullet Bill Level: 35 Posts: 22/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Sorry, I do not like this at all. The palette is bad, the graphics do not accomplish the stylized feel that they seem to be attempting. Enemy placement is horrendous. Level design is dizzying and tedious. And of course, the ancient control scheme of the original MegaMan is still here to haunt me. |
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Parasyte Bullet Bill Level: 35 Posts: 23/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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I do not know if he uses it, but I suggest TextPad. It's what I use for C, PHP, HTML, assembly, text ... EVERYTHING! (edited by Parasyte on 05-30-04 03:54 AM) |
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Parasyte Bullet Bill Level: 35 Posts: 24/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Also,. remove that "-96" in the addition routine. The reason you were needing that for "2+2" etc is because the ascii '2' == 0x32. 0x32 + 0x32 = 0x64 = 100. As neotransotaku stated, it was reading that '2' as a string, rather than an integer. | |||
Parasyte Bullet Bill Level: 35 Posts: 25/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Continuing the discussion on the locking feature in Lunar Magic... It's just some simple encryption routines, plus a few bytes which tell Lunar Magic, "Hey, I'm locked, don't open me." While on the subject, I have been developing a program that recovers locked hacks. Note that I said recovers, and not unlocks. The program will remain private for as long as Lunar Magic's source code does. Out of respect for FuSoYa's work. Thus far, the program can recover very simple hacks, as it does not fully support ExGFX or other 'extended features' of Lunar Magic. (edited by Parasyte on 05-30-04 08:35 PM) |
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Parasyte Bullet Bill Level: 35 Posts: 26/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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ASCII is text. It should not surprise you that the character "2" is also text. The ASCII value for "2" is not 0x02, but 0x32. 0x32 = 50. So adding "2"+"2" will obviously get you a result of 100, opposed to 0x02+0x02=0x04; the result you were wanting. This is why you cannot add the data in text strings as if the data were valid integers. (edited by Parasyte on 05-31-04 02:09 AM) |
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Parasyte Bullet Bill Level: 35 Posts: 27/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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The problem was caused by the way Y0shi's palette fading code works on the title screen. His code didn't reset the PPU correctly. The patch I created attempts to fix that. And from my tests, it's now working 100% correctly. Alas, I do not have much interest in Final Fantasy games. :\ |
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Parasyte Bullet Bill Level: 35 Posts: 28/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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What are YOOOOUUU doing? | |||
Parasyte Bullet Bill Level: 35 Posts: 29/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Calling programs from within C\C++: http://www.cplusplus.com/ref/cstdlib/system.html Short example: #include <stdio.h> Tested with: C:\projects\system>systest.exe testfile.txt Note that the system function does not create a new thread, so the program will hang until the called program ends. But of course, under Win32, it's not so difficult to create your own thread to place the system call in. |
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Parasyte Bullet Bill Level: 35 Posts: 30/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Excellent! I've always wanted a blank liferotection. | |||
Parasyte Bullet Bill Level: 35 Posts: 31/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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http://parasyte.panicus.org/projects/kirby/unkirby.zip This is a decompressor for Kirby's Adventure and Kirby Super Star. (Super Star support is mostly untested!) The zip includes the executable, source code, and complete description of the format. Also, if anyone is interested, you can check out the notes that I wrote down while hacking the decompression routine. They are utter messy and mostly incomprehensible, but maybe it will give you an idea of how it was cracked. Just a fun thing to look at, if nothing else. As for what to do with unkirby, that's up to you. But here's where you can start: >unkirby.exe kirby.nes 0001289D ka_level1.bin Please keep in mind that unkirby has NO protection against invalid data given to it. So if you give it a bad ROM or invalid address, it's likely to just crash on you. And you don't want it to crash. It will eat up valuable memory and resources. Anyway, I think this may be the start of a new editor. How's that sound? (edited by Parasyte on 06-02-04 07:50 AM) |
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Parasyte Bullet Bill Level: 35 Posts: 32/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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I am lazy, so instead of paraphrasing what Kefka had to say about it, I'll just paste it word for word. [09:22.23 AM] <Kefka> you should let everyone know that's the level data start for room 1 of level 1-1 [09:22.57 AM] <Kefka> I should release a doc with all known level data [09:23.10 AM] <Kefka> for use of your program [09:23.12 AM] <Kefka> but meh [09:34.09 AM] <Kefka> another thing, make it clear that for KSS, it would only decompress the level compressions [09:34.14 AM] <Kefka> not the graphic compressions [09:34.27 AM] <Kefka> unless you found the graphics compressions of it without my knowledge He means the "0001289D" is the address for compressed level data in the first part of stage 1-1. Yes, I forgot to mention that. And no, I had not looked into any of the graphics compression. So if the program even does work with Kirby Super Star, it will only work with the specific format described in kirbycmp.txt. (Included in zip file.) Oh, and here is what I used to test Kirby Super Star support: >unkirby.exe kirby.smc 0030215B kss_level1.bin This should decompress level data for the first part of stage 1-1. It appears to work properly, but with a lot of excess stuff trailing the level data. (Background data?) |
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Parasyte Bullet Bill Level: 35 Posts: 33/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Use a PHP or CGI script, rather than directly linking to the files. The script can check the 'referer' address to see which site the browser is coming from. Then the script can either redirect the browser (not recommended) or it can send the file data directly through the script. (Recommended! Gives more control, and doesn't allow the browser to ever see the actual file location.) Here's a sample script which you can use and modify to suit your needs: http://parasyte.panicus.org/projects/download-script.zip Link to it using something like: download.php?file=filename.zip Then the user will be able to download "filename.zip" if he is allowed, else he will get a 404 message. |
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Parasyte Bullet Bill Level: 35 Posts: 34/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Spring Breeze, yes. And it is all too possible that the same compression format could be used in Kirby's Dreamland. In fact, I wouldn't be surprised if Nightmare in Dreamland used it as well! |
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Parasyte Bullet Bill Level: 35 Posts: 35/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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So Hidden Mario and Proto_K got me thinking about this, and what I found was the way to access this "Import SNES Tile Map" window. Be forewarned: It's rather difficult to do, unless you have a good keyboard and long fingers. This should not be hidden so deviously. It's probably not at all worth the trouble. How to do it: Open the 16x16 tile editor. Push Ctrl+Shift+Alt+F1+N+O+Insert. Yes, all keys must be pressed. This is what "m16-7k" means ... Map16, 7 keys. Some keyboards will not be able to register all of those keys pressed at the same time. So if it doesn't work for you, tough! Take it up with FuSoYa. Hidden Mario's image for reference: |
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Parasyte Bullet Bill Level: 35 Posts: 36/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Sorry, the script contains old code that did not get removed. I've re-uploaded it, and tested this time. Download from here: http://parasyte.panicus.org/projects/download.html | |||
Parasyte Bullet Bill Level: 35 Posts: 37/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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You need to place download.php on the same server with the files that it accesses. Also, the "$downloadpath" variable should be set to the absolute path. Thought you may be able to get away with using a relative path, like "./download/" If you cannot run php scripts from that server, you will have to use browser redirection instead of the header/fread calls. To relocate to the actual files: header("Location: http://site.with.files.com/path/to/".$file); Finally, you should use "stifu.free.fr" in the $allowed line. You generally won't want to include http:// or www, because many users visit a site like "yahoo.com" rather than "www.yahoo.com" and the script notices the difference between the two. If you were to remove the 'www.', then it would work properly in either situation. (edited by Parasyte on 06-03-04 07:19 AM) (edited by Parasyte on 06-03-04 07:22 AM) |
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Parasyte Bullet Bill Level: 35 Posts: 38/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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That key combination is annoying enough that I decided to patch the executable to allow a simple Ctrl+Insert to open the window. | |||
Parasyte Bullet Bill Level: 35 Posts: 39/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Originally posted by Stifu That is correct. Originally posted by Stifu The $allowed line is checking where the browser is coming from -- not where it is. So if you link to the file from *stifu.free.fr* (where the asterisks represent ANY text) then it will work. Unfortunately, this also means that any site linking to download.php with a directory named "stifu.free.fr" will be able to download files. This can be avoided by using "http://stifu.free.fr/" in the $allowed line. That should be fine for you, since I don't think anyone will be able to use anything like 'www.stifu.free.fr' to access the site, anyway. As an example, say you have a link on your site (http://stifu.free.fr/downloads/index.html) pointing to "http://www.yoursite.com/download.php?file=filename.zip" ... When the script at yoursite.com checks where the browser came from, it will check for "http://stifu.free.fr/" in the referrer. The referrer would be "http://stifu.free.fr/downloads/index.html" which does contain the $allowed string. If http://www.lamersite.com/ was linking to the script though, the script would not be able to find "http://stifu.free.fr/" in the referrer, so it would give the error message. Makes sense? (edited by Parasyte on 06-03-04 02:53 PM) |
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Parasyte Bullet Bill Level: 35 Posts: 40/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Originally posted by XkeeperOriginally posted by ParasyteHow in the hell did you manage that, unless you recompiled it or something... It's more of a hash function, as in 'more reliable than simply adding each byte together' to check file integrity. The hash routine had to be patched as well to prevent the "Unauthorized modification" message. Because of this, I doubt FuSoYa would approve of the patch being released. I can understand if he doesn't want any unofficial hacks running around. |
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Acmlm's Board - I2 Archive - - Posts by Parasyte |