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05-16-24 12:46 AM
Acmlm's Board - I3 Archive - - Posts by MathOnNapkins
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MathOnNapkins

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Since: 11-18-05

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Posted on 08-20-06 07:03 PM, in SNES9x Link
I was doing a ram test and it exhibited the same behavior... I just installed new RAM so I think this is possibly the culprit. Gonna swap out the old ram when I get home to see if that's the case.

HH: While possible the gfx card is more or less new Geforce 4400MX

edit:

I didn't realize this... but the ram I bought was DDR 400 mhz. though my mobo only supports up to 333 mhz. Odd how it could work for hours though and only an application or two would fuzz up with it. oh well. problem solved. Put in old 266 mhz ram and will have to go hunting for some 333 mhz expansion ram .


(edited by MathOnNapkins on 08-21-06 04:19 AM)
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-21-06 02:08 AM, in ePSXe problem (Chrono Cross) Link
Looks like it hit a processor instruction that isn't implemented in epsxe... or maybe it was badly emulated and jumped somewhere that wasn't code and hence caused an exception.

I've played many other Squaresoft RPGs on epsxe but CC was always the buggiest to play :p.
MathOnNapkins

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Since: 11-18-05

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Posted on 08-21-06 02:11 AM, in Zelda Twilight Realm Link
Lol I knew that had to have been copied. Looked way too familiar.
MathOnNapkins

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Since: 11-18-05

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Posted on 08-21-06 07:29 AM, in zztman Link
He didn't mispell a single word. His attitude is good. Got my vote.
MathOnNapkins

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Since: 11-18-05

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Posted on 08-22-06 05:50 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
The last time I designed a time interface, it did a check:

basically, LDA $10. Check if it's value is #$09 or #$07. If it is, increment the timer variable. Otherwise you don't. If you know anything about this game you'd see why.
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-22-06 09:29 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
Whenever a text message is brought up, or some event happens, most of the time it is a mode change (change in the state of variable $7E0010). There are some exceptions but not enough to really do further checking. #$0E for example, is text mode, as well as map mode. #$07 and #$09 are dungeon and overworld modes respectively. #$0B is the mode that occurs when you are in a special overworld area, such as the mastersword's hiding place, or zora falls. I forgot to mention that one.
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 05:31 AM, in Which would win a fight? Link
*continues to shoot repeatedly*
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 05:35 AM, in Ouch, my awesome Link
I thought you were in school.... why work so much?

Anyways, I have been doing something like that for 3 months now (65 hours a week or so) and yeah it had started to wear on me a bit. Luckily I've been moved around a bit lately and am now working closer to 50 hours. I'm on a salary so no overtime .


(edited by MathOnNapkins on 08-23-06 04:37 AM)
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 01:13 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
It's not a palette switch . It's a feature of the snes hardware where you can add a "fixed color" to any number of layers - you can select which ones. i.e. obj layer, BGs 0 through 3, and the "backdrop" which is the first color entry in cgram.

http://www.romhacking.net/docs/regs.txt for more info. Anomie is the shit.
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 02:23 PM, in Guilt Link
He pulled it from the giant ass of all knowingness.
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 03:07 PM, in Post your schedules! Link
1. Work
2. Sleep
3. Jackshit
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 03:14 PM, in Question About a SNES Emulator Function Link
even better, it lets you output to .mp3 files too.. so you don't waste assloads of hard disk space.
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 04:26 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
What do you mean by "layer effect"? If you mean the rain or clouds, you can only have one or the other: subscreen add/sub, or fixed color add/sub. you can't get around this.
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 08:24 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
since the rain covers up the rest of the screen but is only being added or half added, you'll want to modify the palettes of the tiles of each BG you want to change. obviously this would exclude BG2 which is the status screen, etc. To make sure the palette data (CGRAM) is updated in the PPU every frame, make sure to set the variable $7E0015 to 1 every frame. This is one of the graphics flags mentioned in my docs but I didn't really release much info on them yet. The otherf flags do other things like update the screen (edit: by update the screen I meant actually change the graphics, not just palettes)

The data that would be blitted into CGRAM every frame is stored starting at $7EC500 and is $200 bytes long. I'd need to look into a way of knowing which palette entry corresponds to which BG. *update* Pretty much I'd say if you stay away from $7EC500 to $7EC53F you should be fine. Those are the two palettes BG2 uses. Everything else is the remaining BGs and the sprite layer (sprite layer is $7EC600 and beyond, whereas the BGs palettes are before that.) I consulted this for some of that info:

http://qwertie.netfirms.com/attic/snesemu/qsnesdoc.html

Also a very good read but a bit outdated, missing some info. Much easier to read than most docs.


(edited by MathOnNapkins on 08-23-06 07:25 PM)
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-23-06 08:55 PM, in Perpetual Motion Link
I'd like to remind everyone that the "laws" of physics are only what we have observed. Although they are heavily researched and tested, they are not laws. They are theories with lots of evidence. I think the fact that there is no unified theory of physics tells us that we have a lot to learn. I think rules are meant to be broken, but with our current knowledge you're not going to build a perpetual motion thingy.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6296 days
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Posted on 08-24-06 08:41 PM, in Zelda3 - Time + Day/Night system (IPS included) Link
From just randomly messing around, it seemed to me that color subtraction worked a lot better than color addition for producing that night effect. However, it's all relative to that particular setup, I'm not saying one is better than the other for any given scenario, it depends on the colors you are using in the first place.
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-25-06 12:21 AM, in Ack, I'm disappointed in Sudoku Gridmaster Link
I'd just like to bump this thread to say that the hand writing recognition could use a little work. Their recognition of numbers is more or less opposite of how I write numbers. E.g. if I do a clockwise rotation on the loop of a '9' it will recognize it as a 3. But if I do a counter clockwise rotation it will recognize it as a 9. Writing out a 5 requires two strokes for me (for this game to accept it as a five), I don't know about you. I can get the exact shape of it correctly in one stroke and it will still say it's a 3 or a 2 for some reason. I have a feeling the recognition was written for right handed people .
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-25-06 05:23 AM, in Control Tatrion's custom title contest! Link
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-25-06 05:56 AM, in thinking about getting a gaming PC... Link
Originally posted by Sukasa +
Maybe. I don't worry too much about latest stuff really... my Pentium 200Mhz and Win98SE are all I need.


Are you serious? I had a setup just like that and at a near minimum install it barely would emulate NES games, let alone SNES, and I know you do that. If it was a Pentium II at 200Mhz it would be slightly more believeable but Pentium I?
MathOnNapkins

1100

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Since: 11-18-05

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Posted on 08-25-06 06:08 AM, in Control Tatrion's custom title contest! Link
If you get any more negative you'll underflow and become a happy congenial individual.
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Acmlm's Board - I3 Archive - - Posts by MathOnNapkins


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