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: 121/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-16-04 07:10 PM, in your hack on a snes cartridge Link
The "EPROM" acronym is short for "Erasable, Programmable, Read-Only Memory" Since it's erasable and programmable, that gives you the option to rewrite the data on it many, many thousands of times. (The exact number depends on the EPROM type and manufacturer, but the most common seems to be about ~10,000 erase\program cycles.)
In other words, you can call it "nearly unlimited." The only real problem I see with that is apparent in the image he included: He's soldered the EPROM directly to the PCB. That will make it rather difficult to erase\program without taking the EPROM off the PCB. And in the case that you would want the ability to upgrade at any time, I'd suggest asking him to mount the EPROM in a socket of some sort. Doing this may require him to trim down the cart casing so everything fits together without any stress, or something. That also depends on a few variables. Mainly the size of the socket\EPROM, and how much space is actually available inside the cart.

Blah, blah, blah, and here's an example of what a cart might look like if the EPROM(s) must be socketed:


(Blue Marlin NES prototype cart. Thanks to http://www.nesworld.com/)
Parasyte

Bullet Bill
Level: 35

Posts: 122/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-16-04 08:27 PM, in Saga Genesis Graphic Hacking? Link
Simply put, #2 is impossible.

As for #1, download a program like GROM that can convert smd format ROMs to bin format. Then you can use YY-CHR to edit tiles. Simple. (In fact, it's so simple, that this is on the opposite side of the spectrum from your second request.)


(edited by Parasyte on 07-16-04 11:28 AM)
Parasyte

Bullet Bill
Level: 35

Posts: 123/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-17-04 05:50 AM, in Saga Genesis Graphic Hacking? Link
Daiz, Genesis uses a Motorola 68000 (M68K) as it's main CPU. The z80 is more comparable to SNES' SPC-whatever. It's just a coprocessor, which is mainly used to handle audio output.
Parasyte

Bullet Bill
Level: 35

Posts: 124/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-20-04 09:05 AM, in DES hacks... Link
Sorry, I'm bogged down with work that isn't paying much of anything. Anyway, the new host is ready, I'm just not able to service the site to get it fully running on the host.
Parasyte

Bullet Bill
Level: 35

Posts: 125/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-20-04 08:43 PM, in Working on a YI Editor Link
I'm surprised you're still using "Magic" in the name. Not to mention focusing on the interface, rather than the functional portions of the editor.
I believe you have your priorities mixed up.
Parasyte

Bullet Bill
Level: 35

Posts: 126/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-21-04 07:22 AM, in Working on a YI Editor Link
Originally posted by Chaosflare
see, now this all makes things more fun, I get to prove everyone who doubted me wrong
maybe because of that ill work faster


What? You haven't proven a single thing yet? I do not see your point.

As for functionality vs interface; functionality is the MAIN GOAL for any editor. Therefore, you should focus on that. No matter what the functionality is -- work on it.

For example, I started Syndrome (My MegaMan 7 editor) as a little chump-program to draw a single SNES tile. After it did that, I added decompression support, then I had it drawing a 16x16 pixel portion of the intro level, then a 32x32 portion, then a 256x256 portion, and finally, the entire level foreground. After several months of on-and-off progress, I managed to get it into it's current state, where it can load and display all levels. (Albeit, not perfectly!)
There isn't much of a GUI other than an MDI frame with a child window to display the level, and a console window for debug output. Hell, it does not edit anything at all. But it's functionality that I began working on, and functionality that I have left to impliment. The GUI can kiss off until I'm able to even get any damn use out of it. (What is the point of having an interface if it does nothing at all?) Sure, I have PLANS for the interface, but that doesn't mean I'll complete that first just because "I feel like it, whaaa..."


(edited by Parasyte on 07-20-04 10:22 PM)
Parasyte

Bullet Bill
Level: 35

Posts: 127/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-21-04 12:48 PM, in Working on a YI Editor Link
That's not much different from what I did, Squash Monster. We both started with the foundation. For your editor, the foundation was getting the data formatted and such, yes? My foundation is solely the levels. If this editor's foundation is the name and interface... erm... ouch? That's all I can say about that.

Keikonium, you're taking the whole thing in the wrong direction. You can always do the things you want to do whenever you like, certainly. But there are definitely prerequisites to most aspects of an editor. And I hate to say it, but pretty menus and buttons do not fit into that catagory. (Perhaps you've never heard of keyboard input? Works like a charm, especially for private program builds.) You're making it sound like he *MUST* only do what he wants, or he'll become unhappy with the project. Well damn, you show me a huge project in which the author enjoyed absolutely 100% of it, and you've got a winner. Larger projects like this are not always fun. There's a certain amount of dedication involved; and that means doing things which you don't always feel like doing. I hate to burst your bubble, but with that sort of attitude, this project will ultimately fail.

I did get a kick out of this though:
Originally posted by Keikonium
... As long as it looks good, loads a level and can edit even 1 tile, that would be a huge step forward.

Now, put two and two together, and figure out what this editor is missing?!



As far as "exgfx" go (or whatever the hell you wish to call the feature) ... HUMBUG! Worry more about practical functionality first. Note that I said practical functionality. Important, important.

Yaaaa! Anyway, do have fun with the project. But it's not always going to be fun. And please, do something productive. Until then, this project should not be taken seriously.
Parasyte

Bullet Bill
Level: 35

Posts: 128/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-21-04 08:20 PM, in Problem with Metroid (Tourian) Link
Heh, you need to actually be IN Tourian before you can view any of the tiles used in the area with FCEUd's PPU Viewer.
Parasyte

Bullet Bill
Level: 35

Posts: 129/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-22-04 12:53 PM, in Problem with Metroid (Tourian) Link
I guess the way you worded your question threw me off. Sounded like you could not find the tiles in the PPU Viewer.

Anyway, check address 0x1A9D0 in the ROM
Parasyte

Bullet Bill
Level: 35

Posts: 130/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-22-04 01:02 PM, in Working on a YI Editor Link
I don't think it's fair to call it "HIS editor". Maybe something more like "HIS 2-minute user interface" would be better.
Parasyte

Bullet Bill
Level: 35

Posts: 131/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-22-04 01:10 PM, in your hack on a snes cartridge Link
There are quite a lot of pointers that need to be changed for the complete conversion. I managed to get it displaying "Nintendo Presents" properly while running in LoROM, but it crashes after that. (Lots of pointers I have not searched for, yet.) Basically, it was a few days of work, all done by hand. Not the greatest project in the world.
Parasyte

Bullet Bill
Level: 35

Posts: 132/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-23-04 07:36 PM, in Working on a YI Editor Link
I'll have to jump onboard and tell the story of my Yoshi's Island exploits, as well.
Back in December 2003, I figured I could probably start working on an editor for the game. I already had the code I needed to draw SNES tiles and whatnot, it would just be a matter of decompressing data, and discover all of the proper formatting. (IE, I would strip the MegaMan 7-related code from Syndrome and use that as a base)

But I never really bothered with it. I briefly looked into the level header and object formats, but that was just about it. I suppose I lost interest rather quickly because the game did not draw me in. Now, something like Donkey Kong Country 2...


(edited by Parasyte on 07-23-04 10:36 AM)
(edited by Parasyte on 07-23-04 10:37 AM)
Parasyte

Bullet Bill
Level: 35

Posts: 133/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-24-04 05:51 AM, in your hack on a snes cartridge Link
Originally posted by FuSoYa
Quite a lot indeed... around a thousand, if the data scan I ran is any indication. Most are likely in the primary pointer tables, but it's the odd ones here and there that would be troublesome.


Oh yes, very troublesome. The "main pointer tables" such as level pointers and etc were no sweat. (It helps having a program which dumps and 'translates' them.) Though the remaining pointers are best found using a trace log and text comparison. Unfortunatley, it's a very slow process, and I've long since lost interest.


(edited by Parasyte on 07-23-04 08:51 PM)
(edited by Parasyte on 07-23-04 08:52 PM)
Parasyte

Bullet Bill
Level: 35

Posts: 134/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-25-04 10:17 AM, in The return of DESnet ... Link
DESnet has finally moved to it's new host! (Actually, it moved a few weeks ago, but I just got around to fixing most of the PHP scripts and SQL tables tonight.)
The site can now be accessed at http://desnet.fobby.net/.
Parasyte

Bullet Bill
Level: 35

Posts: 135/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-25-04 11:58 PM, in The return of DESnet ... Link
Yes, hopefully.
I am planning to make some changes around DES in the near future. Something has to help.
Parasyte

Bullet Bill
Level: 35

Posts: 136/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-26-04 04:14 AM, in The return of DESnet ... Link
Drag, you are still staff, and still welcome to continue working with us. (Though the cheap shots to Vagla have to stop. )

I don't know if I want to start getting rid of inactive members yet, or not. Most of them (bitmaster being a good example) just do not have any time for rom hacking. But at least he is still showing interest in it. However, I was definitely thinking of 'recruiting' new members, if only to liven things up a bit while the older members are unable to do much.

"You'll see; in the end, it'll all work out." ~ Ellen Brustyn, Requiem for a Dream

Anyway, join #desnet on irc.esper.net, where the future plans and such can be more thoroughly discussed. (#rom-hacking has also moved to irc.esper.net, so drop by there as well.)
Parasyte

Bullet Bill
Level: 35

Posts: 137/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-26-04 11:52 AM, in The return of DESnet ... Link
I wasn't thinking about having Pokemon hackers become a part of DES. But it's not me to decide who hacks what.
If you're still interested by the time we're recruiting, cool.
Parasyte

Bullet Bill
Level: 35

Posts: 138/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-27-04 08:52 AM, in The return of DESnet ... Link
Sure, if you'd like it to be!
If I can stop watching One Piece tonight (probably won't happen!) then I'll see about adding more admin features to the main site. That way I won't have to do any manual adding of new utilities or hacks when something new is released. ;D
Parasyte

Bullet Bill
Level: 35

Posts: 139/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-27-04 08:33 PM, in Working on a YI Editor Link
Are they all completely randomly placed, or does it look more like different static positions? Very hard to tell from that animation, but I'm leaning toward "completely random."
Editors may only be able to do a few things with that ... such as enable\disable the feature, and\or generate static maps for it.
Parasyte

Bullet Bill
Level: 35

Posts: 140/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 07-28-04 06:17 AM, in New SMB3 editor, maybe Link
Blah. Let him take his time and do ir right. He's already doing a wonderful job, from the looks of things.

By the way, I am vastly interested in this project. I have no intention of hacking any Super Mario Bros game in the near future, but maybe this will spark some more creativity, or such. Just don't go overboard on the [stupid] features, like Lunar Magic, and I'd say you'll be right on track.
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 0.036 seconds.