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05-24-24 02:07 AM
Acmlm's Board - I3 Archive - - Posts by HyperHacker
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HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-08-06 06:08 PM, in Red!? Link
Yeah, it's gone now. It's only supposed to show up in "zOMG PANIC" mode.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-08-06 06:13 PM, in I swpil[l[ed water onj my keyboard. Link
Jeez, you people need to be more careful. I haven't spilled anything on a keyboard yet. Simple trick: Don't hold your glass over the desk.

I hate those ergonomic keyboards too. I have a standard one (a very nice Compaq) and I can use it for hours just fine.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-08-06 06:15 PM, in Reverse Psychology. Link
Originally posted by asdf
Originally posted by Alastor the Stylish
That's not going to help, either, since the stupid people are just as capable of hitting us as we are of hitting them.


Which is what I've always been trying to explain to people who say that. Not to mention you could randomly hit people over the internet and disconnect your modem so they can't retaliate. Or worse, hit random people over the internet, and hold up a board with a lot of nails in it to your computer. When they attempt to retaliate...they'll be in a world of pain.

Well if you actually released such technology to the public, you deserve to be hit over the head.
(restricted)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-08-06 11:37 PM, in Red!? Link
Originally posted by Karadur
Interestingly enough, while in newreply.php (and possibly elsewhere), the Color Chart link at the top of the page points to "http://board.acmlm.org/newreply.php?id=reply number here" That could very well be a bug, but it's still strange, seeing as the error messages posted earlier in this thread both involved colors.php, as did the code that sent the old board to it's doom (look here if you don't know what I'm talking about). The only thing out of the ordinary with it from here is a missing close bracket (I can't remember the proper name right now), in this line: <.td class='tbl tdbg1 font center'.

It just links to the current page and fires some javascript on click, and it's not related to colors.php.
Side note: The javascript: protocol exists for a reason.


(edited by HyperMackerel on 05-08-06 10:38 PM)
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HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-10-06 01:22 AM, in CSS Positioning Link
It happened in your post.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-10-06 01:24 AM, in Computer Monitor as a TV screen Link
You can get a cable for the Gamecube for component video out, and with some hacking it can be made into an RGB out. You need a monitor that supports it, though. I think games will still display on it in normal resolution if they don't support it. PS2 I'm sure has the same feature but I don't know how you'd use it, since I just use an ordinary TV.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-10-06 01:28 AM, in NASA World Wind v1.3.4 Full Link
This sounds like spam and the user has already been banned for posting warez. The program he linked to appears to be open-source, but I'm going to close this anyway just in case.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-10-06 01:39 AM, in E3 2006! Link
Oh this is just too good. Sony's revolutionary (no pun intended) new ideas include:
  • A motion-sensitive controller
  • LEDs on the controller to show which player you are (look at the top)
  • A built-in hard drive
  • A full system and a cheaper "core" system

And to top it off, it costs $5-600. Excuse me a moment. *leaves room*
LMAO
*comes back in*

Also, WTF is with a built-in speaker on the Wii controller? What's it do?
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-10-06 01:47 AM, in Return to Yoshi's Island Link
...Super Paper Mario and... Yy-y-Yoshi's Island 2.......




Somebody pinch me. Now don't fuck this game up, guys, or I'll have to literally kick your asses.
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HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-10-06 11:38 PM, in Press the button Link
I moused over it to see what it did, and accidentally right-clicked it.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-11-06 12:07 AM, in Transferring memory between SNES cartridges Link
On a real SNES, couldn't you do it via cart swapping? Copy a routine into RAM, disable interrupts, and have the user switch cartridges. Just keep reading from the ROM area; if no cart is inserted you should probably get some odd pattern. (Just look for the game title or something that couldn't possibly come up on an open bus.) I'm not sure if the system allows this, though.

I would imagine, though, that any decent flash cart also allows for save files to be shuffled, so you could do it pretty much the same way as on an emulator, and if you built your own cart you should be able to come up with a solution.


(edited by HyperMackerel on 05-10-06 11:08 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6304 days
Last view: 6304 days
Posted on 05-11-06 12:46 AM, in An idea for ROM hacking Link
You're still missing the entire point.
Originally posted by Glyph Phoenix
Originally posted by HyperHacker
I don't see your point here. Limited tools? A tile editor, a text editor and an assembler are all the tools I need to make a Game Boy ROM. Limited graphic formats? Sure if you wanted super-high-resolution graphics, but the idea of a ROM-based interface is to use the same resolution, colours etc that games use, to make it feel like it's built right into the game.

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.

Yes it's for an emulator but (again) it's supposed to feel like part of the game. Also, what about those who run the game on their TV using a TV-out card? You can't just switch to a higher resolution there.



What, like a separate loop? That would just consume more CPU power and make it harder to keep everything synchronized. Especially if, for example, you want to support the console's real controllers plugged into a parallel port (even moreso on systems like N64 where you have accessories connected to the controller), synchronization is important for accurate emulation.

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.

If I wanted to change how my emulator handles input from the OS, I'd just go to the one place in the emulation loop responsible for this and change it there. If I then had an interface using this same input method, I'd either have to have a second instance of this code that needs to be changed, or put the input code in a separate function, adding unnecessary overhead to the loop.



If you want to use the existing screen-drawing functions, then you'd again need to have the emulation loop running. You then have the choice of drawing on a separate buffer not used by the ROM at all, which uses up more memory, or writing your graphics directly into emulated VRAM in which case it's already halfway to being ROM-based.

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?

Have you ever written an emulator? Screen drawing functions in an emulator are generally very complex, and to separate them from the emulation loop would be a major pain. Not to mention, altering them to allow for a high-resolution interface would require a ridiculous amount of changes. I don't know where you're getting this "running and interpreting a second ROM"; I already stated - and you replied - that the interface would only be displayed when no game is running.



...Wha? The ROM that's designed solely to act as an interface, not being designed for an interface? I'm afraid I can't find any meaning to this sentence.

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.

All ROM formats are designed to be a simple executable program that can be anything from a game to a calendar to the brain of a robot connected to the controller ports. Most types of games also have to display some form of menu already.


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.

I already posted the one line of code required to do this. I don't see how it'd be at all uncomfortable.



Originally posted by Glyph Phoenix
and requiring heavy modifications to the emulator in order to interpret it as such.

Adding this functionality would be trivial, as I've already mentioned a few times.

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.

A switch statement or two and some reads/writes of unused emulated I/O ports. Seems easy enough to me.



Again, the point is to use the same resolution and colours as the original system.

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.

Only really old systems would need any palette-changing method, and it'd still be easy enough to do. Select a colour, adjust some RGB sliders to change it. Menus get cramped on the GB because games add fancy borders and keep them in small windows. The screen resolution is 20x18 tiles, which means the simplest type of menu can fit 18 options with up to 19 characters each on the screen. With some more tweaking, you could use a smaller font (not 8x8) and fit more options on the screen. That's at a resolution of 160x144.



If I can write one line of code to allow a ROM to do something, and 10-15 to allow a standard or built-in interface to do the same, it's pretty clear which is the better option. Compare:
if(ROMFlags & RF_INTERFACE) IO[2] = (GetKeyState(IO[1]) & 0x8000) ? 1 : 0;
versus
case WM_KEYDOWN:
if(ProgramMode == PM_INTERFACE)
{
if(wParam == VK_UP) InterfaceMenuPos[InterfaceMenu]--;
else if(wParam == VK_DOWN) InterfaceMenuPos[InterfaceMenu]++;
else if(wParam == VK_SPACE)
{
InterfaceMenu = InterfaceMenuTarget[InterfaceMenu][InterfaceMenuPos];
InterfaceMenuPos = 0;
}
if(InterfaceMenuPos >= InterfaceMenuMax) InterfaceMenuPos = 0;
else if(InterfaceMenuPos < 0) InterfaceMenuPos = InterfaceMenuMax - 1;
}
else
//Normal emulation-related keystroke handling here
break;

Not including the additional code you'd need for mouse movements, joystick input, actually drawing the menu, the menu definitions themselves, and special cases for the menu options that don't just lead to another menu.

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.

See that second-last line? That's where the existing key handling code would be. The rest is code that would have to be added specifically for a built-in interface.


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.

So I'm guessing the answer to my earlier question is no, you've never written an emulator. To have a built-in interface with a higher resolution and more colours like you keep going on about, you would have to:
  • Modify the screen-drawing functions to draw in a higher resolution and with more colours, and from an alternate source
  • Enlarge the emulation window, and change screen resolutions in full-screen mode
  • Add a second input handler
  • Rewrite large portions of the emulation loop so that you can exit the loop and re-enter it again later without changing any of the emulated system states
  • Add functions to draw the interface, detect clicks, respond to keypresses depending what control has focus, etc etc

For a very basic interface that does nothing aside from choosing a ROM to load, this could add up to several hundred lines you need to change. (Just drawing the interface could easily add up to 3-400; I've done it before.)

To have a ROM-based interface, you would have to:
  • Modify one or two parts (depending how complex you want it) of the emulation loop to read from an unused I/O port, use the value as an index in a switch statement, and write things into other unused I/O ports, if a certain flag is set.
  • Modify the ROM loading code to set that flag if the ROM being loaded has a certain filename or is being loaded from a resource within the EXE.

For a very basic interface that does nothing aside from choosing a ROM to load, this could add up to about 20 lines you need to add/change.
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Acmlm's Board - I3 Archive - - Posts by HyperHacker


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