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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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Okay, did it occur to anybody that comments like
Originally posted by cpubasic13 and Originally posted by Blue Warrior are really inappropriate as well? Yes, that forum has serious problems. But grow up. I didn't post this the first time because I quite simply wasn't paying attention. (edited by Glyph Phoenix on 04-30-06 11:00 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| There's a massively good chance that it's on your end and because you aren't patching the right thing. Make sure you have a good 0x200 byte headered Super Mario World US rom. | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| There's already a way for two emulators to communicate with each other. It's called zbattle.net.
ZSNES and SNES9x both have forms of netplay. That's SNES multiplayer like it's supposed to be used, through the 1 and 2 player ports. No incompatibilities are introduced and you can use the feature along with many existing SNES games. That's how it's done: make a feature that will be widely used, tested, and enjoyed. Don't make a feature for a couple of homebrew games that won't work in other emulators. Basically, I think Disch had it about right: Originally posted by Disch I wish Solar Soundtrack were here. It could put an end to this madness. Oh, and on a side note, BMF, if you ever decided to start a project written in C or whatever with only 3/4 the detail of SMO, it would be still be awesome. (I'd say half, but that's really pushing it.) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Chocodes 1 and 2 have sucky palettes. Sickly green was fine at first, but now it's just ridiculous. USE NEW PALETTES. I don't care whether you use custom palettes, use another regular palette slot, or what, but that's too much puke green, dammit! | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| That's a great post. People should quote that the next time a newbie comes in with a topic like this. I might. | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Why does no one mention the tile errors? Look at the tile errors... There's rarely any transition, and especially in the forest shot where the mist juts in and out. That'd be the worst part, IMO.
And gah, people are right about Mario violence. The Banzai Bill looks terrible especially because the blood not only has no shading but it is splattered in an awful, ugly fashion. No, not ugly like Doom. Ugly like MS Paint sprite comics. If anything, there should be a hack about people like you who mess up Super Mario World and how Mario is out for revenge on your sorry asses. And Ghost, if you really care about hacks that Alastor made that are special... check out Mario's return. Now that's a decent hack. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Hyperhacker, I believe you're thinking of RAM bank 7F. Why would Super Mario's monstrocity of an overworld be loaded into limited SRAM? If the overworld is loaded into SRAM, why would it have to prompt players to save their game? It wouldn't make any sense.
I've done quite a bit of consideration and pages worth of post I won't include because of irrelevance, and I'd say doing any sort of memory allocation with an already assembled ROM just isn't a good idea. Here's why: The most practical course of action is to make a hack that uses any memory it wants and to modify the patch as problems show up. Basically, the best change we should make to our current memory practices is no change. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Disruptive Idiot No, no, the Arrogant Jerk class is far better than the Legoman class. The learning bonus is more than negated by the fact that the Arrogant Jerk class learns the ability Common Sense early in the game. Alastor doesn't have mad skillz of any sort I know, he merely keeps abusing that technique until he gets a decent hack or post out of it. On a more relevent note, those screenshots are so horrible it's utter blasphemy to call them godlike in relation to anything. This hack is a disaster and just because it's not wirtual man doesn't mean it shouldn't be labeled as such. There's a reason why there was a thread titled "SMAS rips do not make your hack look pretty" stickied earlier! Does it occur to anyone else that forcing you to grab a mushroom so you can walk across spikes invulnerable is a terrible idea? Did I miss the memo where substituting a wooden block for an edge tile is okay? Do I alone notice that where the spotlight tiles should be lie garbled tiles or Big Boo's Eyes? Am I the only one who has a problem with misaligned and stretched checkerboard tiles, paths that stop short before ponds, and backwards question mark blocks? If you answer all these questions with an affirmative, you are a monster who seeks to stamp out all that is just. Or you are suffering from some sort of brain disease. I don't know. (edited by Glyph Phoenix on 05-03-06 02:48 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Any game where you walk through a medival area and fight a parrot with a fish or light a candle through tossing a smaller candle and fight a fox with a plunger is okay by me.
I could never stand the way you got like 5 HP for a boss but were one-hit KO'd anytime else, though. It just seemed so arbitrary. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I rather disagree with all your exceptions, HH.
The first group seems to encompass extra hardware features. My beef isn't just with roms becoming unusable on their original system, but with other emulators. Compatiblity over platforms and emulators = win. But since emulation entails emulating features made by fans as well, I guess this might count. Though building new features for an ancient system is impractical to the highest degree, it'd still be cool. The second feature group, debugging, is largely unrelated to the issue. The problem is adding things to ROMs that cause incompatiblities and can't be run on the original system. Debugging tools aren't ROM features, they're emulator features. Emulators should be able to do whatever the hell they want; extra graphical effects, fancy quality sound, what-have-you as long as the ROMs pretty much stay the same. It's when the ROMs start changing to support the emulators when things get really messy. Your third group, system-specific interface tools and such, doesn't make much sense. It would be a lot harder to make a rom that the system uses as a plugin or interface than to actually write an interface or plugin system and build it directly into the emulator. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by HyperMackerel The reason you're warned against editing the overworld in LM and load an existing save file is because the exit directions and events are saved. Check the size of the .srm file that your emulator creates. Can you load the entire overworld into that space three separate times? [Edit: I see your point involving the allocation, but I doubt memory management systems would be any more compatible with different hacks than the original hacks they were designed to placate.] (edited by Glyph Phoenix on 05-04-06 09:09 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 HyperHacker If you're trying to get rid of bugs, your ROM probably shouldn't have extra RAM or a second display screen handy when you're debugging but not when it's playing, especially if you wanted people to help debug without having to use your special emulator. Originally posted by HyperHacker Please tell me you're joking. That would be more work. Your points about joysticks and such don't hold any weight-- the emulator already has joystick access if it's emulating with one, obviously. It has better joystick access, in fact, because it can know things like whether extra buttons are pressed and the exact joystick position instead of left, right, up, down, A, B, X, Y, et cetera. Even if you wanted to create a SNES style interface, it would be a bad idea to store it in a ROM because you'd be limited in what you can do and what you can do in the future without scrapping the old system. It would also be a security risk. Every time I download a hard-to-find rom from some shitty site I am thankful there's no chance a corrupted rom can possibly do more than cause a crash. If my emulator is good enough, it shouldn't even be able to crash. Not so if it were possible to corrupt my interface via a ROM. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Skreename Because they're ugly? And ugly is... bad? |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| That fireball system doesn't look balanced to me. They can still be flung around without thinking once you've gathered a few coins, and they're still utterly useless in castles. But that's a problem for the ages. | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Decompressing all that information certainly would certainly take more time than simply loading the information straight from ROM. In addition, no valid compression I know could be capable of taking both the 8 x 8 and 16 x 16 layer and forcing it into that save file three times.
Originally posted by HyperHacker You made a specific statement that made no sense and following supporting statements in later posts even after your original point had been shot down. Does the lack of the word 'sure' in your post make this acceptable behavior? |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| If you have written an emulator with joystick and screen support, the emulator will have joystick and screen support. Are you still with me?
You seem to think that it is wrong to simply take those features and write functions in whatever language the emulator is written in to create an interface. Instead, you seem to believe it is better to create an entirely new ROM and coding complex systems to communicate from ROM to emulator. That is where you seem to have gotten lost. You would think I needn't mention that a built-in interface could directly access the mouse, keyboard, and other features without coding an in-between. Apparently I do, because you still don't understand why a ROM interface isn't a good idea. Also, not once did I mention the Windows interface. In fact, I specifically mentioned that even for system-style interfaces there are significant advantages to building it into the emulator or using a plugin or skin rather than a ROM. Do I have to go over it again or do you understand now? |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Live A Live is a Squaresoft SNES game translated by good ol' Gideon Zhi and some other people. You should be able to find the ROM some place rather easily but as per the usual rules you must find it yourself.
It's probably the most fun I've ever had with a Square game. This isn't saying much because I think Square games tend to have boring dungeons, battle systems, and plotlines and be terribly overrated overall. But I did quite like SMRPG, and yet I still consider this game superior. You can be a cowboy in a cliched western that's still interesting translated into an RPG, a caveman whose vocabulary ranges from zero to one word, and play as a kid seeking to fight evil with the ancient robot Buriki Daioh. That's just three of the 9 total scenarios you can play through, two of which are unlockable. The battle system too is a cut above the usual crap; you can move around a board and use a bit more strategy to beat your varied opponents. The great thing is that you know where you stand in this game. Square seemed to know that it was using old cliches and it never tried to hide that fact. The scenarios are filled with parodies and references to whichever genre you're playing. It gets better, though, because Square didn't just take a bunch of cliches and hammer them together. Twists and turns and gameplay elements you'd never find in other Square RPGs appear and make this game a real gem. Even Kyouji Craw/Alastor, who didn't even like Super Mario RPG, likes this game. Why this game isn't more popular is a mystery to me. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| That's BS, Alastor. I dislike Pipe World too, but Ice World had some really rocking levels and Bowser's world was okay, 5, 4, 3 were cool, 2 had the Sun and a couple other neat tricks, and 1 was really the most boring level. Not that I didn't think 1 was appropriate for what it was, an opening world, but your theory just doesn't make sense.
You've got a bad memory, man. Just because that one building made out of ice cubes where you had to fly was bad doesn't mean ones with ice munchers and others weren't great. Oh, and these shots are overrated. I agree with AtS in that while I see nothing particularily bad in them, there's nothing at all that makes me think of originality or, what's the word... fun? If you put cool things in the enemy-less Mushroom castle levels, that might change, but areas designed merely to look nice have never been and never will be fun. (edited by Glyph Phoenix on 05-05-06 11:44 PM) (edited by Glyph Phoenix on 05-05-06 11:46 PM) (edited by Glyph Phoenix on 05-05-06 11:47 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| You made a post about decompressing to SRAM once that didn't make sense, then later you supported it by bringing up the kidnapping message. Then you tried to weasel out of what you said by saying you weren't sure and again bringing up something irrelevant, this time compression.
That is not cool. |
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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 Considering all the rational points you haven't made, I'll take my chances. Originally posted by HyperHacker Which doesn't make any sense. I said it wouldn't be easier and you can navigate the interface with a joystick easily without using a ROM. Originally posted by HyperHacker Is it so difficult to set a simple variable within the poll if the interface is active? Also, if you wanted to use the ROM interface while a game is running, you'd have to add support for loading two ROMs at once. Whether programming support for this would be easy or trival is hard to tell at this point, however.
Good job. Now find the post where I mentioned making an interface for a Windows program.
Originally posted by HyperHacker Ah, yes, "Not if you do it right". How thoughtful and informative that sentence was! Care to elaborate? Originally posted by HyperHacker I'll stick with the things that you have said, thank you. |
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| Acmlm's Board - I3 Archive - - Posts by Glyphodon |