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05-06-24 02:09 AM
Acmlm's Board - I3 Archive - - Posts by creaothceann
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creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 11-22-05 12:16 PM, in YI Font Link
For a headerless ROM it's 04BD2Fh. And you could edit it if you find an editor that allows changing the width of the visible window to 8 pixels.



Originally posted by Cellar Dweller
For a US 1.1 YI ROM with a header, the glyph bitmaps start at 0x4bf2ff.

There should be only one "f" at the end.
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 11-24-05 11:19 AM, in Team hacking? Link
1. Prepare to do everything on your own (including ASM - it'll come in handy even if you don't end up working directly with the code), but invite people to participate.

2. Post your ideas and plans, so that others can look at and talk about it, maybe even decide to take over certain parts.
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 11-28-05 03:30 AM, in Savestates: Snes9x vs ZSNES Link
Originally posted by Padri Nuestro
Does anyone here know where I could find information about the formats of these two emulators' savestates? Tile Molester is able to extract palette information from ZSNES savestates, but not from Snes9x, and I would like to find out where the palettes and such are stored in Snes9x's saves.

So far I've figured out that Snes9x saves are compressed with gzip, but decompressing still doesn't yield anything ZSNES-compatible. Unfortunately, I don't have access to ZSNES as I am a Mac user and that emulator is heavily tied to the x86 platform.

Thanks for any help you can offer.


SNES9x savestates (called "freeze files") are compressed via GZIP. A GZIP stream can be
read like a file, and is decompressed on-the-fly.


The file header:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
00. signature Array[0..7] of Char ('#!snes9x')
01. ':' Char
02. version Array[0..3] of Char (in text format, should be '0001')
03. #10 Char


The following file blocks come after the file header:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
00. 'NAM' cartridge name
01. 'CPU' CPU status
02. 'REG' CPU registers
03. 'PPU' PPU status
04. 'DMA' DMA status
05. 'VRA' VRAM
06. 'RAM' WRAM
07. 'SRA' SRAM
08. 'FIL' FillRAM
09. 'APU' APU status (only if the APU was emulated)
10. 'ARE' APU registers (only if there's an APU block)
11. 'ARA' APU RAM (only if there's an APU block)
12. 'SOU' sound data (only if there's an APU block)
13. 'SA1' SA1 status (only if the SA1 was emulated)
14. 'SAR' SA1 registers (only if there's an SA1 block)
15. 'SP7' SPC7110 status
16. 'RTC' SPC7110 RTC status (only if the SPC7110 RTC was emulated)


The file blocks have the following structure:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
00. name Array[0..2] of Char
01. ':' Char
02. size Array[0..5] of Char (in text format)
03. ':' Char


See \snes9x\snapshot.cpp for the source. You'll eventually see that there are no padding
bytes between the fields of a file block, but that the size of a file block is the offset
of the last field plus the size of this field minus the offset of the field's structure.
In other words, simply read the packed data and jump to the next block.

The source distinguishes between data blocks and structures. Data blocks (VRAM, WRAM, SRAM,
FillRAM and APU RAM) are written directly into the file. Structures are filled by writing
the bytes of their fields in REVERSE order, then the structure is written into the file.


See http://www.geocities.com/illegal_eagle_2003/vsnes/index.htm for more info. Note that the "reverse order" thing is from my "x86" point-of-view.

Originally posted by Padri Nuestro
Why, oh why, can't they just use the same format? Maybe when the Intel Macs are available we'll have ZSNES too...

Probably. The formats are different because the programs are different. Storing additional info to represent the "complete SNES status" wasn't / isn't the goal of the emulator authors.

SRM files are 100% interchangeable though.


(edited by creaothceann on 11-28-05 02:32 AM)
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 12-05-05 05:09 AM, in Sell me on a new hex editor Link
WinHex, mainly just for viewing though.
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 01-03-06 10:31 AM, in whats a reasonable language for hacking Link
I'm assuming you work on Win32?

Originally posted by Cassef
What language do you use for rom hacking (Tell me what you like/dislike about it)? C/C++ seems nice (And I already know it) but its to much work. Especially compiling for little changes(I value my 5 seconds )
I'm not exactly ROM-hacking... but I'm using Delphi (still version 5.0). Note that support for other platforms is quite limited.

Originally posted by Cassef
What Iam interested in listening to is how much effort put in for the following about the language:
1) File I/O

- WinAPI file handles
- "File" and "File of " (from the old DOS days)
- streams (FileStream, MemoryStream etc., quite nice)
- some classes (eg. tBitmap) have "SaveToFile", "LoadFromFile", "SaveToStream" etc. methods

Originally posted by Cassef
2) Bitwise operations (Some languages like VB, have no bitshifting operators and I need that)

AND, OR, XOR, NOT, SHL, SHR

Originally posted by Cassef
3) Create GUI

Very good at that, see eg. vSNES.

Originally posted by Cassef
4) Communicate to console

??

Originally posted by Cassef
5)Measuring time (This will most likely depend on OS but not likely for interpreted language's) minimum centisecond accuracy

What for?
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 01-03-06 10:36 AM, in Where are the OAM and CGRAM Located? Link
SNES docs (RARed)
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 01-10-06 04:38 PM, in Bsnes (Snes emulators) Link
Originally posted by insectduel
ZSNES is a best emulator. What the hell other emumakers tried to make their own for? Are they tried to make the SNES Emualator better than ZSNES or something?

"Better" is a very subjective term... Anyway, emu devs are not competing.

Originally posted by Hiryuu
How good is its accuracy in comparison to something like SNES9x though?

Much more accurate, afaik.

Originally posted by Hiryuu
2 GHz for an SNES emu? Owch, I've only got 1.

See the "Why are the system requirements so high for an SNES emulator?" section on the page Cornellius mentioned.

Originally posted by Cornellius
I know that Earthworm Jims have problems with Zsnes. I should try playing EJ with Snes9x.

EWJ 1 and 2 send data via HDMA to the audio subsystem. ZSNES and SNES9x are a bit off with their HDMA timing (seen that flickering horizontal line in Super Metroid?), and the communication between CPU <-> APU is a bit tricky anyway.

Btw.: http://board.zsnes.com/phpBB2/viewtopic.php?t=4510


(edited by creaothceann on 01-10-06 03:38 PM)
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 01-10-06 04:46 PM, in Emulators with stabler Debugging for rom hacking Link
Originally posted by Dragonsbrethren
I've never understood why no SNES emulator has the mentioned features, they could be very useful.

Low priority. Additionally, ZSNES' GUI was / is written in Assembler, which makes making changes quite an adventure. SNES9x doesn't seem to focus on the Win32 port, or there's just nobody who'd want to spend time on the GUI.


(edited by creaothceann on 01-10-06 03:47 PM)
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 01-11-06 12:16 PM, in Bsnes (Snes emulators) Link
Originally posted by Kailieann
I won't be using it regularly until the rendering system (which I'm assuming is DirectDraw) has a pixelation option.
Emulators with antialiasing make my eyes bleed.

The emulator doesn't use interpolation or other smoothing functions - it's just your gfx card when you're using the card's video RAM instead of system RAM. There's an option in the menu for that.
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 01-11-06 04:52 PM, in Emulators with stabler Debugging for rom hacking Link
Thanks for clearing that up.
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
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Posted on 01-12-06 12:51 PM, in A revelation I've had... Link

[...] As you can see, the SPC uses 16-bit waveforms. There is enough space in 32K to store 58,240 samples using this compression method about 4 seconds at 14.4 KHz (sorry, there's not quite enough space to do a real good CD quality sound track), ah, but then there's always the cartridge memory (24 MBits would hold 5.5 million samples - since the transfer gets a speed faster than playback you could double buffer and send stuff this way - this would give you about 6.5 minutes of digitized sound at CD quality in monaural recording. Stereo would halve these times).

http://www.alpha-ii.com/snesmusic/files/spc700_documentation.html

It's certainly possible, IMO - but then the SNES would become just a player. It doesn't have the power to do much with sound, hence the whole APU section with its co-processor.
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
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Posted on 01-16-06 04:37 PM, in A revelation I've had... Link
Originally posted by Rom Manic
So lets try it then.

LOLZ

My old 486-120 was not powerful enough to decode MP3s at 100% realtime. I'm sure you could benefit romhacking more by making modules (MOD, IT, XM etc.) playable on the SNES, rather than wasting your time on MP3s. There would be not enough space & processor time left...
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
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Posted on 01-23-06 03:59 AM, in looking for certain emulators Link
NES: http://bisqwit.iki.fi/nesvideos/forum/index.php
I don't know mucxh about NES emulators, but you might find a suitable one there.

SNES: see http://snes9x.ipherswipsite.com/
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
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Posted on 01-26-06 02:52 AM, in East Coast or West Coast? Link
I've learned coding in DOS editors (25 lines max.), so "West Coast" all the way. Can't stand stuff like
If x then
Begin
...
...
...
End;

Though that's only in Pascal. In C I'd probably use "East Coast".
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 01-26-06 03:00 AM, in Question about Super metroid graphics and GFX Link
1. 4-bit, ie. 16 colors. Your images must use the original palette, unless you change some palettes / ASM. Note that games can change the palette anytime, even after each scanline.

2. Use less colors.
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 02-01-06 06:05 AM, in ''Free'' - Sound Better than ''V''? Link
Originally posted by BGNG
With even default compiler options, FreeBASIC makes very optimized programs. By default, picky BASIC checks are not activated, such as array bounds or overflow. Exceptions are not handled internally, so there isn't much overhead to "make sure the program doesn't do bad things"

Originally posted by BGNG
Classes were invented for the sake of productivity, not program efficiency. They may make certain styles of programming easier on the programmer, but add more overhead and ultimately make the program run more slowly than if classes were not used.

True. But don't over-estimate this speed penalty.

Does FB allow the programmer to make the choice between using or not using these features? I've experienced almost no slowdown in my programs when runtime checks are on, and I appreciate the extra security (some of the programs are released to the public).
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 02-14-06 05:20 AM, in Donkey kong Link
Piken has some notes about DKC in one of his documents. Link
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 02-15-06 03:57 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Works for me; just click the link and then the link on that site. No rightclick+save.

Alternatively there's rapidshare.de, yousendit.com, ...
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
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Posted on 02-16-06 09:03 AM, in Noob at SPC HEX stuff Link
The SPC file format. (There's an error though - there're just two reserved bytes at offset 2Ch, and it doesn't include the extended tags 35h and 36h.)

You might find parts of the SPC's RAM in the ROM, but not the entire file.


(edited by creaothceann on 02-16-06 08:04 AM)
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6481 days
Last view: 6481 days
Posted on 02-21-06 01:47 PM, in Comparing files Link
WinHex has a compare function... almost a 'wizard'.
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Acmlm's Board - I3 Archive - - Posts by creaothceann


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