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| Acmlm's Board - I3 Archive - - Posts by Kejardon |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Seiken Densetsu 3 - Powell wins.
It's my favorite song. Period. Kefka's part in Dancing Mad is good, too. Atma Weapon's music (in FF6, in case there's another Atma Weapon somewhere) is good too... I forget what it's called.
I think I'll leave it at that. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| ::digs a bit in his music files::
No, it's not Decisive battle. That's normal boss music. Atma Weapon's music is Fierce Battle. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Would it be feasible to make it so pressing 'Mark Forum Read' and similar links only marks posts made before the timestamp of that page?
Not sure if that's understandable, so an example: I view the main forum page at 10:10, someone makes a post at 10:11, at 10:12 I press 'Mark all forums read', but the post at 10:11 still shows as new. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| I finished a really neat AI hack that desperately needed to be done. Started and finished the actual assembly all in one day.
And now I'm getting owned in my own hack if I don't bother to be careful. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Let's see... I have my avie to start with, with a nice radioactive hug. XD
No codes here. GunRoar just decided it was time for me to die.
Mother Brain's bad day. The glitched wall on the right is due to leaving unkilled Zebetites there. The truth about save points: They are actually cloning stations for mass producing heroes. No codes, actual glitch. XD For some reason, I can't help but think Mother Brain is a dinosaur Another codeless escapade.(well, it doesn't need codes to be done at least) It failed because Yapping Maws cannot be frozen by powerbombs. Of course, the Gold Torizo can be frozen by powerbombs, but that doesn't do me much good.
and here we see some of my programming going awry: Ridley is a home decorator in his spare time. Ironically, he sucks at camoflauge. Another codeless pic: Super Metroid has a number of drastic glitches if you know what you're doing. XD |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Samus wall jump pose for right-wall walljumps has a misplaced elbow. As in, her elbow is not connected to her body, it's hanging down below her arm.
This looks especially bad in Insanity for reasons I will not expound upon. So I fixed it. Not much else to say aside from that. Aside from mentioning that the only problem is that THE ELBOW IS DRAWN IN THE WRONG PLACE. This is in no way a programming bug, it's just a graphic mistake.
I'd upload it onto http://drewseph.zophar.net/Kejardon/ as I do with a lot of stuff like this, except that zophar's reset seems to have changed the password.
::EDIT:: I forgot to mention this is for a *headerless* rom. I avoid headers whenever possible.(edited by Kejardon on 11-28-06 10:24 PM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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Sure.
![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| It varies wildly for me.
I don't really know how much sleep I actually *need*, nowadays I sleep because I enjoy doing so (I can easily go with less sleep with no trouble if I want) I go to bed around 10pm-midnight lately, and get up at 6 am. For some reason, I will always wake up about 5 minutes before my alarm goes off, after only a few days of actually using the alarm, regardless of whenever I actually set my alarm. Fairly often I sleep in till 8 or 9 am. Lately I'm getting the feeling I'm sleeping too much though... although that's most likely going to mean staying up later instead of getting up earlier - I'm somewhat nocturnal.
since it seems to be commonly mentioned in here - I used to take hours (literally) to fall asleep, unless for some reason I was dead tired. Around 3 years ago I started falling asleep much faster. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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Mafia or not, random voting is not a safe thing.
I'll nominate madman200 as well. Blackhole also suggested that Danielle was suspicious, last round. So, blackhole accused Danielle (reasoning being Danielle said 'civilians needed to take action, else Mafia will just run free' when a random guess is more likely to kill a civilian), Ramon was suspicious of blackhole and Danielle (no specified reason, probably from conversation in round 1), and accused Danielle. Just collecting info for now... haven't decided anything about you 3 yet. ![]() (edited by Kejardon on 12-01-06 12:48 AM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Are you saying you're the insomniac?
Because *I'm* the insomniac. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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The insomniac should keep better track of rooms than that. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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I haven't had a reason to claim to be the insomniac. Nothing's going on nearby me. And now that I've said I am, nothing's likely to happen anyways.
I thought about speaking up then, except I decided it was more likely you were the sherif, and you dropped that 'hint' to convince the mafia you were the insomniac so they would leave you alone (because if the pattern continued, you'd be next in line). The hint you gave was way too obvious, if you bother to keep track of the rooms. Except then in the previous post you just suddenly remembered the rules or something and spontaneously accused me. Yeah. ::Edit:: Oh, and just for technicalities' sake, I'm accusing Darkdata I guess. I didn't bother to reread your earlier post till now since other people have posted since then.(edited by Kejardon on 12-06-06 08:20 PM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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... what? Are you talking about this line?
If so, I think you misread it. That or you didn't look at the timestamps of the posts and edits. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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Fine, step by step explanation of that line.
Originally posted by Darkdata This is what I saw when I came in here. I replied, refreshed the page, and reread his post and my response, and was satisfied with it. Note this happened *before* his second edit. I came back later, and started reading after my last post, since I assumed nothing before that changed. I defended myself a few posts back. Then I went to glance through the topic to doublecheck stuff when I noticed Darkdata edited his post *again* after I had replied to it, with the line "also if you want to get technical Kejardon never officially accused me". Which is what my edit is in response to. ...I'm not the only one that thinks it's ironic Danielle is blaming me for not bothering to read posts, am I? |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| I can't compare it to other rom types, but I can give you a good bit of info about the SNES specifically.
Many SNES roms have a header. However, for most purposes, headers are useless. If you're planning to copy a rom onto a cartridge, you *might* require one... I don't know, I don't have a copier. For all the following notes, I'm assuming there is no header... if there is one, you just have to add $200 to all offsets.
There's no footer for SNES roms. The only required structure in an SNES rom is that there is special data at the end of the first bank. Depending on the rom type, this may be at 7FC0 ('LoRom', read in the game as 80:FFC0) or FFC0 ('HiRom', read in the game as C0:FFC0). You will definitely want to look into this part a bit. It determines a *lot* of stuff about the ROM, including: Size of the ROM, size of SRAM, name of the ROM, where to start the main program code, code to run at interrupts, code to run at software breaks, and more. ROMs are also split up into banks. Depending on the data at 7FC0/FFC0, you can have 32 kB banks (generally called 'LoRom') or 64 kB banks ('HiRom'). Most data can not cross banks, but if you call it correctly, some data can (such as music). ::edit:: Fixed the size of banks. Was stupidly thinking $8000 = 8 kB for a minute. ::/edit:: Other than that, the only way to figure out what's what is basically to emulate it (or to find patterns in the data). In other words, you can put code wherever you want, you can put graphics wherever you want, and you can put text wherever you want. You just need to call it correctly. Well, the only exception to that would be that your code has to start in the first bank. But it can go anywhere you want it to go from there. And I'm out of time for now. Off to class. ![]() (edited by Kejardon on 12-07-06 07:01 PM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Darkdata.
I bet that was predictable.
On a side note, my only babbling is this line:
Everything else I said was perfectly coherent. And seeing as I can't read your mind, I think that one line of babble is excusable. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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::edit:: Wee, Simu-post. And Math's post is far more informative than mine, of course. ::/edit::
huh. I never realized those 64 bytes were also called a header, though it makes perfect sense to do so.
Originally posted by Kejardon More specifically, at $FFFC in the first bank is a pointer to the first instruction of code (which will also be in the first bank). If you're going to make a game from scratch, you really need to look at the data at $FFC0, learn how it works, and decide what to put there to start with. You'll want to take a look at what HiRom and LoRom are as well. And AFAIK, just enable FastRom right off - there's no reason not to enable it (and now that I've said that someone will likely point out such a reason) Unfortunately, I don't know of a single good document/website to refer you to... I just go to google whenever there's some specific tidbit I need that I don't remember. ![]() (edited by Kejardon on 12-08-06 01:52 AM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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Originally posted by Rom ManicOriginally posted by Gideon Zhi What Gideon was saying (to me, because I said I didn't know) is that the cartridge header (the optional $200 bytes that may be at the start of the rom) is NOT used to copy a rom onto a cartridge. So yeah. Your rom file should be an *exact* multiple of $10000 bytes when you copy it to cartridge. Originally posted by Rom Manic There is nothing important at $FFB0 - $FFBF. The important part starts at $FFC0. Also, the name of the game is 21 ($15) bytes max, IIRC. Now, as for your 'jist of it'... let's try explaining banks again from scratch, to start with. The game is split up into banks. These may be 32 kB ($8000) or 64 kB ($10000) depending if it's LoRom or HiRom. These banks are *entirely* what the ROM is composed of - aside from the optional $200 header at the start, there is *nothing* else in a rom file. When you open it up in a hex-editor, all the data from 0 - $7FFF (or 0 - $FFFF) is the first bank, all the data from $8000 - $FFFF (or $10000 - $1FFFF) is the second bank, and so on. The last 64 bytes of the first bank hold the special data we've been talking about. The number of the banks DOES NOT start at 1, however (and for most purposes, not at 0, either). Instead, LoRom starts at $80 and HiRom starts at $C0. So, for LoRom, offsets $0 - $7FFF in a hex editor are actually $808000 - $80FFFF to the SNES, then $8000 - $FFFF are $818000 - $81FFFF. For HiRom, offsets $0 - $FFFF are $C00000 - $C0FFFF, and $110000 - $11FFFF are $D10000 - $D1FFFF. LoRom's ROM is only readable as $8000 - $FFFF in all the banks. $0 - $7FFF will call ram or cpu registers instead. I'm not an expert on memory mapping modes for the SNES though, so this is neither comprehensive (there are more options than just lorom and hirom, but those are by far the most common), and may not be completely correct. When the game needs an address, the most common address used is 2 bytes ($0000 - $FFFF). The game is told beforehand what bank to read in, either by the 'program bank' register or the 'data bank' register, depending if it's looking for code or for data. Occassionally, you'll want to use a 3 byte address instead ($000000 - $FFFFFF). This makes the game ignore the current program bank and data bank register. Now then, those addresses given in the data at $FFC0 will refer to the FIRST bank. Although, IIRC, it uses bank $00 (which will also read from the first bank for addresses $8000 - $FFFF). This is usually changed immediately to $80 or $C0, because the SNES can work with those bank numbers quicker than it can $00. Anomie's document can show all the mapping, though it's for all SNES mappings. http://www.romhacking.net/docs/memmap.txt A mapping of LoRom and HiRom might be more useful to you: http://www.romhacking.net/docs/snesmem.txt |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| ... fabio?
Now why are you saying to watch fabio? ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| I heard (and somewhat understood) the term several years ago, but only really learned how to work in hexadecimal and binary about 5 years ago when I started learning rom hacking. |
| Pages: 1 2 3 4 5 |
| Acmlm's Board - I3 Archive - - Posts by Kejardon |