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Acmlm's Board - I3 Archive - - Posts by Gideon Zhi |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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I don't see why. It's stupid. The header is nigh-pointless for people who don't use console copiers, gets in the way of manual address and pointer calculation, is easy enough to detect and factor out of any hardcoded data calculations when programming software (just add a +header to your equation, where header is an int equal to either 0 or 512)...
The only people who should care about headers are the copier users, and unless someone's very new at using copiers, they should already know full-well how to add headers onto their games. (edited by Gideon Zhi on 12-05-05 02:51 PM) |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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You can add me to 6502 and 65816. I'm hopefully going to be learning some R3000 at some point in the near future, and I'm in the market for a good C++ datastructures book... | |||
Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Can anyone recommend any good books for learning datastructures and advanced ++? I'm certainly in the market... | |||
Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Originally posted by Datahax Wrong. Translhextion is big, clunky, buggy, can't search properly, has a dump format that makes me want to gouge my eyes out and eat brains, and is in general a piece of trash. Windhex32, on the other hand, is small, sleek, lets you specify an external script dumper if you want, can load two tables at a time plus ascii, has built-in Unicode Japanese support and sports a ton of (fully functional) search options. Accept no substitutes! |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Hex Workshop's great if you don't need any romhacking-specific functions. I did Cave Story in Hex Workshop. It doesn't have any wildcard search functions either, and that can be really aggravating sometimes.
For anything else though, WindHex32 all the way. |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Originally posted by Dwedit Agreed on principle, but Jason's a beginner and is excited that he's managed to change something in one of his favorite games. Let him have his moment in the spotlight! We can't all start out as superhackers making the next Zelda Outlands or Treasure of the Rudras translation |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Originally posted by Dwedit There's a difference between childish, immature pr0n hacks of low quality and legitimate sprite conversion jobs, and you know it. Jason did a fine job with the shyguy sprite, don't be such an arse about it |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Originally posted by Dragonsbrethren Because the SNES hardware is set up very, very differently from the NES. While such features would probably be possible, you'd probably just end up with some sort of generic VRAM viewer, as VRAM's set up differently in every game. |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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It's been done. Couldn't tell you how, but you could always ask | |||
Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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I don't think it's an actual MP3 decoder, I'm not sure that the 65c816 or SPC700 is fast enough for that. I think what he did was break the MP3 down into samples which he dynamically strung together, similar to what happened with Tales of Phantasia's opening song. | |||
Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Say, is this Villgust? I remember playing a bunch of Villgust and getting stuck, just because there didn't seem to be anywhere else to go, and wondered if it was the fault of the translation.
Edit: Anyway, a pointer is simply a memory address (in an NES game) or a file/bank address (in an SNES game.) It tells the game where a particular piece of text begins. For example, in FF1 you'll see this:
In this case, there'll be a pointer -probably- pointing to the capital S in "See." The reason the MadHacker's document talks about subtracting $10 is because of the iNES header - real NES games don't have this header, and it pushes all the addresses up sixteen bytes and makes your calculations nasty. Same with the $200-byte subtract rule on SNES games, except SNES headers are entirely removable with no real repurcussions. The various formats that the MadHacker talks about revolve around how the game is programmed (as such, pointer tables don't necessarily work exactly the same way in every game), what the game's mapper is, and where the text ends up in memory. The 6502 also uses an endian mode that we're unused to. We're used to thinking in big-endian; that is, the biggest parts of a number come first. Most consoles think in little-endian; that is, the smallest byte are written first. This is the reason for the "byte swap" thing that you hear about when you're researching pointers. So that's all they are - somewhat complicated (if only 'cuz you're not used to them) addresses that tell the game where to find a single given bit of its text. Hope that helps some. (edited by Gideon Zhi on 01-29-06 12:09 PM) (edited by Gideon Zhi on 01-29-06 12:10 PM) |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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d4s- Dunno what you've been doing, but I've been using code like this in my games for a very long time. Copy and pasted from my DMA Beginner's Doc:
And damn straight it works on the real thing. Been doing this for years. I think the first game I used this code in was Gundam Wing Endless Duel, back in june of '02 :p Edit: I'm positive I've used the same code, or at least extremely similar derivatives, in at least Gundam Wing, Shin Megami Tensei 2, Kunio-tachi no Banka, G-Gundam, Rockman & Forte, Gunman's Proof, Super Robot Wars 3, King of Demons, Magical Pop'n, Jutei Senki, Cyborg 009, Madou Monogatari, and Hiouden. It's also used in Shiren, although that's not out yet (soon!), and I might have to employ it in Fire Emblem. I can also say for certain that I've completed Gundam Wing, Kunio, Rockman & Forte, Gunman's Proof, King of Demons, Magical Pop'n, and Madou Monogatari on my swcdx2 copier :p (edited by Gideon Zhi on 02-20-06 01:46 PM) |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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I asked the question of former-emulator-coder MKendora in my IRC channel, and this was the response:
Simply put, I think d4s is wrong No offense, man! |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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I seem to recall someone (bmf?) finding some hidden features in YY-CHR, but damned if I can remember what they are. Can anyone help with this? | |||
Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Aha, thanks. Didn't turn up in google for some reason :/ Must've been searching for the wrong thing.
Cheers! |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Okay, so I've hit a bit of a problem. I'm working on this game whose text originally was compressed. I broke the compression, preferring to store my data decompressed in-rom.
The problem is that each of the compressed strings stored the decompressed size with the string, PASCAL style. Now, the game's still expecting those bytes to be at the beginning of my strings, and it really doesn't like it when those values aren't there - or when the values that are there are much bigger than it's used to handling. Here's some example code... From the original... $81/F86E C2 20 REP #$20 A:F99A X:9821 Y:0000 P:eNvMxdizc From the new build, with the direct-from-ROM load in place... $81/F86E C2 20 REP #$20 A:F99A X:B0A5 Y:0000 P:eNvMxdizc I'm sure you can see what the problem is. Those values control MVNs, and 0006 specifically causes a lot of loops. I've run a full-execution trace without squelching in geiger snes9x, and that BCC never fails to resolve with the new script in place. To compound on things, this code is used for other compression-related things as well, so breaking it to load an absolute doesn't work. (It did elsewhere, though.) Any suggestions? (edited by Gideon Zhi on 04-06-06 02:04 AM) |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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u get it were u get the tile editer | |||
Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Originally posted by Disch I've got a knife if you need it. Anyway, this reminds me of when I had a black and white TV set. Playing games on that sucked, especially Dr. Mario. I have no desire to relive those days. |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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Originally posted by Megaman-Omega I'm "close" to being done with Monsho no Nazo. The script needs heavy revisions and some formatting work, stuff I don't have time for right now in the last few weeks of my undergraduate career, but it -is- fully translated. |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6287 days Last view: 6285 days |
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(edited by Gideon Zhi on 06-17-06 12:41 PM) |
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Acmlm's Board - I3 Archive - - Posts by Gideon Zhi |