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| Acmlm's Board - I3 Archive - - Posts by wboy |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| Rather than use sendkeys to take you to the end, use the Len function:
Text1.SelLength = Len(Text1.Text) Though to retain the cursor position and limit entry to only valid hex characters, use and evaluate Text1's Keypress event: Private Sub Text1_KeyPress(KeyAscii As Integer) Select Case KeyAscii Case vbKey0 To vbKey9, vbKeyA To vbKeyF: 'Upper - Accept - Keycode constants are safe to use in this example Case Asc("a") To Asc("f"): 'Lower - Convert to Upper KeyAscii = KeyAscii - 32 Case Else 'Ingore Debug.Print KeyAscii KeyAscii = 0 Beep End Select End Sub |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| Yeah no worries, feel free to use the code...
if you need cut and paste support you'll need to insert... Case 3, 22, 24: 'Ctrl+C (Copy), Ctrl+V (Paste), Ctrl+X (Cut) ...the line above the: Case Else 'Ingore though then (as mention one of the posts above) you'll need to re-validate the pasted text, as it will permit whatever text in on the clipboard. Oh, and you can use Text1.Maxlength = 8 to limit the amount of character that can be inputted/pasted. |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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oops.... yeah vbKeyBack (8) would also come in handy!
you can also do things like trap/case vbKeyEscape and clear/reset the textbox. e.g. text1.text = vbNullString (same as "") |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| NOSE is a game editor supporting the entire EA NHL Hockey series published for the Sega Genesis/MegaDrive.
Key Features include: - Edit Team, Goalie, Player, Line & Playoff Draw data - Edit Team, Strip and Rink color palettes - Edit Rules, Menu Defaults and Timer variables (e.g. Period Length, Overtime) - Advanced Copy & Paste supporting Goalies, Players, Lines and Playoff Draw data - Increase the amount of bytes available for rosters, allowing for additional players and longer names. NOSE 1.1b improves on the original release by introducing easier record navigation within the edit windows, more accurate representation of the Genesis' Hex BGR color palette, and the inclusion of the Overall Rating column for Goalies and Players. Download it from: http://www.hexaddicts.com/nose/ wboy. |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| Few Q's...
Samp( ) is your array of integers yeah? If so, you techinally can't get the (hex?) result 409A by calling the Str function... as it'll string the integer value and not show the eqivalent hex values like when you use Hex(Samp(36))? your pal value is the left most digit? are you * 1000'ing to get the hex representation of 4000? also, your pal mid statement is grabbing the first 2 chars, making it 40 * 1000 = 40000. Do you mean mid(buf,1,1) or alternatively left(buf,1).... and right*(buf,3) for tile? finally, what variable types do you want the pal and tile values returned as... strings representing 4 and 09A or their integer equivalents... |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| Taken from the UNIF file format specifications (Universal NES Image) file format found at http://www.parodius.com/~veilleux/UNIF_current.txt
ID: [PRG0] through [PRGF] Length: ?? Revision: 4 Description: Chunks containing the Binary data of the PRG ROM. If there are more than 1 PRG chips on the PRG bus, use PRG1, PRG2, PRG4, etc. The way PRGs are handled depends on the mapper and emulator. Most generaly (99%), only use PRG0. (Some carts have been witnessed with 8 PRG ROMs). |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| I didn't mean to imply it was directly related... so sorry to confuse.... just noting where I found the info pasted which seemly identifies when and why PRG0, PRG1 etc. is most likely used by the GoodNES rom verfication/naming convention...
My actually knowledge of the NES architecture and PRG ROMS starts with that post, and ends with this one! ![]() (edited by wboy on 01-28-06 07:04 AM) |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| On the goalies list window you have four combo boxes in the toolbar with the caption "Goalie bytes".
To have two goalies on a team, set the first two combo boxes to a value greater than 0 (1-F), and set the last two combo boxes to equal 0. |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| In addition to Mega-dog's post, simply...
Load the binary file into a byte array. Increase the size fo the the array keeping the currently stored values: ReDim Preserve bytArray(0 To lngNewFileSize) Save the file. |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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Originally posted by 1136 Take a look at the following: http://www.pscode.com/vb/scripts/ShowCode.asp?txtCodeId=41809&lngWId=1 Its uses a generic base converter function which handles everything you are after except ascii, though you should be able to add with relative ease and modify the form to your needs. |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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Originally posted by HyperMackerel In VB6 &HFFFF is the same as &HFFFF% (forced integer value) which returns -1. &HFFFF& (forced long value) will return 65535. |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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Originally posted by BGNG Yes the default base is 0, although the declaration in your example will actually have the indexes 0 thru 5. Lbound to UBound confirms this. If you declare "Option Base 1", then the indexes will be 1 thru 5, so the only way (I know of) in VB6 to declare a variable to have 0 thru 4 indexes is "Dim Array(0 to 4) As Integer" which would also effectively ignore the set Option Base even if it was set to 1. (edited by wboy on 05-04-06 07:07 PM) |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| Take a look at:
http://geocities.com/adamruggles/downloads/HookSample.zip The example itself is in VB6 (references a custom hook dll), but it does include the hook source with it which is written in C++. Quick test of the apps shows it does return {Shift}{Num 0} and not {Insert} so it should allow you to work out how its being done. (edited by wboy on 07-21-06 09:43 PM) (edited by wboy on 07-21-06 09:56 PM) |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| Kind of old news now, but for those interested NOSE 1.2b has been released.
This update supports my new NHL 94 30 Team ROM Template (IPS patch for the Sega Genesis version) which has screen shots that look amazingly similar to those found here http://board.acmlm.org/thread.php?id=6115 More screenshots can be found at my site. More to hopefully come soon. Enjoy. |
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wboy Since: 01-05-06 Last post: 6091 days Last view: 6091 days |
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| just amazingly... I congratulate you both on your dedication to the project... looks greats... can't wait to try it out... even today SMK is still one of my most favorite and enjoyable games to play.
As for the news on DJBouche's updated Track Designer for SMK... god damn would that make all my christmas come at once when released... Quick question regarding CPU difficulty. Are you guys able set it independant of the cup being played. I know in the past when I messed with the first track designer and reordered Mushroom Cup to be MC1 thru MC4, then finishing on Rainbow Road, the difficulty went up with each race implying its obviously stored at the track level and not determined by the cup. (edited by wboy on 08-19-06 09:54 AM) |
| Acmlm's Board - I3 Archive - - Posts by wboy |