Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Parasyte
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
User Post
Parasyte

Bullet Bill
Level: 35

Posts: 442/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-19-05 12:01 AM, in RLM v1.2 Link
RLM v1.2 fixes the last known OverWorld bug. Unless there are any bugs remaining in the [badly written and very hack-ish] "decompression" algorithm or other very noticable and nasty bugs, this should be the final build.

And now for a much-needed disclaimer: If you cannot get RLM "to work", do not bother me about it! It means you are incompetent, and cannot read or comprehend the readme provided. That is all.

With that, enjoy!
Parasyte

Bullet Bill
Level: 35

Posts: 443/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-19-05 12:23 AM, in RLM v1.2 Link
Yes, Keikonium. That is the bug fixed in v1.2. It's pretty much the only change since v1.1, to be honest.
Parasyte

Bullet Bill
Level: 35

Posts: 444/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-19-05 12:43 AM, in Blaster Master Editor? Link
But that's what Sony tried to do with PS2; add a bunch of useless stuff like DVD playback to make it "better". When really it just adds bloat.
Parasyte

Bullet Bill
Level: 35

Posts: 445/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-19-05 03:33 AM, in Geiger's Snes9x Debugger: Open ROM Dialog Link
Speaking of the Open ROM dialog ... the latest revisiton of your build crashes on me before displaying the dialog. Deleting the registry keys doesn't help, (figured it may be caused by the ROM directory or such) so I don't know why this suddenly started happening. I only upgraded from r6 to r7 last night, using the original r7 update release.
Have you heard of this problem before?

Aside from that, I think it would be best if you hooked the open dialog with a child dialog template to allow putting the additional mode settings and whatnot directly onto the standard open dialog, itself. In my opinion, this would be a pretty professional-looking solution.
Parasyte

Bullet Bill
Level: 35

Posts: 446/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-19-05 05:30 AM, in Stealing Rips Link
"Stealing" and "ripping" are practically the same. It's all a matter of principle.
Parasyte

Bullet Bill
Level: 35

Posts: 447/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-20-05 03:53 AM, in Geiger's Snes9x Debugger Mark 9 Link
Like MVP, MVN is a memory copy instruction. Before executing the instruction, the source and destination addresses are loaded into X and Y respectively, and the length of the copy is loaded into A. The operands to the MVP/MVN instruction specify the source and destination banks.

A snippet from the wonderful 65816info.txt:
MVN Move Negative is used when the source address is greater than the
destination address, or conversely when the destination range is lower than
the source range.

The MVN instruction uses the X and Y registers to denote the bottom
(beginning) address of the two memory segments to be moved. With MVN the
data is moved from the source in X to the destination in Y, then the X and
Y registers are are incremented and the accumulator decremented until the
accumulator underflows to $FFFF.

MVP Move Positive is used with the source address is less than the
destination, or conversely when the destination range is higher in memory
than the source range.

The MVP instruction uses the X and Y registers to denote the top address of
the two blocks of memory. The data is moved from the source in X to the
address in Y and then the XY and accumulator registers are decremented
until the accumulator underflows to $FFFF.



I wonder, is it just me, or do people really hate looking these things up for themselves? Do some research, people!
Parasyte

Bullet Bill
Level: 35

Posts: 448/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-20-05 04:03 AM, in A Real LM bug, custom Palette anims. related Link
What? A feature request diguised as a bug report? Odd way to go about doing things.
Parasyte

Bullet Bill
Level: 35

Posts: 449/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-20-05 04:05 AM, in Stealing Rips Link
Originally posted by peter_ac
And also, a HUGE thanks goes out to everyone who voted that i suck! But... I made the poll, so i can edit the poll!


Disch summed it up nicely; this makes you suck even more. Way to go.
Parasyte

Bullet Bill
Level: 35

Posts: 450/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-20-05 10:37 AM, in Save select screen [ASM issue] Link
Here's how I did it:

At 0x001EBC, change two bytes to: B0 FF
At 0x001EDD, change three bytes to: A2 00 EA
At 0x0081B0, change nine bytes to: 5A A0 12 84 12 7A 4C 17 94

I can also create an IPS, if it's really required. :\


This is an odd hack, Under normal circumstances, only the second patch would have been needed. However, the menu graphics drawn after you press start are hard-coded to show the save select menu. The effect is, without the other two patches, you get to see the save select menu for a few frames before the player select menu is actually drawn. Therefore, the other two patches are needed to display the player select, and get rid of such an annoyance.


(edited by Parasyte on 04-19-05 05:38 PM)
(edited by Parasyte on 04-19-05 05:46 PM)
Parasyte

Bullet Bill
Level: 35

Posts: 451/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-20-05 09:47 PM, in Geiger's Snes9x Debugger Mark 9 Link
I have created a few "de-annoyifier" patches for ep9r8. The first, ("noask") will remove the annoying nag Message Box asking if it's OK to remove the head/deinterleave the ROM; the changes are made without user intervention! The second patch, ("nosave") also removes the nag, and in addition will NOT edit the ROM *at all. These are mostly the result of, "If you want something done right, do it yourself." They are mostly for novelty purposes, where 'novelty' implies that you hate annoyances enough to hack them out. (*cough*)
I made similar patches for ep9r7 but didn't bother posting, because that build contained a nasty bug, any way.

Download here and enjoy.


* The ROM file will not be modified unless you explicitly save it through some means such as the "Save ROM" button in the hex editor.
Parasyte

Bullet Bill
Level: 35

Posts: 452/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-20-05 09:53 PM, in Save select screen [ASM issue] Link
That's a given. Though I must admit, skipping the save select is rather interesting. Especially if you need more than 64Kbit for who-knows-what-reason. ;P
Parasyte

Bullet Bill
Level: 35

Posts: 453/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-20-05 09:56 PM, in RLM v1.2 Link
I'm not much surprised by it, BMF. This whole crowd seems to be comprised of people who want the work done for them by someone else. Hence the whole reason people want to unlock Demo World - The Legend Continues. *sigh*
Parasyte

Bullet Bill
Level: 35

Posts: 454/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-21-05 02:32 AM, in A Real LM bug, custom Palette anims. related Link
Another you can add to the list is the bug related to selecting palettes in the 8x8 tile selector for OverWorld editor. When you change the palette, it will not take effect until manually select another tile, then reselect the original.
By this, I mean that if you open the Tile Selector, select a tile, then change the palette with Home/End, you will find that placing that tile on the OverWorld will use the original palette. Further, clicking on the tile in the Tile Selector once again, with the new palette will still not adjust the palette when placing the tile on the OverWorld. In order to work around it, a completely different tile must be selected, then the original tile may be selected. At this point, the editor will finally manage to place the tile with the properly selected palette.

This annoyance had me going insane as I was trying to get the OverWorld edited, just a few days ago. If anything, it only reinforced my opinion about how badly the entire editor is designed. But that's just my opinion.
Parasyte

Bullet Bill
Level: 35

Posts: 455/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-21-05 02:41 AM, in RLM v1.2 Link
Don't be so bloody clueless. Demo World - The Legend Continues is ExHiROM. The publically available Lunar Magic builds cannot deal with ExHiROM games. Converting to 64M ExHiROM will accomplish nothing. Converting to 64M ExLoROM is not possible using Lunar Expand, and is not plausible to do by hand.

Further, RLM already supports ExHiROM but it will not help you any. Demo World - The Legend Continues contains many mirrored ROM banks, which are not handled by RLM. (There's no point in supporting that, to be quite honest.) Because of that minor detail, (and also the major detail that unlocking such a hack will do you no good, any how) I've hard-coded RLM to ignore ROMs which use any mapping mode other than LoROM. If you REALLY want to be stubborn, feel free to remove the LoROM check from the RLM source code and recompile it. Just don't complain to me when you realize that you've done nothing but waste your time.
Parasyte

Bullet Bill
Level: 35

Posts: 456/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-21-05 08:57 AM, in Stealing Rips Link
Since none of these hacks have been released under any sort of license (such as Creative Commons, which I think would be quite suitable for ROM hacking -- and thanks again to Vystrix Nexoth for this suggestion.) it essentially implies you are putting your hacks into the public domain [regarless of how legal it may or may not be]. Technically, works of art are automatically copyrighted to the author(s), but that really does not change the implication.

That said, people who rip graphics from commercial games are wankers who don't care for such ideals any how. And in that regard, I'd say feel free to treat them how they treat others? Can't say that I would do any such thing, personally. It just means they have no right to complain if you steal the art that they stole elsewhere.
Parasyte

Bullet Bill
Level: 35

Posts: 457/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-21-05 11:41 PM, in Stealing Rips Link
That's odd, I always thought there was a specific reason that ROM hacks are distributed in IPS format [and/or other generic patch formats]? Oh! That's right. It's because people generally try to avoid copyright infringement in public places. Hacking a ROM is one thing, distributing a ROM is another. Distributing a generic patch is somewhat "less infringing" on the copyright holder's rights, but only when it does not contain copyrighted material. Unfortunately for you, all of your hacks which make use of commercial graphics automatically deem the patches illegal. Those patches are, quite frankly, destroying the entire philosophy behind ROM hacking, which has generally been to preserve the legality behind it [or whatever remains of the legality]. Therefore, hackers who do such things are wankers, and should outcast from the community.

Now then, I'm interested in hearing more of how the pot accuses the kettle of calling the pot black!
Parasyte

Bullet Bill
Level: 35

Posts: 458/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-22-05 06:57 PM, in Final Fantasy Overworld Water Animation Hack Link
"INEFFECTIVE"
I've seen a lot of people who really hate that. To be honest, it's only happened to me once, but I can imagine how bloody annoying it must be.
Parasyte

Bullet Bill
Level: 35

Posts: 459/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-22-05 07:00 PM, in Super Metroid Hacks Link
No.
Parasyte

Bullet Bill
Level: 35

Posts: 460/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-22-05 07:28 PM, in Easier version of Luigi's Adventure! omgomGOMG!!!!!1 Link
Whatever you do, it would be wise to respect the author (Anikiti?) of the hack. Make an easy-type Luigi's Adventure, sure! But don't go plastering your name all over it. In fact, I'd have to suggest leaving your name completely out of it [Unless maybe you mention something about easy-type changes in a readme, or such.]
Releasing it is completely up to you; and so is going about how you release it. Getting permission is always quite a nice gesture, if nothing more.


(edited by Parasyte on 04-22-05 02:30 AM)
Parasyte

Bullet Bill
Level: 35

Posts: 461/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 04-22-05 07:48 PM, in Latest DemoWorld Ory Link
Right, instead you all just point and laugh. Can't say I blame you.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
Acmlm's Board - I2 Archive - - Posts by Parasyte


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.016 seconds.