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Acmlm's Board - I2 Archive - - Posts by Parasyte |
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Parasyte Bullet Bill Level: 35 Posts: 41/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Something like this will do it.$users=@mysql_query("SELECT id,name FROM users"); |
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Parasyte Bullet Bill Level: 35 Posts: 42/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Taking HyperHacker's advice, I've changed the internal hash to match the actual hash, rather than bypassing it completely. So there is still *some* protection. Download the patch: http://parasyte.panicus.org/stuff/LunarMagic(m16-7k).ips (Right click, Save As...) Apply the IPS to "Lunar Magic.exe" (Version 1.62, April 11, 2004) using Lunar IPS. (What else?!) With the patch applied, the key combination to open the SNES tilemap import will be changed to Ctrl+Insert. Much easier to use! As for simplifying the ways to access other hidden features ... stop being so lazy. |
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Parasyte Bullet Bill Level: 35 Posts: 43/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Yes. But then people using those browsers will have no trouble leeching from off-site. ;P Unless the script were changed to check if the user's IP address had been to the download page within the last ~5 minutes. Something of that sort would work nicely. In fact, that's exactly how I had set up DES' "Emulation Forum" when we had user-uploadable files for download. If the user's IP address wasn't in the access log from the last 5 minutes, it would redirect the browser to the post containing the file. It was a very good system, and worked no matter which browser (or referrer settings) the user had. (edited by Parasyte on 06-04-04 04:25 AM) |
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Parasyte Bullet Bill Level: 35 Posts: 44/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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What? Two high speeds, or "too high" speeds? Please don't type in numerical form. | |||
Parasyte Bullet Bill Level: 35 Posts: 45/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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That is an IEEE-754 floating point. Check the following URL for more information: http://www.math.byu.edu/~schow/work/IEEEFloatingPoint.htm So technically, 0x3F800000 is equal to 1.0. Floating points can have an incredible range, and somewhat accurate precision. As for how 3D game usually impliment "speed" It really depends on the game, and the way it was written. But mostly it will be a value (say, -16.4) that gets added to your coordinates once every frame. At 60fps, that -16.4 will move your character approximately -16.4*60 = -984 units per second. The 'length' of an individual unit also varies from game to game. But that should be enough to give you a general idea of how it all works. |
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Parasyte Bullet Bill Level: 35 Posts: 46/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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I have updated the patch. It must be applied to a fresh copy of Lunar Magic.exe. | |||
Parasyte Bullet Bill Level: 35 Posts: 47/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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I like it the way it is. No use changing it unless it's a requirement. And I don't see any need for it to be changed. | |||
Parasyte Bullet Bill Level: 35 Posts: 48/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Features like forcing the interleave mode may be seldom used, but when they are needed, they are a life saver! Unless you can find a better way to auto-detect the SuperFX interleave mode, so the force features are not required, DO NOT remove it. With this one, I will have to agree with Disch that it's more counter-productive than anything. (edited by Parasyte on 06-05-04 07:21 PM) |
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Parasyte Bullet Bill Level: 35 Posts: 49/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Yay. Progress is always good. | |||
Parasyte Bullet Bill Level: 35 Posts: 50/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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A "Leg Eater" from Final Fantasy 2 (J). | |||
Parasyte Bullet Bill Level: 35 Posts: 51/514 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 Toadeeboy Hmm, that was not very difficult to find. But what the hell is up with the room that you're taken to? And the message in the mushroom house that it unlocks ... |
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Parasyte Bullet Bill Level: 35 Posts: 52/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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It sounds like a "The Games Factory" thing for GameBoy Advance. In other words, don't bother with it. It's not for hacking. | |||
Parasyte Bullet Bill Level: 35 Posts: 53/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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So how's this drawing code coming along? | |||
Parasyte Bullet Bill Level: 35 Posts: 54/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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It's not for hacking any ROM, though. It creates a stand-alone game. | |||
Parasyte Bullet Bill Level: 35 Posts: 55/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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1. HDMA is Direct Memory Access during the Horizontal blanking period. It allows you to quickly send data to the video hardware in mid-screen. Using HDMA, you may be able to change the background color several times per frame. Creating a Yoshi's Island-like gradient effect on the background. For more info on SNES-specific DMA and HDMA, check out this very informative document: http://filebox.vt.edu/users/rogrubb3/SNESDev/SNESDocs/GrogHDMA.txt 4. A program for HDMA-based gradients? No. It will require some down-and-dirty assembly work. (edited by Parasyte on 06-10-04 04:42 AM) |
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Parasyte Bullet Bill Level: 35 Posts: 56/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Some of you may remember the Metroid AutoMap hack I was working on some time last year... Well, I've finished it and decided now was a good time to release. First, the complimentary screenshot: The funny looking square under the energy display is the AutoMap doing it's job. The palette and tiles used to display the AutoMap are fully customizable. Assembly source code for the AutoMap routine is included. (Just make changes to tile indexes or palette and reassemble!) List of features: * Displays an auto-scrolling map in realtime, similar to Super Metroid. * Works with almost every Metroid hack. * Complete, commented assembly source code is included, making the hack 100% customizable. If any of you Metroid hackers want to use the AutoMap in your own hack, go for it! Read the included readme for more details. DOWNLOAD: http://parasyte.panicus.org/projects/met-map/met-map.zip |
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Parasyte Bullet Bill Level: 35 Posts: 57/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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It's still in my hack. The code for the powerbomb is about completed, except for removing the "bombable" blocks. While on the subject of my hack, here are the latest screenshots: #2 ... The first screenshot was just a standard edit, nothing special there. The second screenshot is pretty cool. It's using a "raster bar" effect that I created to test MMC3 IRQs. (The original Metroid runs on the MMC1 mapper. MMC1 is very basic, and doesn't contain much other than ROM switching capabilities. For my hack, I've been converting the game from MMC1 with CHR-RAM to MMC3 with CHR-ROM. The MMC3 allows me to do cool things like the raster effect -- where I change the background color every two scanlines. It was a rather simple task, so that's the first thing I've done with the MMC3 IRQ. Other uses (later) will include a Super Metroid-type status bar. Whew, this was a long sub-note!) I also still have the status bar mockup I made last year, which I plan to use as a guide for the real thing. Everything in the screenshot is aligned to NES Name Table standards, and I think the graphics turned out rather well. Here is the mockup for reference: Finally, if anyone wants the powerbomb video, I still have it as well. It's been hosted on DES for as long as I can remember: http://www.dragoneyestudios.net/hosted/parasyte/MetPBomb.avi |
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Parasyte Bullet Bill Level: 35 Posts: 58/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Use some kind of server-side scripting, such as PHP or PERL for password-protecting things. (Or you can use .htaccess, but that tends to give you a lot less control) Never use client-side scripting like javascript to password-protect "secret" sites. That's just irresponsible. |
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Parasyte Bullet Bill Level: 35 Posts: 59/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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A pause screen showing the map, eh... The biggest problem may be lack of free space in the hard-wired PRG bank. The AutoMap uses 138 bytes of the 192 bytes available in that area. I tend to doubt that a complete map display routine could be created within 54 bytes. But, that is plenty of space to issue a bank swap command if you can find a bit of free space in another bank. It would just be a bit difficult to use both hacks together. The next problem is that the entire world is created using 32x32 rooms. Assuming that the outer-most rooms will be blank, (as they should) that can be limited to 30x30 tiles to display the entire map. That will just barely fit on an NES screen. (32x30 tiles/256x240 pixels) But! On an NTSC NES, the upper 8 scanlines, as well as the lower 8 scanlines of the screen cannot be seen. Basically, that means you're limited to 32x28 tiles on any NTSC TV. (Note that some emulators will allow you to view all 240 scanlines, but not all. And anyone lucky enough to try it on a real NTSC NES will be in for an unpleasant surprise!) So uhh, I guess the only real option would be having the user scroll the map while paused. I don't see any way that a routine like that will fit into 192 bytes. That's just really pushing it. Even if it heavily relies on code which already exists in the ROM, it would still be quite a feat to pull off. In other words, that hack would be a lot of work. You would have to be familiar with MMC1 (for the bank swapping) as well as using the PPU properly. |
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Parasyte Bullet Bill Level: 35 Posts: 60/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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You're just getting the run-around today, samuraimushroom: http://board.acmlm.org/announcement.php?f=9 |
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Acmlm's Board - I2 Archive - - Posts by Parasyte |