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04-23-23 07:21 PM
Acmlm's Board - I3 Archive - - Posts by calcwatch
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calcwatch
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Since: 11-19-05
From: Silicon Valley

Last post: 6102 days
Last view: 5908 days
Posted on 01-14-06 05:33 PM, in Mess up Morton and Roy's walls (SMW) Link
Originally posted by spel werdz rite
Calculation:

As for finding out how many digits that is, when you take 2^n it will increase one more decimal every three or four times. 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384
It increases in that pattern for a while, that basically boils down to 3.33 times to increase a digit. (it's not exact, but it's close)
So to find the number of digits, it would be 1048576/3.33=314572.8 which rounds up to 314,573 digits.


Not to beat a dead horse, but...

[math] In case you're curious, the number of times to increase a digit is 1/log(2) which is about 3.322 -- but I like your approximation method ...
To get the number of digits exactly, take 1+log(2^1048576) (which is equivalent to 1+1048576*log(2)) and round the result down. So I get 315,653 digits -- pretty darn close to what you got, though. [/math]

Getting back to ROM hacking, didn't someone already set up a database for SMW addresses (or was it just for commenting the assembly code)?... I remember seeing a link to one ("Open Source SMW" or something like that) in the last incarnation of these forums, but I guess it didn't really catch on?...


(edited by calcwatch on 01-14-06 04:39 PM)
calcwatch
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Since: 11-19-05
From: Silicon Valley

Last post: 6102 days
Last view: 5908 days
Posted on 01-16-06 05:46 PM, in Where Can I Find A Super Mario Bros.3 Level Editor That Doesn't Need A Rom? Link
Originally posted by Smallhacker

Edit: By the way. Why is this in Advanced ROM Hacking?

Maybe the question is so advanced that none of us can fully understand it?

Or possibly (this might be a stretch), Mr. Guy is looking for an editor that can store individual levels as external files, which can later be inserted into a ROM? That seems like it could get messy, though, and I don't really see the need for it...
calcwatch
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Since: 11-19-05
From: Silicon Valley

Last post: 6102 days
Last view: 5908 days
Posted on 02-06-06 05:21 AM, in Ok, how about clean room disassembly of Lunar Magic? Link
Originally posted by FreeDOS

How about if you're bored during a lunch break and you want to hack SMW for fun on the nice Solaris/SPARC workstation they have at work?

Wow, that's hardcore ... I'd love to see screenshots of ROM hacking in Solaris .

Originally posted by Techokami

Well, I could help out with part of this
Anything to make Lunar Magic run on Linux WITHOUT Wine...

I too could help with the C++ implementation and/or debugging on Linux. It sounds like fun!

I'm just a little concerned about the disassembly phase... I've worked a bit with x86 assembly, but only for simple programs, and not object-oriented ones, at that. I'm sure it's doable, but I don't know how many of us would be that capable and motivated. (I know I'm not.)

By the way, how much would have to be disassembled? I'm guessing the GUI, file I/O, etc. could all be redesigned, so that would leave...
- level rendering (enemies, objects, pointers, etc.)
- graphic decompression
- overworld editing
- text editing
- file locking (EDIT: Never mind... bad idea — See posts below)
- ...
(Feel free to add more; I know I'm forgetting stuff.)

Even if a group just managed to reverse engineer and recode the first two parts, we'd have a pretty decent start, right? (granted, those must be huge chunks of code )
Probably, someone should plan out everything that needs to be done first, and then take the reimplementation one small component at a time. That way, it'll become apparent early on how long the project could take, and if it gets abandoned before it's finished, it'll be easier for someone else to pick it up later.


(edited by calcwatch on 02-06-06 04:50 PM)
calcwatch
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Since: 11-19-05
From: Silicon Valley

Last post: 6102 days
Last view: 5908 days
Posted on 02-06-06 05:59 PM, in Ok, how about clean room disassembly of Lunar Magic? Link
Originally posted by Techokami
calcwatch, I think file locking should be left out of the open source build, as FuSoYa would... come back from the dead to eat you :X

... Good point... Personal safety aside, having an open source locking feature would be silly, anyway... It would make unlocking the file trivial for anyone who looks at the source code.
calcwatch
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Since: 11-19-05
From: Silicon Valley

Last post: 6102 days
Last view: 5908 days
Posted on 02-19-06 09:17 PM, in Romhacking.net is down!? Link
Well, what is technically happening is that when you load http://www.romhacking.net, the server at that address responds by redirecting you to http://romhacking.deadbeat-inc.com... When your computer tries to load this new site, it fails because romhacking.deadbeat-inc.com is an "unknown host" -- it's looking for an IP address to go with that name, and can't find one. (But http://deadbeat-inc.com still works.)

So, it's not a simple server configuration problem. I'm guessing either the site is just gone, and that's why its domain name was erased from existence, or its domain name was removed by mistake, and now it's just an IP address with no name... Now if only we had its IP address...

All the IP addresses hosted on deadbeat-inc.com are somewhere in the 70.84.0.0 - 70.87.255.255 range, if anyone wants to try guessing.

EDIT: Now that it's back up, its IP address is 70.86.14.179.


(edited by calcwatch on 02-22-06 04:21 AM)
calcwatch
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Since: 11-19-05
From: Silicon Valley

Last post: 6102 days
Last view: 5908 days
Posted on 03-28-06 03:44 PM, in FF X ps converted to NES? Link
I think you're referring to this.

Basically, people on a Japanese forum were imagining what it would be like to have FFX on the NES, and some of them posted fake screenshots of what such a game might look like. There may even have been a simple PC demo; I don't remember.

Anyway, if you couldn't read the Japanese text or tell that the NES screenshots were fake (e.g., some of the graphics tiles used more colors than the NES could support), you could have been misled into thinking that there really was a working hack out there.

A few of us provided evidence that it was all a hoax, but our posts unfortunately didn't get archived.


(edited by calcwatch on 03-28-06 01:48 PM)
calcwatch
Newcomer


 





Since: 11-19-05
From: Silicon Valley

Last post: 6102 days
Last view: 5908 days
Posted on 08-08-06 02:10 AM, in Tips for Decompressing Dragon Quest 6 Text? Link
Hi All,

I was recently tinkering with a Dragon Quest VI ROM to try to extract the Japanese text, and ended up in over my head... I know it's already mostly been translated (and beautifully hacked, at that) by NoPrgress, but I still thought it would be cool to get a complete dump of the script. As far as I can tell, there's no documentation online for this.

I was able to figure out the kana table for item names, commands and battles; it's the usual one-byte-per-character format... However, for the storyline and dialogue, there appears to be some sort of compression going on, since relative text searches don't work at all. Googling turned up the old NoPrgress website, which confirms the compression, but doesn't give any helpful details ...

So, does anyone happen to know what compressed format the text is in, or have suggestions for ways to find out (hopefully without doing a huge trace of SNES ASM )? Is this the sort of thing Lunar Compress might help with? (And on a related note, does anyone know how kanji graphics are usually compressed in these ROMs? -- It's something else I was curious about, but couldn't figure out with just the ROM and a tile editor.)

Any help would be appreciated! Thanks!
Acmlm's Board - I3 Archive - - Posts by calcwatch


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