| |||
| Views: 86,761,689 |
![]()
Main
| FAQ
| Uploader
| IRC chat
| Radio
| Memberlist
| Active users
| Latest posts
| Calendar
| Stats
| Online users
| Search
|
04-25-23 09:20 AM |
|
| Guest: Register | Login | |||
| Search |
| Results |
| Search in progress... |
| Results |
| Katelyn |
| ||
|
beh Level: 86 Posts: 898/1816 EXP: 5947888 Next: 194219 Since: 02-21-07 Last post: 5779 days Last view: 5779 days |
639. When Zelda Classic doesn't run properly |
| Kailieann |
| ||
|
Red Cheep-cheep Level: 34 Posts: 136/217 EXP: 245718 Next: 7933 Since: 02-19-07 From: Beyond Last post: 5270 days Last view: 5270 days |
Okay. My regex skills are a little rusty, so forgive me if I'm overlooking something obvious here.
What I'm trying to do is create a regex pattern that will match text outside square brackets -- specifically, this is for PHP's preg_replace() function. The pattern I have so far is (^|\])(.*?)?(\[|$) The problem I'm having is that this pattern is matching the brackets as well as the text. Which, with that particular pattern, means it's working properly. What I need to know now is how do I make it so the brackets are required in order to make a match, but aren't returned as part of the match. Any help would be appreciated. |
| asdf |
| ||
|
Shyguy Level: 23 Posts: 47/87 EXP: 62379 Next: 5344 Since: 02-19-07 Last post: 5752 days Last view: 5358 days |
Posted by Forte.EXE You using a token emulator? It happens on ZSNES. I believe it's a result of having Color 4x0 set to anything but its original black color. Posted by Forte.EXE Well apparantly, you didn't do a very thorough job. You just lazily flipped some of the tiles (or just didn't line them up properly), creating the afformentioned effect. Compare and contrast the two (and the original tiles for good measure). ![]() ![]()
Back to business...
A loose tile is hiding under that pyramid.
The bat isn't even touching the roof.
Want to know what else is treacherous?
I might be missing something here, but you have a Nightmare Castle 1, a Nightmare Castle 2, and a Nightmare Castle 4. What happened to 3? You think we're gonna spend forever looking for it or something?
Palette bar error. I'm not even counting (or am just disregarding) all the ones prior.
More a design flaw than a bug - but it's just unusual to not have those pushing down on you.
It's kind of hard to walk up these escalators (which look somewhat out of place thanks to the tiles below them, by the way); Mario just does a dance at the top. You need a carefully timed jump to get by. Solution: make the escalators lead up to a tile that acts like tile 100 (you'll have to extend the ledge for this, obviously)
Palette error gives the fire flower a pink stem in this area.
Standing in front of a waterfall, on something that's behind it.
I'm not even going to bother showing any more of these.
Garbage.
A pipe that floats on ? blocks is NO GOOD.
A cloud fringe, but no cloud.
More sprite overloads.
Nice job putting the ace coin on a vertical subscreen boundry. ![]()
Go in the pipe, come out the- wait, what?
The torpedo ted launchers create holes in the scenery. Shouldn't be too much to create some ExGFX to make that look better.
Now that just looks weird. (also, palette bar error) |
| Skreeny |
| ||
|
Cobrat Level: 55 Posts: 36/653 EXP: 1282501 Next: 31688 Since: 02-21-07 Last post: 4973 days Last view: 4475 days |
Posted by LordlazerI think in this case the fact that it's tangentially related (as in, it's a fan-based gaming thing, not a drawing or something) gives it the right to be showcased here. Furthermore, there is actually a precedent in one of the older topics, in which Kawa was showcasing his Pokemon fan game/remake(?). And so this actually contributes (kinda?)... This is the first and last most people will hear of this project for quite some time. It's gonna be an editor for the original Ecco the Dolphin for the Genesis, once I can be bothered enough to port it to some other language (Java is... tolerable, but there's bound to be more useful), map out all the object lengths (some are 3 bytes, some 4, some 5, some 6), and hopefully figure out how to both decompress the graphics/mappings and render them properly. It'll be quite a while. EDIT: Oh, and throwing in the actual "editing" part. Easy for the level layout, harder for objects. |
| Dwedit |
| ||
|
Red Paratroopa Level: 30 Posts: 20/162 EXP: 158285 Next: 7584 Since: 03-07-07 From: Chicago Last post: 3151 days Last view: 1246 days |
Going back to the spirit of the original thread...
A while ago I disassembled a chunk of code from Dragon Warrior 3. The code is responsible for checking which tiles are underneath the four allies, testing if the tile number is flagged as a swamp or barrier tile, and calling the routine to deal damage to the player. Normally it works fine, but it is possible to get this code to fail in a spectacular way. This happens to be a huge memory corruption bug targeted at the area around your stats. The way it works is that it iterates over each party member, looks at the tile under the player (which happens to be nicely stored somewhere), and tests if that tile number has the relevant tile-flags set. Because there may be a dead party member, and dead party members go to the back of the walking formation, it keeps a small table to see who's still alive. For example, if the second party member was dead, and the other 3 were alive, the table would contain [0,2,3]. The game also keeps track of the number of living party members, and uses that number to terminate the loop, so it wouldn't check a fourth member if there were only 3 living members. The code is structured pretty much like this:
There's an item in DW3 called the Dream Ruby. Normally you just collect it, then take it to the elf queen, and get the Wake-up Powder. But if you use the Dream Ruby as an item, it paralyzes the character who uses it. This paralysis is slightly bugged: It doesn't check if the entire party is paralyzed or dead after you use it. Then there are situations in the game where a member of your party must split from the rest, especially the "fortune telling" house in Assaram. Usually the lead character of the party splits from the group, leaving the allies behind. But if the lead party member is paralyzed or dead, the next character splits ahead instead. Now the kicker: if the lead party member is dead, and the rest of the party is either dead or paralyzed, you will control the leading dead party separate from the other allies. So now we have a party of one dead member. Here's the swamp-tile-checking routine's fatal flaw: It increments the character number, then tests if it EQUALS the number of living party members or not. So we have character #1, and there are 0 living party members. Now we have a loop overflowing past the limit, until it repeats 256 times. Suddenly, it's reading way out of bounds for the tile_under_player table and living_party table. Now it reads some random bytes from the zero page and interprets them as tiles underneath the player, then picks another random value from the zero page as the player to deal damage to. So what happens when it deals 2 damage to a player number out of bounds? The players stats are stored in an interleaved-like format. Player 1's HP is followed by Player 2's HP, then Player 3's HP and so-on. When it deals 2 damage to a player number greater than 3, it will modify some other stat. For example it will decrease a player's MAX HP by 2, or maybe their strength, or even their Name or Inventory contents. If the 16-bit value at the random address goes down to zero, it is set to a minimum of zero, and a message is displayed indicating that the player has died. Now, it will do this many many times each step you take. It's looking through the entire zero page for any numbers which happen to be a swamp tile number after ANDing with $1F. Then it's taking a corresponding byte as a character number, and decreasing some random stat by 2. Then it's going to display that a character has died about 10 times each step you take. All because the programmer never bothered to properly use a less than operator instead of a not equals operator (BVC vs BNE instruction). I made a video demonstrating the bug on Youtube. http://www.youtube.com/watch?v=38bEtt6Bxv8 The video shows some item being replaced with the Final Key. Also the max HP of some character goes down to zero. ____________________ |
| Kernal |
| ||
|
Gone Level: 87 Posts: 965/1881 EXP: 6270326 Next: 122448 Since: 02-20-07 Last post: 5779 days Last view: 5770 days |
I've had to shut down computers by turning off the power strip before, when the computer is so frozen up that it won't even shut down properly. |
| Lunaria |
| ||
![]() Deddorokku Princess of the Night Level: 47 Posts: 11/442 EXP: 714181 Next: 52022 Since: 02-21-07 From: Equestria Last post: 3336 days Last view: 1699 days |
|
| Madman200 |
| ||
|
Level: 58 Posts: 156/726 EXP: 1503617 Next: 73929 Since: 02-20-07 Last post: 4085 days Last view: 4084 days |
Posted by Koitenshin +∞ I never have used a slinky properly. All I was able to do about 5 years west on the timeline was stick one end on the ground then slam the other end forward and hope that it moved. Plus I live in a prenament trailer-home. 2 bathroom, 3 bedroom, and the largest room is, say, 6m x 8m, maybes? |
| Xeon |
| ||
|
Red Paratroopa Level: 31 Posts: 54/174 EXP: 176169 Next: 9194 Since: 03-09-07 Last post: 5653 days Last view: 2855 days |
You sound like your having Power Supply, or overheating issues with the processor.
1. I would definitely open your PC up and try blowing all the dust out with canned air. You should always clean the dust out of your PC every 6th months at least. 2. Also make sure that all the fans are running properly, leave the side of the case off to observe. 3. Also check for any rapid grinding, scraping, or clicking coming from your hard drives, it could be the S.M.A.R.T. (Self-Monitoring, Analysis and Reporting Technology) info triggering the motherboard to shut off. You should be able to get your S.M.A.R.T info with this program (Western Digital Diagnostic Program). It's from western digital but it should work for other brand drives. I think I remember it working with a Maxtor. Just look at the thresholds and see if anything is not within its normal threshold. 4. Check the motherboard for blown capacitors. A simple guide can be found Here. Basically blown capacitors look kinda bloated on the top, or they have fluid leaking out the bottom. 5. Check to make sure you don't have some faulty RAM. Download the ISO for this program (memtest86) from Here. I would personally let it run 5 to 10 passes, and if you see any errors, then your ram is probably faulty. That's about all the troubleshooting I can think of for right now, just run down that list and try everything until the problems stop. |
| Kernal |
| ||
|
Gone Level: 87 Posts: 1022/1881 EXP: 6270326 Next: 122448 Since: 02-20-07 Last post: 5779 days Last view: 5770 days |
Also, 6502 derivative CPUs had a binary-coded decimal "mode" you could set, so the special BCD arithmetic was automatically handled by the CPU, you'd just have to remember to set the mode properly when doing math on BCD-encoded bytes.
That wouldn't explain Pokémon though as the Game Boys used a Z80, unlike the NES and SNES. |
| Koitenshin -∞ |
| ||
|
Happy Hour! Level: 80 Posts: 62/1556 EXP: 4704570 Next: 78399 Since: 03-25-07 Last post: 2309 days Last view: 2307 days |
I probably didn't explain it properly. When I pull all nighters I tend to forget the small things. ____________________
What FF7: Advent Children Character Are You? |
| MathOnNapkins |
| ||
|
Super Koopa Level: 62 Posts: 60/842 EXP: 1878051 Next: 106635 Since: 02-19-07 From: durff Last post: 4121 days Last view: 3644 days |
I already had those, what the problem really was was something to do with declarations and definitions. I was getting errors like "thisVar is already defined in file1.obj" errors or other similar stuff. I think I finally understand how this stuff works. for so long it seemed like magic, but I spent a long time messing around with it last night and it finally clicked. Thanks for your consideration though.
But Cellar Dweller, there's another question that has been bothering me for quite some time. It stems from a discussion you had with Guy Perfect over files and memory overlays on the last board incarnation. This concerns me a bit b/c I plan on some day porting (or letting someone else port) my code to another platform. So if I do something like char* dataFile; // ... // Do some stuff that loads a file and copies the contents into a properly allocated // dataFile char* // ... typedef struct { int* offset1; int* offset2; int* offset3; int* offset4; } fileStruct; // Let's say that 0x30 bytes into the file, we expect to see a fileStruct embedded into //it. fileStruct fs = *(fileStruct*) &(dataFile[0x30]); Now that thread got me worried that I shouldn't do stuff like this, at least if I expect my files to be on different platforms. i.e. let's say someone uses a version of my program on a Mac and another uses it on a Linux machine. The dataFile that gets created and stored is likely to be incompatible across platforms, yes? You mentioned stdint.h types (which doesn't even ship with Visual Studio, if you use that, at least VS 6 and 7 didn't...) How does this, and shifting bits into and from files solve the endianness problem? Is there any easy way to construct custom file types without sacrficing cross platform potential? ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
| Acmlm |
| ||
|
Flurry Level: 36 Posts: 180/251 EXP: 305685 Next: 2425 Since: 02-19-07 From: Mirabel, Québec, Canada Last post: 5813 days Last view: 1446 days |
Flurry #&postrank& GIF is supported, animated ones too ... they just need to be under the size limit (100x100, 30k) to work properly ![]() ____________________ |
| Kernal |
| ||
|
Gone Level: 87 Posts: 1079/1881 EXP: 6270326 Next: 122448 Since: 02-20-07 Last post: 5779 days Last view: 5770 days |
Suggestion: Don't use Geocities, it's generally associated with noobish sites that haven't been updated since 1997. Similarly, you may want to lose that garish background. How many well-respected sites do you see with backgrounds like that?
Also, when you enter the URL into your profile, please begin it with http:// so that the link works properly. Without the http:// at the beginning, the Web browser assumes the URL is on the same site as the link so you end up with http://acmlm.no-ip.org/board/geocities.com/theclaw135, which yields a 404 error, file not found, because your site isn't on acmlm.no-ip.org. |
| Zerodius |
| ||
|
Newcomer Level: 7 Posts: 3/7 EXP: 1418 Next: 30 Since: 03-31-07 Last post: 5846 days Last view: 2131 days |
Well... yes, EX-GFX for the graphics would be good... thank you for the link... although I probably saw it already. When I said I was clueless about it, I meant it in a "the tutorial seems vague and doesn't help me with the bugs and errors I get". Still, I'll check it. Still, I'll get the game working properly and do the GFX later ; level design goes first, always.
As for the opening stage... I knew that already. I also already have that change. What I thought is that if you placed the message pop-up at the end of a proper stage rather than on the single screen of the current stage, one could make a full-fledged opening stage... although one would only have one go at it and it wouldn't matter if one won/lost. Still, it would be original and quite entertaining, I think. --- Now for some proper info... Storyline: A few months have passed since the events of Super Mario Sunshine, Bowser's second revival attempt being a success unlike his first in Luigi's Mansion. As one would expect, Bowser didn't learn from the lesson the Mario brothers taught him and it didn't take long for him to cook up yet another plan to kidnap the princess Peach and conquer the world... However... he was not the only one who had such thoughts. Bowser's death and first, failed revival attempt did deal a blow to his reputation as a ruler of evil beings and as such, many Koopas and beings from the Underworld left his army, disatisfied with the evil king. One of those beings was Zuviel, a modest, low-ranked, unknown Koopa necromancer. After Bowser's death, Zuviel resigned from Bowser's army of Magikoopas and left for Dinosaur Land to pratice his dark arts in secret... and there, for many months, he spent time perfecting his art and cooking up a plan of his own... Now, fast-foward to the present. Bowser, seeing that framing Mario for a crime he did not commit and then conquering the world while he's being blamed by everyone did not work out too well, decided to try something different. And... what if he returned to a place he had previously left? Mario always expected Bowser to go to new and exotic lands to build new and improved fortresses. But surely, he wouldn't expect him to return to a land he already knew! Of course, Bowser would remodel the land "a little" and improve the rebuilt versions of his old castles... Mario, Luigi, and Peach are now heading toward Yoshi's Island, wanting to pay their friend Yoshi a visit and thank him for helping them during the Mario Sunshine incident. He had left so quickly after the incident... ... however, as the three approach Yoshi's Island, a veil of darkness can be spotted over the island and, well, pretty much all of Dinosaur Land... Oh dear... could Bowser be at it again? Looks like Mario and Luigi will have to investigate... -END INTRO- Present points: -Using Demo World as a base to offer some variety in GFX due to lack of knowledge in EX GFX. -Block Tool used to make some custom blocks (such as acid water and Mario/enemy-only areas). -Due to lack of GFX, enemies are "zombified" through palette swaps. -Storyline ; extensive use of the message blocks and message pop-ups during stages. Solve the mystery of the undead invasion and stop Bowser!... if he's truly behind it all, that is. -Default overworld but some new stages added in. Palette swaps and new level names. -Completed up to world 4 (World 5-3 is a dead end). -Ending & Credits sequence changed (include ending text and slightly modified credits). Points I wish to change: -Actual use of EX GFX. Would allow for greater stage variety and, of course, modifying the bosses' and enemies' GFX without causing the palette for power-ups to be quite... different. -Overworld to be changed... maybe. Will probably do so, eventually. -Of course, all stages are to be completed. --- Note that I am changing the demo's stages a bit. Some passages that were too empty are now filled, the piranha plant traps where half of them disappeared and/or caused the game to lag will be fixed too. Various glitches and things that were not meant to happen and end up more annoying than interesting will be removed/modified. Glitch Palaces will NOT be fixed. Look carefully at the name. See? Still, I WILL modify them. Namely, pop-up and sprite disappearance glitches will be removed. Unwanted teleportation glitches will be fixed so they work properly. Most of all, the boss fights are modified ; the boss enemy and arena won't be glitched. I now separate the switch room from the boss arena as well so the giant switch's GFX will not be glitched. For the Zombie Master boss fights (koopa kid bosses), I don't really know. I don't think I can remove the graphical glitches and I still want them to be modified. The biggest problem about them is about the third and sixth one. Zuviel (modified Magikoopa) make an appearance during those fights, which are actually two-on-one boss fights (you have to fend off both the Zombie Master and Zuviel. Zuviel revive endlessly however ; you need to beat the Zombie Master to progress). The problem is... well, due to the GFX configuration of said fights, Zuviel appear as a weird blocky glitch. I had thought of "fixing" it by making Zuviel all black, causing him to be a shadow of sorts... but a proper, true fix would be ideal. Thank you for your replies. I'll try to get some screenshots whenever I can. |
| Katelyn |
| ||
|
beh Level: 86 Posts: 1102/1816 EXP: 5947888 Next: 194219 Since: 02-21-07 Last post: 5779 days Last view: 5779 days |
1030. When a ROM doesn't work properly on either SNES9x or ZSNES ![]() |
| MathOnNapkins |
| ||
|
Super Koopa Level: 62 Posts: 64/842 EXP: 1878051 Next: 106635 Since: 02-19-07 From: durff Last post: 4121 days Last view: 3644 days |
Jathys recommended this tile editor to me a while back and I use it sometimes since it's generally more stable than TLP and I find it a bit more usable than YY-Chr
However.... it fucks up 4bpp SNES mode graphics. I even confirmed from several different sources that it doesn't decode the data properly. What gives? (edit: come to think of it, the name of the utility is pretty ironic in this light) ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
| Hiryuu |
| ||
|
Done. Level: 78 Posts: 267/1471 EXP: 4336887 Next: 45339 Since: 02-19-07 From: ??? Last post: 5719 days Last view: 5712 days |
Well, Drag had a rough night against me. I won 2-0 (3-0; 3-0).
The match for the two of us is: here. Just thought I point out a few things in the run for those of you in this to get a few pointers or six: 1st game - Before I start (if you didn't already know), the trick to the music change is pausing the game with START and hitting SELECT to change the music. Just thought you guys might want to know some of the 'sekret' customizations the game has. This same trick can be employed in Tetris Blast on the GB and other games that have Bombliss in them (as far as I know). This one, interestingly enough, is a simple map. If you connect the three would-be lines together, as I've done, and score some bomb explosions spread out, you practically win. The total garbage start isn't too great so this one is over fairly quick. Note the centralized superbomb (or four bombs, 2x2, placed) technique I employ at the end. This is a common thing on my part and really something a lot of people should take into account if they want a fast way to win. This will take out a 10x10 area if centralized properly. 10x10 = 100 damage at maximum, not to mention the extra addons if you actually chain that. You'll likely win with a setup like that (and it is possible). 2nd game - Well, this round was a double-blunder on both of our parts. Drag lost on a count of overstacking but after my initial blast I screwed up on placing a 1-line blowup on the far left. This accomplishes nothing. Honestly, you WANT to STAY AWAY from 1-line attacks. Half the time, unless with superbombs, they accomplish jack crap. Had Drag accumulated a big chain, I likely would've ate it that round. Thankfully, that wasn't the case and the match went to me. That particular map is one of the more difficult ones but is really meant for a lot of 2-line placements with bombs and vast amounts of speed to get to the core. It's an easy set, at least. On the edge, you can set up a chain to get pieces to the bottom if you get garbage floatup too, but it's a hard setup. 3rd game - Honestly, had Drag followed up after my climb to the top, he should've won this. I was setting up a rather large combo start but my pieces were crap. Well when Drag got me towards the top, he forced my hand I had to attack him a little bit at a time. I used a lot of nested lines (no bombs in a line, hence no explosion) with this. Once I got the stack down to about the center, I took a bomb-line piece and got a small bit down at the bottom, giving me a nested one-line at the very bottom, which makes 2-line attack or more very easy and thus giving me ease with bombs. The rest was just attacking him until he could do no more. A 3-superbomb finish was more than adequate. Fun technique on that drop of 1-bit? Try making it to where it drops a whole LINE of said bit, and not just necessarily one or even four or five. It's a hard set, but you can get a 10 or so doing things that way AND nest it. This obviously gets very messy for the opposition. 4th game - This is actually an easier map then it looks. This is very similar to the 00-map but with an extra step involved. If you take out the initial top, blocking you from the bottom, and nest a line to explode to drop down a buncha crap, as shown here, you get one heck of an explosion. This almost wins the battle for me entirely. This shortly ends after the one-two punch. 5th game - Another one that's easier than it looks. When you get a setup like this, with open edges at either side, abuse the heck out of nested lines and/or blow the heck out of it was Tetrises. Your choice really on this map as it's a bit easier to do with massive blowups than strategic sets. This one was setup so well so it ended up going a little longer than I wanted to. 6th game - Minus the fact that it took two blowups to accomplish correctly (I was going for one, missed a bomb placement because I was hurrying), this was an absolutely perfect setup. Again, using that nest principle, I took the lines that were extending out and made nested lines and continued up to the top, spreading my bombs out (hopefully) even. At the very top, I let one go, taking a good chunk with me. At the last one, it took the rest of the stack. This took the screen and won it. This technique is flatout unbeatable but it takes time to setup. If you can attack the person first with speed when you see them pulling something like this; it will make their job a little harder with the impulse attack. Just make sure you don't wait too long or this happens. All in all, not too bad...but he said it himself that he was nervous. Suffice to say, when round two came around, it showed. :\ Oh well, he'll do well for the rest of the time. He was better outside the tourney than he was in it on a test run and he's not an easy opponent to beat when he's in his groove. Anyways, I may just see how you guys would react if the rules got kicked up a notch towards the final round (i.e. HARD being used instead of EASY). |
| interdpth |
| ||
|
Buzzy Beetle Level: 44 Posts: 34/383 EXP: 576035 Next: 35250 Since: 02-22-07 Last post: 3732 days Last view: 3705 days |
There was much more done, but that couldn't accessed unless you cheated properly
and that sequence breaking to get Varia that's intended for my hack. Anyway the things in the vid are new. And the puzzle for Varia about to be demolished and built from next to nothing. =P ____________________ lawl blog http://interdpths.blogspot.com/ |
| Stifu |
| ||
|
Cobrat Level: 56 Posts: 73/666 EXP: 1320864 Next: 77312 Since: 02-22-07 Last post: 318 days Last view: 3 days |
Thanks for your work, GlitchCog.
I'll definitely mess with all that soon enough, but I first want to display tiles, colors and maps etc properly... |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
|
MySQL - queries: 102, rows: 157/157, time: 1.208 seconds. |


