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| Acmlm's Board - I3 Archive - - Posts by Glyphodon |
| 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 |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by HyperHacker How would making your own interface using limited tools and limited graphic formats in a ROM--which you would specifically have to build support for--be easier than simply putting an interface directly into the emulator?
You wouldn't have to put joystick support in an emulation-only loop. A system organized like so doesn't seem like a good idea at all, really. I'd consider a separate code section for input that tosses values to code that tells the game what buttons are pressed to be a more elegant solution.
Fair enough.
Just stop assuming Windows altogether. Whatever you're programming in, anyway, it should be easier to put in a couple of code pieces in already existant screendrawing functions to make an interface than to write an entirely new ROM and supporting functions for it.
That's not true. It's a matter of the ROM not being designed for interfaces and requiring heavy modifications to the emulator in order to interpret it as such. If you ever wanted improved resolution, additional colors (or colors at all), any integration with any sort of application, or basically any features common to operating systems today but not to ROMs you'd have to do some serious rehauling or, more likely, give it up and go for a more traditional interface.
The more ROM systems that are overwritten, the more work involved and the more bugs to catch. It's just not rational to override regular emulation so a single limited, emulated ROM image can serve as an interface when much better options are present.
How are those hypocritical ad hominem attacks working out for you? I am having a fine time sticking to the issue. Thank you for asking. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by HyperHacker It's not built into the game, though. It'd be for an emulator, which has a wide array of advantages--the higher resolution being only one of them--that would be tossed away in favor of an interface stuck to a ROM.
Separating the input read through the OS or whatever you use to gather input from the rest of the emulation loop is not only valid; it's smart when you might want to choose a different way to gather input down the line or code the emulator to run on different platforms.
Again, separating the input and screen drawing functions from the direct emulation loop is going to help out in the long run anyway. Do you really think running and interpreting a second ROM will take up LESS memory than a simple buffer?
Most ROM formats weren't designed with interfaces in mind. The SNES, GBA, NES, and a great deal of other ROM formats were never designed to be used as interfaces. And while there are some ROMs designed to be used as BIOS (Neo Geo has a BIOS, I think), those were designed back when we didn't have speedup or manipulatable display or the things we have now and just aren't as valid today as they were then. Speaking of speedup keys, can you imagine writing a ROM interface that accesses more keyboard input than a regular ROM? That'd be uncomfortable. And you'd have to do it in order to put a button mapping system in the ROM interface. Originally posted by Glyph Phoenix It wouldn't be, though. Manipulating a loop designed for emulation to add setting-changing support would involve sticking lots of code where it doesn't belong and just misusing the ROM in general.
Agreed.
More resolution can mean you can fit in more menus. Menus can get cramped in a GB even when you have much more space available. As for colors, I'd sure like to be able to see more of them if ever this ROM interface were to support changing the palette.
This is complete bunk. Key handling code already exists if you've written a decent emulator, and the other features are just a common courtesy that, if desired, would have to be coded whether making a ROM-type interface or not. Let me simplify this: A built-in interface can have access to whatever you code for the emulator, and coding access to features for it should be as simple as passing a few variables to it and tossing a few to the screen functions. On the other hand, a ROM has only access to what regular ROMs do and whatever expansion features are coded in. In this case, expansion features would be incompatible emulator features introduced for a single rom. Do you see why the latter isn't a good idea yet? (edited by Glyph Phoenix on 05-07-06 06:59 AM) (edited by Glyph Phoenix on 05-07-06 07:02 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| The ugly red outline around everything now hurts my eyes. Now my eyes are broken.
I bet the red outlines are for some sort of event, but they still suck. Whether they're a result of Opera's crazy tendency to do things to style sheets when I hit certain keys or those questionable cold cuts I just had which might be giving me hallucinations, I'd really like them to not be here anymore. Of course, if it was either of those things I guess there's not much you can do. Except stop poisoning my damn lunchmeat. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Even though SMRPG's battle system was much closer to FF's, which you hated, and didn't allow things like moving around the battlefield or acting without any sort of MP, you liked its battle system but not Live a Live's.
Riiiight. SMRPG gets bonus points for a complete removal of random battles while Live a Live had only a partial removal, but SMRPG was just a lot more linear and less varied than LaL both in its battle system and overall. (edited by Glyph Phoenix on 05-08-06 11:09 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Alastor the Stylish You went too far with that first comment and without sufficient explanation. Let me say that, but infinitely better. Ice worlds have a legacy of awesome. I really liked SMB3's ice world like where you had the munchers or the fortress or, well, lots of stuff. I also liked the ice worlds from SM64. In addition, Ice worlds are a bit underrepresented in SMW compared to the other common worlds. At least, I think they were at one point. I don't keep up with the times. That fact would have much to do with most hacks today being awful. Kyouji's right about the ice physics. Mario's physics is one of the big things that makes me dislike SMW, along with the lack of good enemies and the horrible saving/revisit/powerup/1up inbalance. If you do make an ice world, stay away from that 'slippery' switch. It's just not cool. The physics engine should seem simple enough to tweak. I think I'll get right on making that not suck with a nifty patch. That is, assuming my extreme unreliability doesn't get it in the way. It usually does, you know. Back on topic, doing something new tends to be much better than a reused idea like Ice unless this new idea is something utterly terrible like a bloody level or an intentionally glitched level. (Both of those unfortunately are no longer new.) (edited by Glyph Phoenix on 05-09-06 06:56 AM) (edited by Glyph Phoenix on 05-09-06 06:57 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I think it's a step in the right direction. Anything that manages to rid the board, even temporarily, of certain such people but not lots of good people like Kyouji or BMF or someone in that vein of stupid-lacking thought can't be all bad.
There are people truly curious who would click it and there are actual browser or keyboard-related accidents. I myself have clicked "Ban me" buttons in the past becuaes I was honestly curious about what would happen, and that was fine since no button has ever actually banned me. There are some idiots it didn't catch, too. These methods should be refined. New and more accurate idiot catch-alls should be deployed. I see this as nothing more or less than a brick in the road to an idiot-free tomorrow. Keep at it. (edited by Glyph Phoenix on 05-10-06 10:09 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| On second thought, any system which which would leave out Magikoopa Myster isn't worth its weight in beans, let alone brick of future tomorrow and so forth. If it can't hit the big targets...
I've had enough of things. I think it's time for some self-imposed exile. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I was going to make a patch that overhauled the powerup system and gave Mario 4 different powerups to choose from every so often, all equally balanced. I'd give Small Mario agility so he could spin jump off enemies and tread in air at high speed and Cape Mario fireballs in addition so he would be the ultimate weak enemy annihilator and Fire Mario something I hadn't yet thought of and I tried to give Big Mario easier to control physics but hadn't figured out how to do that yet.
But I don't know anymore. I've already done some things like mapped fireballs to Y and given them to Cape Mario and enabled spin jumping purely for Small Mario, but I'm really getting tired of things like the existing powerup system getting in the way. I'm really getting tired of things in general. Does anybody really care about this? Does anybody have any better ideas? I could really use some of those better ideas for SMW balance right now because most of my current ideas aren't that great and end up incomplete. Here's the patch I've got so far. It does some... things including what I've mentioned in the previous paragraph. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Advanced SMW hacking, which I kinda liked, didn't work out so well. Then it turned into ROM hacking where it split posts between both ROM and SMW and it got messier and considerably more annoying. Now it's gone and the posts are back in their rightful forums. Good job.
Yeah, there's shinyness abound here. Makes me want to not be here less. Good job again. (edited by Glyph Phoenix on 05-22-06 12:41 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| The rope box was great because it was small and novel. You toy with it and be done with it or whatever. It was simple and easy and for some reason the one-linedness of it only helped it to be cool. I'd like to see previously written messages auto-recorded maybe, but besides that I wouldn't change a thing.
I think a forum for SMW Central would be a terrible idea. This is a forum. People actually come here and actually stick around. Take a look at the current SMW hacking offshoot forums: they all suck. What would a SMW Central forum have that this SMW hacking forum hasn't? Edit: What's the deal with not being able to edit the ROM/RAM address pages? That would be convienient, I guess. (edited by Glyph Phoenix on 05-23-06 01:15 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| These are clearly terrible screenshots. The clash between fancy textured graphics and your graphics is unbearable. Also, water does not trickle straight down a near flat mountain and it looks ridiculous. The screenshots after that are still terrible, but better.
Now, what Cruel Justice said might be a good idea if you wanted to work your way up to fancier textured graphics. However, on your way you would almost undoubtably create many monsterous graphics on your way and show them to us before you grasped exactly what textures and shades are appropriate and which are butt-ugly. There's an alternate route. Your second foreground appeals to me. People have tried to use fewer colors, ugly NES rips, and grayscale to create a special style and failed, but I think your way just might work. The simple rounded style may be used to great effect if you keep those basic shapes and use them throughout the hack. Detail detracts from the effect and will unbalance things; avoid detail at all costs when going with a simpler style. Also, the lack of fancy graphics may help you and the players to focus on things like level design which are far more important than graphics ever were. That doesn't mean you are excused from making stupid mistakes like aligning those support poles on the dock poorly. There are fewer mistakes to make in a hack with simple graphics but they're still there and as glaring as ever. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| That's not true, asdf. If one is making a rather large hack with prerendered graphics or levels with lots of custom blocks, it's entirely possible to run out of map16 space. BMF was having some trouble with that, IIRC.
I personally think lots of you guys need to learn to organize. There's not enough flipping, reuse of tiles for multiple themes, and block placement in SMW hacks these days. Asymmetry is overrated, yo. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Easy stuff, Alastor. First you need a custom block that does something like...
A9 0A 85 71 60 A block like that might do exactly what you want. If not, you could try starting with that block and then putting a teleport block in Mario's way. If that still doesn't work, you could try putting in one of a couple of code strings to make the custom block disappear after it's been touched. If that still doesn't work you could try Counter Break Y which I made to prevent all Yoshi crossover. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I agree with what Xkeeper said, even if it turns out to be sarcasm. I despised the Gamecube and the DS and won't be getting any more Nintendo systems unless they totally clean up their act. People seem to have really liked the Gamecube as much or more than the PS2 and XBOX, so I can hardly fathom how bad they must be. (I got a little taste when I played most of my friend's PS2 games and didn't like of them.)
And now they're coming out with faster, more powerful systems? It's so wildly unnecessary-- the graphical improvements are getting harder to detect and the gameplay is getting worse. Did anyone see the trailer for the new Sonic game where each blade of grass is rendered separately? Who the fuck needs to see each blade of grass? |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Stifu Funny and accurate. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| SMW Hacking under crap, huh?
I don't know how to feel. On one hand, nearly EVERYTHING on the front page but the stickies is crap. Peter AC's new hack thread stands out, but that's only because it was bumped by a n00b. The thing is, though, I'm a SMW hacker. I want to do awesome things with Super Mario World, and I think I'm getting closer. I already put an HP system in and a powerup switch system then deleted them because I didn't think they were good enough. (Alastor played them both, though.) Then there are people like BMF and Alastor who have made better hacks than I who deserve a decent forum too. Where's our damn forum? Crap, that's where. I'd totally love to moderate that forum. I think I have the free time, disdain for the n00bs even though "we were all one once", and the semi-decent judgement to help pull that forum out of its downward spiral. That or an idea that doesn't involve giving angry strangers power. But until there's one out there, consider it. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Somebody should really fix that. I've got some generator experience from when I made PalEnemy, and I'd love to put in a way to change the generator based on an extra value, but I simply can't think of a value.
For some reason, querying the Map16 low bytes doesn't seem to work for me. In addition, then part of the Map16 would have to be nonsense or whatever the code demands. Pallette-based ASM isn't good because it requires annoying palette tinkering (and have to be the same for the whole level), and Custom blocks mean more map16 space taken up and something has to hit them before they work, limiting them a bit. LevelASM requires hex editing, and not once but for every level you want something to happen in. I'd like to think there's a better, LM-compatible way. Also, I'd like to see a generator that generates a sprite and knows not to generate another one until it has been destroyed, knocked off screen, etc. Wouldn't that be wonderful for all kinds of things like P-Switches? If anybody has any ideas or ever needs help with something like that, I'd love to hear about it. (edited by Glyph Phoenix on 05-25-06 04:07 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| You're just the kind of person who brought the forum to crap. You are clueless and prone to excessive capital letters and exclamation points. Your hack is terrible. You ask for things and give nothing in return. You ask for help in areas that already have clear information. You have a name that is irritating to read or write. You are what is wrong with this forum.
Now you want to remind everybody else of the rules outlined at the top of the page twice in Rules of this Forum and Useful Advice/Links. Well done, Magic Vampire Joe. Well done. Edit: Blast, I took too long gathering links... I was beaten to the punch, several times. (edited by Glyph Phoenix on 05-25-06 04:37 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Maybe this should be stickied. It'd be like that scene in Pirates of the Caribbean where they have that pirate skeleton hanging by the port to ward off pirates. | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| It's not just that it's under that category...
It's that the category is accurate. |
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| Acmlm's Board - I3 Archive - - Posts by Glyphodon |