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Main - Posts by Dwedit |
Dwedit |
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Red Paratroopa Level: 30 Posts: 103/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
For me, Bio World works perfectly in all emulators. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 104/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
We need a thread for BIOS LOGOS! If you're lucky enough, you might have a tool to flash a custom image into your BIOS. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 105/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Dwedit |
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Red Paratroopa Level: 30 Posts: 106/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
So yeah, the new versions of Winamp have this slow MP3 decoder which takes up a ridiculous amount of CPU usage. Which old versions of Winamp use a faster decoder?
I know there's also the option of using Directshow to handle mp3 files, and while that does go a lot faster (gotta love ffdshow!), it doesn't display track names correctly, or let you edit tags by double clicking on the track name. Did anyone make a better MP3 plugin for winamp yet? ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 107/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
UIIVAN is the best game genie code for Castlevania 1 by far. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 108/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
All items kill you. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 109/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Funny how the game got a much bigger response on Justus 2... ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 110/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
I had already found a much easier way to get inside the walls in a different place in "A Strange Dream". This way involves abusing a tile the author forgot to mark as a wall.
Oh well, he already fixed that bug. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 111/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Is this acmlm.no-ip.org, or is this acmlm.kafuka.org? ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 112/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
It loves to roll back my project's development folder, despite a reassurance that "It will not affect your documents!".
Motherfucking Bullshit! ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 113/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
You know what someone's really gotta make?
UNICODE ZZT! ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 114/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
GBA: NO$GBA. I got the $15 version. Worth every penny. Just because VBA doesn't support breakpoints.
Snes: ZSnes NES: VirtuaNES mainly, but also FCEUXD if I'm hacking at something, and Nintendulator if I'm stepping through code. (Only Nintendulator has the Scanline # and Pixel clock display! Why?!!) Genesis: Either Kega fusion or Gens rerecording. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 115/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Never obsolete's post is the exact reason why it fails on real hardware. In order to use the MMC3's IRQ counter, you need to make sure the game takes background from the left pattern table, and sprites from the right. A NES naturally fetches stuff from the one pattern table for background, then one pattern table for sprites. If no sprites are visible, it takes from the right anyway. The MMC3's IRQ counter works based on the the way the NES would alternate between each pattern table.
Mario Adventure takes from both, so each time it takes a sprite from the left table, causing the IRQ counter to get a clock early, so the status bar moves up one pixel, and that's bad. Only way to get around that is hack the game to use a different mapper with a different way to generating IRQs, such Konami VRC7 or MMC5. Probably VRC7. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 116/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
I have no clue why Nestopia refuses to play it, seeing as Nintendulator plays it fine. Assuming this is after you pad out the file to be 512k in size (256k PRG, 256k CHR) ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 117/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
Mario Seasons is badly programmed and fails in the newest emulators.
Balloon Bros works in pocketnes. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 118/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
The reason that hack fails in PocketNES is that the program counter crosses non-adjacent PRG banks.
Most emulators wouldn't have a problem going from PC=BFFF to PC=C000, but pocketnes doesn't emulate the program counter that way, instead, it emulates it as a pointer. To fix the hack for pocketnes: (edited) * Move 0010-400F to 8010. * Move 4010-800F to 0010 change these: 002F: 03 >> 01 0099: 01 >> 05 F90C: 02 >> 00 F914: 00 >> 04 ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 119/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
It's a quirk that affects PocketNES and Loopynes, and any other emulator which represents the program counter as a pointer, and does not check for crossing page boundaries. It happens to work fine in almost all cases, since almost no games which do bankswitching have code run off the edge from one bank to a non-adjacent bank. On slow systems, it's a significant emulation speedup trick. PC's don't need to use that kind of optimization, so almost no PC emulators have problems. ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 120/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
There's also another alternative to rearranging the banks: Put a jump from the code around BFFF to C000. That would eliminate the runover and possibly make it work better with editors? ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 121/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
How exactly do you use the no-intro files? ____________________ |
Dwedit |
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Red Paratroopa Level: 30 Posts: 122/162 EXP: 163243 Next: 2626 Since: 03-07-07 From: Chicago Last post: 3526 days Last view: 1621 days |
It's the ClrMAME Pro part I can't figure out how to do. With goodnes, you just run it and it classifies stuff, whereas with ClrMAME pro, it just says all my files are missing. ____________________ |
Main - Posts by Dwedit |
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