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Main - Posts by DahrkDaiz

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DahrkDaiz
Posted on 12-27-09 05:08 PM, in asm programming = slave labor Link | Quote | ID: 124259


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Posted by Aaendi
They got money for it and I don't, and besides isn't C really slow?


If you ever expect to do anything related to programming, you have to throw the money notion out the window. If you think people program, even in ASM, purely for money aspect, then you're going to be a very poor programmer and designer. You have to love for it to be any good.

DahrkDaiz
Posted on 12-28-09 01:48 PM, in [SMD]How to hack Gens to use 2megabytes as RAM?? (or: how NOT to hack) Link | Quote | ID: 124366


Nipper Plant
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lol lies

DahrkDaiz
Posted on 12-28-09 03:11 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 124367


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Thanks for posting this KP. it's inspired me to double down on finishing Reuben

DahrkDaiz
Posted on 12-28-09 03:17 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 124368


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Ok update so far:

With the holidays and Quake Live, work has slowed down considerably but it hasn't stop. I've fixed a lot of bugs with the editor and implemented a few other things, such as enabling White Mushroom House appearances.

Features left to implement before 1.0:

-continuing bug fixes
-enabling lock block placement
-changing map position with in level pointers (for map warp pipes)
-being able to set what level the white mushroom house takes you to (a mushroom house or any level you choose)
-making sure air ships take you to the proper airship level along with making "The King Has Transformed" sequence work properly

DahrkDaiz
Posted on 12-29-09 02:09 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 124458


Nipper Plant
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I already know the problem from KeyNotFoundException, there's a Dictionary I use to keep track of level guids and the tree node that's associated with them (and vice versa), when you move the level, that association is broken and I leave it out there rather than mending it.

DahrkDaiz
Posted on 12-29-09 02:37 PM, in asm programming = slave labor Link | Quote | ID: 124459


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Posted by Aaendi
It's not all assembly languages that I consider as slave labor, it's mostly just 65816 asm.

1) you have to clear carry bit before adding.



Of course, that's because the carry bit is needed to do math beyond native cpu word sizes, otherwise you have no way of knowing when the value exceeds the storage unit. It's a feature and much needed.

Posted by Aaendi

2) you can't do math with the index registers.



That's because they're "index registers" used for "indexing". It's a slight nuisance anyway and you can still do major math operations without indexer registers.

Posted by Aaendi

Other cpus don't have these archetectural flaws.


Like Parasyte, other CPUs have their own architectural flaws. Once again, it's really not "slave labor". Try writing machine code on punch cards or blowing out programmable ROM fuses. Back when then ASM language came out, it was a god send. People loved the fact they could write code that looked remotely readable. The SNES isn't super powerful, but it's still a freaking beast compared to other consoles of its time. It removed so many limitations the NES had.

DahrkDaiz
Posted on 12-30-09 08:03 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 124554


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Actually, KeyNotFoundException is the true indicator of where the error exists. If swr just posted "MoveToLevel_Clicked", I would search that function and all the code branching from that. Buy posting all the lines, I know that it's a key not in a dictionary issue related to MoveToLevel, thus, I know exactly what to fix. I personally don't mind full exceptions like what he posted.

DahrkDaiz
Posted on 12-31-09 02:31 AM, in How often do you take a vacation? Link | Quote | ID: 124592


Nipper Plant
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You should add an option for "almost never/never". I've only taken 2 vacations my entire life and they weren't really "relaxing" vacations. The idea of taking a vacation every year is just bizarre to me.

DahrkDaiz
Posted on 12-31-09 02:32 AM, in How often do you take a vacation? Link | Quote | ID: 124594


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Booyah, you were ninja'd

DahrkDaiz
Posted on 12-31-09 05:08 PM, in Is Retro Gaming really making a return in the industry? Link | Quote | ID: 124640


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In all fairness, Super Mario Bros. 1 was graphically leaps and bounds better than any other platformer of its time. It had generated backgrounds, many sprite animations and was very colorful.

DahrkDaiz
Posted on 01-04-10 05:14 PM, in How's The Weather? Link | Quote | ID: 125017


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It's a whopping 22 degrees right now here in Tennessee. My theory? You know how the population of some animals becomes too great when you limit hunting? I think the restriction of emissions has caused cooling to overrun the earth. Everyone, get out your old Chevy Celebrities and fire up those 8 mile to the gallon motors. WE NEED MORE CARBON!

DahrkDaiz
Posted on 01-04-10 06:00 PM, in asm programming = slave labor Link | Quote | ID: 125027


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Posted by Aaendi
Most of you can program for fun. I'm forced to program a game because other programmers keep critisizing me.


What? Forced? No one can force you to program anything. Why can't you program for fun anyway? Why not choose to program something you like.

DahrkDaiz
Posted on 01-08-10 06:08 PM, in Super Mario Bros. 3 World Championship (rev. 2 of 01-08-10 06:09 PM) Link | Quote | ID: 125220


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I haven't stopped working on Reuben, don't worry, but sometimes you get an idea and you have to run with it. Right now I'm working on a "skill challenge" version of SMB3 that will test various skills. The basic idea is that every level has a challenge to it. For example, 1-1's challenge is collect 50 coins in 1 minute (not terribly hard). 1-2's is collect 5 1-Ups in 1:30 (using the goomba bounce trick of course). There will be various skill base challenges for every level with very minimal level design changes. You will not be able to use items, you have infinite lives and Im debating on making you start every level as small Mario to add to the challenge. Challenges will range from easy, tough, maniacally insane and the maps may be modified to allow people to take different paths. Hammer Bros. Levels may change and present a new challenge to conquer beside normal bros. battles.





As you can see, the goal card won't appear until a challenge is met. The timer has been modified to be more accurate and not slow down during fast scrolling (the timer will update less but the decrement of the timer will remain despite this). Disregard the weird goal cards in the status bar, it's a side effect and will be removed.

DahrkDaiz
Posted on 01-09-10 02:14 AM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125265


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freaking GREAT idea! I likes it

DahrkDaiz
Posted on 01-09-10 04:41 AM, in Super Mario Bros. 3 World Championship (rev. 2 of 01-09-10 06:53 AM) Link | Quote | ID: 125277


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funny you mention that, I just put in a forfeit button. select = insta kill

Edit: the great thing about this, creating new challenges adds a new level of depth when trying to complete them at the fastest time. Just so folks know, I plan to put in some secrets in this hack out the wazoo. They'll remain hush hush until people play the hack and start to discover them. Let's just say, this hack isn't for the amateur and you probably want to use a control to beat this hehe.

DahrkDaiz
Posted on 01-09-10 01:55 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125300


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I plan on making you start every level small but if certain powers are needed, they will be provided (example, 1-6 only has one ? block, but you need two to get raccoon Mario to complete the challenge). And no, the timer will not stop if you complete the challenge, everything is time based. Though, some challenges you are given more than enough timebecause the challenge alone is tough.

I personally complete each challenge at as fast as I can then I slow it down a bit and use that time as the challenge to complete.

DahrkDaiz
Posted on 01-11-10 05:19 AM, in [Is Possible] MegaMan 9 Link | Quote | ID: 125433


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but.... why?! we already have Megaman 9? That would be like taking SMB1 and hacking it so that it's SMB3. What's the point?!?

DahrkDaiz
Posted on 01-13-10 05:10 PM, in Super Mario Bros hitbox data Link | Quote | ID: 125506


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hitbox data? Like, what determines it detection for blocks? sprites?

DahrkDaiz
Posted on 01-13-10 05:30 PM, in Super Mario Bros hitbox data Link | Quote | ID: 125508


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I can tell you now, there won't be any sort of data table for this stuff. Most hit detection code in Mario games is hard coded values. There's usually 4 or 5 routines that handle hit detection in general. If you want to modify a single object/sprite hit detection, you're going to have write special case code.

DahrkDaiz
Posted on 01-15-10 04:18 PM, in Super Mario Bros hitbox data Link | Quote | ID: 125567


Nipper Plant
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what? script? can you show a screenshot of what you're referring to? As far as the character height, that's hard coded. It will take a bit of digging to figure out where it decide the height of your character.
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Main - Posts by DahrkDaiz

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