Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
Acmlm's Board - I3 Archive - - Posts by MathOnNapkins |
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 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 |
User | Post | ||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
Um... well you've got lorom and hirom mixed up, the address scheme you described was hi-rom. As far as Genesis/ NES hacking goes, I really don't know. You'd have to look at available documentation to know for sure. And I'm 100% sure there is documentation for NES and 99% for Genesis. Roms aren't always good indicators of how the actual game is stored in memory. Try to figure out an NDS rom and you'll see what I mean. (The layout is at NDStech) (edited by MathOnNapkins on 01-23-06 12:03 AM) |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
I've pulled all nighters on a weekly basis for a whole semester. (once or twice a week). It was hell but I managed to pull through. I'm usually fine until about 10am. If you can break the 10am barrier you're good until about 6pm. Then it gets really interesting trying to stay awake (sans stimulants). I'm sure some people can stay up longer, but I'd have a real hard time handling it without stuff like coke or meth. (Which I have never done and will not do.)
I have heard the adderall/ritalin are quite effective though for staying up 2-5 days. |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
Well you could also try Sleuth, I don't know about it's stability across various platforms but it seems pretty well made. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
In the hands of the right girl it can be pretty sexy. It just depends. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
I strongly disagree. How many times have you seen a tool that was adequate, but lacked certain features you wanted? Or perhaps you wanted to know how to decode certain types of graphics or sounds. Without that you have to reinvent the wheel and waste hour upon hour when a competent person could be looking at source learning at least twice as fast how it works. This is especially true when someone makes a tool and then leaves the scene. They'd probably not be willing to add said features. Or even worse, what if it has some nasty bugs? Who's going to want to hack a binary .exe file to modify it via IDA Pro or whatever? Almost no one. Having to recode a whole new program is reinventing the wheel.
However, if the source is very hard to read, you might have to end up writing your own program anyways . Documentation is a nice alternative but it only goes so far. Other than the abstract fear that someone will take credit for your program (OHNOEZ), I don't see your point. It's only if they tried to sell software intended to be free without permission. But you don't really need source to do that. |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
Originally posted by GavinOriginally posted by BGNG Fucking ditto. It's bad enough doing all that hard work myself to document something and implement it. I don't want to make someone else waste time on stuff that took me a long time to do/figure out. BGNG, you have so far failed to state an example of anything extremely negative that would result from releasing source. We have the following things I'd like to respond to: 1. A person who has documentation and source code will look at it and say "Hmm. Okay. Now I know how it works" and walk away. So they leave the scene because of this? They stop programming altogether? I'm confused as to what you meant here. If someone just walks away then they weren't that dedicated anyway so who cares? 2. Source code cannot talk, but people can. That's what IRC/AIM/MSN/etc is for. Source code does talk, btw. It speaks volumes more than documentation. 3. Documentation on level editing, for example, means the hacking is already completed. For an experienced coder, yes. But for someone who is learning, definitely not so. If you know the machine code for your target console, but suck at Java or C++, etc, implementation can be a bitch. By giving working examples of how to implement certain types of editing you are both education them as romhackers and as programmers, should they take the time to look the code over. I strongly believe that keeping source closed hampers other hackers from learning how to do what they want to do. Again, the "wheel" is the documentation, not the source code. Think of it like a car... Okay back up. Forget about similes and metaphors. Take a program like Lunar Magic, or the Snes9x GSD build, or even Temporal Flux. Now tell me with a straight face that it would be easy to build a replica of such a program given sufficient documentation. I'll be waiting. |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
Offset? Also why is this special? Last I heard Kraid was in the PAL version of the game. Though... I do remember Jathys talking about Kraid graphics that were in 2bpp format a while ago. That seemed fairly odd, but this... can't help you with any offset. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
No, he's right. I just downloaded the rom, looked at it, and 1bpp didn't do the trick. I mean, obviously there is enough space in in a 2bpp tile for two 1bpp tiles. The particular graphic you showed a picture of is at $86360 for reference purposes. (The "a" in Japanese hiragana)
What you will have to do is write a program that will take the 2bpp encoded tiles and expand them into 1bpp tiles. Then after you edit them in a tile editor the program will have to reformat the tiles in the encoded manner and store them back into to the rom. This is by no means difficult and you should be able to find someone competent enough to do it, if you're not willing to do it yourself. The other option is to change how the game handles and loads the fonts via an asm hack, and that is likely way more technical than programming a quick app in C++ or VB. As for the commonality of this scheme, I really don't know, but it seems like a decent idea if you were starving for space in your rom. However, from a cursory glance of the rom in a hex editor, there appears to be ample free space, so I don't really understand why they chose to do that. |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
This is either as funny as the "jokes" about pi, or I just plain don't get it. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
It might not make sense, but I think it's the most commonly used extension for SNES roms, hence it takes on an extended meaning. *.bin is too generic for me. I'd prefer something like *.sfc (superfamicon) if I had to decide. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
The one major accident I've been in involved a dirt road and a steep hill. The driver apparently just blacked out while going down a hill. The hill had a sharp curve to the left at the bottom. The driver was autistic, so that may have been it. Or maybe he was crazy or suicidal, but whatever it was he just stopped steering. I wasn't exactly frightened, it was more of a "ohhhhhhh shit!!" feeling.
We were lucky b/c only one person was mildly injured. A large dirt pile stopped us from careening into the woods. I was in the back right seat and I remember seeing this huge, 3 feet across tree to the right of me as we zoomed into the pile. We just barely missed all these huge trees, and if we had hit one of those, we probably would have been shit out of luck. Omega: I don't know what to say other than that I know your friends would want you to be happy in spite of anything. I can't say I totally appreciate the circumstance b/c I've not lost anyone close to me who was of such a young age. Older, middle aged friends, yes. But I didn't grow up with them... |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
Hrm... I used epsxe back in the day when I actually emulated psx. But you're right it was plugin hell, especially when configuring across different games. Not to mention settings hell too. All of the plugins had all these settings that you basically had to guess what they did to make/break the game. Something like this would be a nice departure from that. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
I got grounded middle, which surprises me given I'm obsessed with Money. I even changed my question to the last answer to yes and it still gave me grounded middle. (I probably would give up a year of life to make 3 million dollars.) | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
If this is a factual report I'm going to go out on a limb and say that I think that the intent behind the DS redesign is to beef up the security against piracy via passmes and such. I mean, my brand new blue DS is probably going to require a passme2 as it is. I have no evidence as of yet, but this is my gut feeling. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
Was she fat too? B/c that would just be the icing on the cake.
Met a girl fitting all three of these criteria about a week ago. She ended up semi-raping my friend. |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
I decided to be a dick and several times loaded that guys's 1million digit page, delete it out of my cache, then reload it to fuck his bandwidth (~1MB per load). Anybody using the inertnet for such stupid shit deserves that kind of treatment. | |||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
It's apparent that people aren't willing to do work. They don't care about the "why" behind things; only the "what."
Stop generalizing about Rom-Hackers. I'm sure you aren't like this. I know I'm not. I know a lot of people who Romhack care about the "why". It's just you have a majority of people who don't. And that's fine with me, b/c those people will be forever limited in what they can accomplish. |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
No offense,but I think you'd probably get faster results just by attempting to write your own editor. Unless, of course, you have a great understanding of x86 assembly already. JEEZ I GUESS SOURCE CODE WOULD BE TEH HELPFUL EH?
Also, the 512 bytes at the beginning is just a copier header, I'm thinking. That doesn't mean it's a bad dump. |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
Hrm... well that sounds like it might work, after reading the description. And I should correct my previous statement. I meant that each 2bpp encoded tile should be split up into two 2bpp tiles , BUT are only limited to 2 colors instead of 4. I think the tile editors can't show these specific ones b/c the format is wrong. I mean, 1bpp/2bpp/4bpp only denote color depth. They don't actually denote how the bits are arranged to create the effect of an image.
If FEIDIAN can't do it the procedure would be something like this for SNES 2bpp graphics: A 2bpp tile is arranged in 2 byte chunks for each row. The first 2 byte chunk is for the top 8 pixel row. The second is for the next row down, and so on. So each 2bpp tile is 16 bytes long. Example: FF 00 | FF 00 | 00 FF | 00 FF | FF FF | 0F FF | F0 FF | 07 F7 Now let's say each 2 byte chunk is called XX YY. The bits of XX form the first part (1's place) of the color index for each pixel on the line, going from left to right. The bits of YY form the 2's place of the respective color index. So if you look at the last line in the above sequence (07 F7), the color indexes going from left to right are: {2, 2, 2, 2, 0, 3, 3, 3} You can put these bytes into a hex editor, save it as a file, then load up with YY-CHR and see that it is how I say. Okay, so to split it into two 2bpp tiles, we simply take one of the two byte chunks from each line and fill the other with zeroes. In our example the first 2bpp tile would be: FF 00 | FF 00 | 00 00 | 00 00 | FF 00 | 0F 00 | F0 00 | 07 00 The second 2bpp tile would be: 00 00 | 00 00 | FF 00 | FF 00 | FF 00 | FF 00 | FF 00 | F7 00 Notice how if you ignore the second byte of each chunk in these two new tiles, you can see how I got these. So... it would be convenient to make a program that does this split, then you edit in a tile editor the tiles the way you want them to be. Then have the same program recompress the tiles after you're done. I'm sure you can see how to pack them back together. EDIT: Tested the method out in TLP and it worked seamlessly. (edited by MathOnNapkins on 01-31-06 05:39 PM) (edited by MathOnNapkins on 01-31-06 05:45 PM) |
|||
MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6296 days Last view: 6296 days |
| ||
uh... I don't know if that's a Linux shell command or what... no idea really. But based on my best guess, I'm saying it's temporarily adding 512 bytes to your copy of the rom at runtime? If so, just take a hex editor and insert 512 "00" bytes at the start. Easy fix. |
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 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 |
Acmlm's Board - I3 Archive - - Posts by MathOnNapkins |