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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Xeon

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Xeon
Posted on 06-03-07 06:51 AM, in I couldn't resist... Link | Quote | ID: 41674


Red Paratroopa
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hehe

Xeon
Posted on 06-06-07 01:11 AM, in Operating system(s) Link | Quote | ID: 42724


Red Paratroopa
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I run Windows XP SP2 and Ubuntu.

Xeon
Posted on 06-06-07 01:14 AM, in How much would you pay... Link | Quote | ID: 42726


Red Paratroopa
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I remember when I had a Commodore 128, I loved to play this game called Theif on it all the time. I also tried my hand at BASIC programming, but the compilers where so primitive and almost unusable I never succeeded. I'm so glad computers have gone down in price so much the past few years, I don't think id be here today if it weren't for that fact.

Xeon
Posted on 06-08-07 04:49 AM, in You Know... Link | Quote | ID: 43531


Red Paratroopa
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You know somethings wrong when you go to turn on your computer and are faced with an "Invalid Boot Diskette" error.

Xeon
Posted on 06-11-07 09:36 PM, in DirectX 10 CPU (rev. 2 of 06-11-07 09:37 PM) Link | Quote | ID: 44591


Red Paratroopa
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I hate to say it, but if you plan on running DirectX 10 games, its not just the processor you should be worrying about, its the video card. Your going to need to get a new video card, one that supports the new DirectX 10 pixel shaders.

Although I wouldn't buy ATI...they have fucked me over many times in the past, and I know not to buy from them anymore.

Posted by Ailure
Very few programs are pure multi-threaded for some reason... (come on, it's not really THAT hard programming-wise)


I beg to differ, implementing multi threading correctly is sometimes a nightmare of biblical proportions.

Xeon
Posted on 06-12-07 06:59 AM, in Guitar Practice Link | Quote | ID: 44705


Red Paratroopa
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I've only been playing for about 8 months, but heres about 20 minutes worth of practice today. Sorry about the horrible crackling the microphone is making.

http://www.xeons.net/June11th.wav

Xeon
Posted on 06-14-07 04:53 AM, in zomg pokemans Link | Quote | ID: 45244


Red Paratroopa
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Make one with Spongebong Hemp Pants.... and have different life cycles of a sponge.

http://video.google.com/videoplay?docid=-8336967107671092259

lol

Xeon
Posted on 06-18-07 08:39 AM, in Something (Work in Progress) Link | Quote | ID: 46503


Red Paratroopa
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It kind of reminds me of the Fruity Loops UI.

Xeon
Posted on 06-20-07 09:59 AM, in Possible fan problem Link | Quote | ID: 47171


Red Paratroopa
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ATI.....lawl...

Xeon
Posted on 06-29-07 08:43 AM, in You know the Software Developer is an idiot when.... Link | Quote | ID: 50624


Red Paratroopa
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You know the software developer is an idiot when he hard codes the "D:\" drive as the CD-ROM. I've seen so many old games and software do this.

Xeon
Posted on 06-30-07 02:17 PM, in You know the Software Developer is an idiot when.... Link | Quote | ID: 51001


Red Paratroopa
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You know a software developer is an idiot when he thinks that disabling right click will prevent people from viewing the source code.

You know a software developer is an idiot when he makes a flash based interface for an administration panel and codes the database authentication info into the file.

You know a software developer is an idiot when he decides to create his own cross platform version of COM and then only primarily releases programs for Windows (I'm referring to America Online here).

You know a software developer is an idiot if he works for ATI... teheheh.

Xeon
Posted on 07-12-07 11:01 PM, in Number of Posts? Link | Quote | ID: 54300


Red Paratroopa
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I always thought this was a cool feature of Acmlm's board, never seen any other board have that until I came here.

Xeon
Posted on 07-12-07 11:13 PM, in PS3 Price Cut/New Model Link | Quote | ID: 54309


Red Paratroopa
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I think that Sony never actually intended on winning the console race, they simply needed a Trojan horse to get there next generation high-definition disc format shoved down our throats.

Other horrible mistakes Sony made was using an untested type of chip, putting in too much new expensive technology, expecting idiots to go out and buy it no matter what the price.

The Cell Chip is good for math, but not good for gaming... in fact it's memory read speeds are crippled and thats why your not getting very much power out of the cell. If you look at the true screen shots of games compared to the CGI crap they showed at E3, the true screen shots look like crap. In fact the cell was so crappy they had to add in a GPU unit at the last moment.

Sony, you get what you give out.

Xeon
Posted on 07-13-07 12:29 AM, in I've had it Link | Quote | ID: 54358


Red Paratroopa
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I'll Take over

Xeon
Posted on 07-14-07 07:33 AM, in I AM... Link | Quote | ID: 54884


Red Paratroopa
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It's a lame attempt at a Friday the 13th Joke...

Xeon
Posted on 07-21-07 11:38 AM, in Your Face Link | Quote | ID: 56553


Red Paratroopa
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I'm a pirate....


Xeon
Posted on 07-21-07 11:39 AM, in Well, that was weird. Link | Quote | ID: 56554


Red Paratroopa
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It was a glitch in the matrix....it happens when they change something...

Xeon
Posted on 07-21-07 11:45 AM, in GBA graphics, VB help Link | Quote | ID: 56555


Red Paratroopa
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When I made my overworld editor for the Pokémon advance games I decoded each 4 bits to a byte. And then when re-saving I would simply combine two 4 bit segments back into one and just save that way.

Private Sub LoadSprite(FilePath As String, SpriteOffset As Long, PaletteOffset As Long, Height As Long, Width As Long)
'Set the global image properties
m_lngGraphicHeightBlocks = Height
m_lngGraphicWidthBlocks = Width
'Gets us a new file handle.
iFreeFile = FreeFile
'Current position in decoding
Dim lngCurrentPosition As Long
'Resizes the buffers for the required space.
ReDim Buffer(0 To ((m_lngGraphicHeightBlocks * 8) * (m_lngGraphicWidthBlocks * 8)))
ReDim EditBuffer(0 To ((m_lngGraphicHeightBlocks * 8) * (m_lngGraphicWidthBlocks * 8)))
'Resize the Sprite View (Double-Size mode!)
picViewSprite.Width = (m_lngGraphicWidthBlocks * 8) * 2
picViewSprite.Height = (m_lngGraphicHeightBlocks * 8) * 2
'Reset current tile
m_lngCurrentTile = 0
shpSelectedTile.Top = 0
shpSelectedTile.Left = 0
'Set offsets
m_lngGraphicStartOffset = SpriteOffset
'Opens the ROM
Open FilePath For Binary As #iFreeFile
'Goto the offset of the Palette
Seek #iFreeFile, PaletteOffset
'Load the Palette up
Get #iFreeFile, , PaletteData
'Goto offset of sprite
Seek #iFreeFile, SpriteOffset
'The Y-Line is the row of blocks we are reading
For YLine = 0 To m_lngGraphicHeightBlocks - 1
'The X-Line is the column of blocks we are reading
For XLine = 0 To m_lngGraphicWidthBlocks - 1
For Y = 0 To 7
'We are reading the data in chunks of DWORD's! HOW EFFECIENT OF ME!
'I MUST BE GAWD!
Get #iFreeFile, , Data1
Get #iFreeFile, , Data2
Get #iFreeFile, , Data3
Get #iFreeFile, , Data4
'4BPP graphics are 4-bits per pixel, so 4 bytes is 8 pixels or 1 row.
'they are in reverse order. XXXXRRRR
'RRRR = First Pixel
'XXXX = Second Pixel
'Below ...that could probely be shortend to a loop.
EditBuffer(lngCurrentPosition + 0) = (Data1 And &HF) 'High Nibble
EditBuffer(lngCurrentPosition + 1) = (Data1 \ 16) 'Low Nibble
EditBuffer(lngCurrentPosition + 2) = (Data2 And &HF) 'High Nibble
EditBuffer(lngCurrentPosition + 3) = (Data2 \ 16) 'Low Nibble
EditBuffer(lngCurrentPosition + 4) = (Data3 And &HF) 'High Nibble
EditBuffer(lngCurrentPosition + 5) = (Data3 \ 16) 'Low Nibble
EditBuffer(lngCurrentPosition + 6) = (Data4 And &HF) 'High Nibble
EditBuffer(lngCurrentPosition + 7) = (Data4 \ 16) 'Low Nibble
'Increase current position by 8
lngCurrentPosition = lngCurrentPosition + 8
Next Y
Next XLine
Next YLine
Close #iFreeFile
End Sub

Private Sub SaveSprite(FilePath As String, SpriteOffset As Long, Height As Long, Width As Long)
'Current position in decoding
Dim lngCurrentPosition As Long
Dim bytTempBuffer() As Byte
On Error GoTo ErrSaveSprite
ReDim bytTempBuffer((UBound(EditBuffer) \ 2) - 1)
'Make sure file is open
If Len(m_strCurrentROM) <= 0 Or m_blnROMOpened = False Then Exit Sub
'Gets us a new file handle.
iFreeFile = FreeFile
'Opens the ROM
Open m_strCurrentROM For Binary As #iFreeFile
'Goto offset of sprite
Seek #iFreeFile, SpriteOffset
For i = 0 To UBound(EditBuffer) - 1 Step 2
bytTempBuffer(lngCurrentPosition) = EditBuffer(i) Or (EditBuffer(i + 1) * 16)
lngCurrentPosition = lngCurrentPosition + 1
Next i
Put #iFreeFile, , bytTempBuffer
Close #iFreeFile

On Error GoTo 0
Exit Sub

ErrSaveSprite:

MsgBox "Error " & Err.Number & " (" & Err.Description & ") in procedure SaveSprite of frmOverworldEditor", vbCritical


End Sub

Xeon
Posted on 07-26-07 02:06 AM, in Seeing as there isn't one, DESKTOPS Link | Quote | ID: 57994


Red Paratroopa
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Xeon
Posted on 07-26-07 02:50 AM, in Pokemon Red/Blue Art Decompressor! Link | Quote | ID: 58020


Red Paratroopa
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Too bad it lacks any sort of COMPRESSION function....so it is in fact useless unless you just want to dump the graphics.
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Main - Posts by Xeon

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