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Main - Posts by blackhole89

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blackhole89
Posted on 09-22-07 10:18 PM, in EmuNet borked Link | Quote | ID: 66037


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70.



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blackhole89
Posted on 09-23-07 05:20 PM, in Screw that last poll. Link | Quote | ID: 66203


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I use Fragmentation here, mainly because I like the blue and it looks awesome

I have been trying to settle on a different theme on every Acmlmboard2 I am on though, so my next choices, in order, would be Desolation, Miner's Lament and Standard.

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blackhole89
Posted on 09-23-07 06:16 PM, in Free, downloadable games Link | Quote | ID: 66207


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shameless self promotion
Basic 2-player bullet hell game; description is on the site. No guarantees of shit working.

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blackhole89
Posted on 09-24-07 03:32 PM, in Nitro Explorer: universal NDS ROM file extracter/inserter Link | Quote | ID: 66257


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This might be of interest to you

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blackhole89
Posted on 09-24-07 05:41 PM, in Nitro Explorer: universal NDS ROM file extracter/inserter Link | Quote | ID: 66259


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Oh yeah, on second sight, you were actually right... I found this on the internetâ„¢:

NitroROM File System Specifications

Note that this document has been reworded in an attempt to circumvent possible
watermarking measures. No pertinent information has been lost.
Introduction

This document describes a simple file system which can be used to speed up
development time, and where the program and data files map into ROM. Application
developers need not concern themselves with the format of the file system; an API is
provided.

Details within this document may change before final release.
Data Format

A NitroROM file has the following constituents.
Header:
16KB of management stuff.
Startup static blocks:
Modules for the Main and Sub systems that are loaded and executed on startup.
File name table:
Array associating file names with numbers.
Overlay header:
Links for main and sub systems between file numbers and overlay IDs.
File allocation table:
Array of file numbers and ROM positions.
File Images:
Take a guess what these do.

For each block in the file, the developer can specify whether and to what granularity
the block should be aligned. If alignment is required, padding will be added.

The ROM header is fixed at the top of the NitroROM file; all other blocks are accessed
by direct or indirect pointers relative to the top of the header. Due to this, it is
possible for the other blocks to lie in any order in the file.
ROM Header Format

The following table shows the format of the ROM_Header structure.
Portion Offset (hex) Size Type Name Use
Reserved for system 000 8 bytes u8[] corp_id Should be "NINTENDO"
008 24 bytes u8[] reserved_A Unused, should be 0
Static module params 020 4 bytes void* main_rom_offset Offset of ARM9 startup code in ROM
024 4 bytes void* main_entry_address Entry address [unimplemented]
028 4 bytes void* main_ram_address ARM9 destination RAM address
02C 4 bytes u32 main_size Size to copy for ARM9 code
030 4 bytes void* sub_rom_offset Offset of ARM7 startup code in ROM
034 4 bytes void* sub_entry_address Entry address [unimplemented]
038 4 bytes void* sub_ram_address ARM7 destination RAM address
03C 4 bytes u32 sub_size Size to copy for ARM7 code
Nametable params 040 4 bytes ROM_FNTDir* fnt_offset Offset of name table in ROM
044 4 bytes u32 fnt_size Size of table
FAT params 048 4 bytes ROM_FAT* fat_offset Offset of allocation table
04C 4 bytes u32 fat_size Table size
Overlay header params 050 4 bytes ROM_OVT* main_ovt_offset ARM9 overlay offset in ROM
054 4 bytes u32 main_ovt_size Size of ARM9 overlay
058 4 bytes ROM_OVT* sub_ovt_offset ARM7 overlay offset
05C 4 bytes u32 sub_ovt_size Size of ARM7 overlay
Reserved 060 16 bytes u8[] reserved_B Should be 0
070 3984 bytes u8[] reserved_C Again with the 0's
100 12288 bytes u8[] reserved_D And again
Startup Module

This is a supplied binary, linked in with the application ELF. The binary is placed in
ROM without modification. The top ROM address for both processors must be aligned
at a 512 byte boundary.

File Name Table

This table associates file names with IDs. The table is built up from two sub-tables: a
table of directories, and a file table. Directories are distinguished from files by their
ID: a file can only have an ID in the range of 0x0000-0xEFFF, and a directory has an
ID of 0xF000-0xFFFF. Therefore, there can be a maximum of 61440 files and 4096
directories.
Directory sub-table

The size of the directory table implies the number of entries within it; the subscript of
a given entry corresponds to a directory ID of subscript+0xF000.

The following table specifies the format of the ROM_FNTDir structure.
Offset (hex) Size Type Name Use
000 4 bytes u32 entry_start Offset of the constituent file sub-table
004 2 bytes u16 entry_file_id ID of first file in the file sub-table
006 2 bytes u16 parent_id ID of parent directory

The directory with ID 0xF000 is the root directory. In this case, the parent_id field
holds the number of directories contained within the filesystem, since it has no
parent.
File sub-table

An entry in a file sub-table can be produced with either of two structures; one
describes a file entry, and one a directory reference. The developer must choose
which structure to use dependent on the circumstances.

The following table describes a ROM_FNTStrFile entry.
Offset (hex) Size Type Name Use
000 Bitfield: 1 bit u8 entry_type 0 for a file
000 Bitfield: 7 bits u8 entry_name_length Length of entry name
001 [length] bytes char[] entry_name File name (NOT zero terminated)

This table describes a ROM_FNTStrDir structure.
Offset (hex) Size Type Name Use
000 Bitfield: 1 bit u8 entry_type 1 for a dir
000 Bitfield: 7 bits u8 entry_name_length Length of entry name
001 [length] bytes char[] entry_name Dir name (NOT zero terminated)
[length]+1 1 byte u8 dir_id_L Directory sub-table ID, low byte
[length]+2 1 byte u8 dir_id_H Directory sub-table ID, high byte


Yeah, on second thought, this doesn't look like FAT at all, at most slightly inspired by it...

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blackhole89
Posted on 09-24-07 06:30 PM, in Blocktool Omega Link | Quote | ID: 66262


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This sounds interesting, and a bit of competition in the block tool can only help the whole thing so yeah, you should release.

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blackhole89
Posted on 09-24-07 09:04 PM, in IRC quotes thread Link | Quote | ID: 66278


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21:00:12> * Sleeptwah sets mode: +v Smallhacker
21:00:16> * X sets mode: +h Smallhacker
21:00:48> <Smallhacker> so
21:02:54> <blackhole89> i herd
21:03:02> <Treeki> u liek
21:03:18> <Ailure> mudkips


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blackhole89
Posted on 09-24-07 09:13 PM, in Fraxy Link | Quote | ID: 66279


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Nice firepower, but I think it goes down way too fast...

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blackhole89
Posted on 09-24-07 09:53 PM, in Create a masterpiece! Link | Quote | ID: 66283


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blackhole89
Posted on 09-25-07 03:17 AM, in I chat (and idle) on IRC too much Link | Quote | ID: 66303


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I only tend to do such things when really, really tired, but yeah, something like that happened to me before

I take it using internet acronyms from "lol" to "brb" in everyday speech counts as too much IRC as well?

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blackhole89
Posted on 09-25-07 02:07 PM, in I've gotten dumber. Link | Quote | ID: 66339


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Posted by YD
I think you would be wise to not judge your intelligence/character based on how you act on an internet forum

I'd say it depends on the person. I, for one, feel much better represented by my "online" than my "offline" self... but then, with the amount of idiots and assholes on the net, you have no choice but to either lose faith in humanity or believe they are better persons in real life...

Alkis: What particular posts are you referring to anyway? It's hard to make any statistical evaluation and wrong to come to a conclusion from a total of just 11 of them...

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blackhole89
Posted on 09-25-07 03:17 PM, in Blocktool Omega Link | Quote | ID: 66341


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Somebody on 2channel hinted that the JSR/JSL thing might become a bit of an annoyance when porting in blocks written for usage with other tools... you probably should add some kind of check that automatically replaces it when it finds a block that returns with JSR being inserted. (A bit of elementary control flow following might be necessary to implement that though...)

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blackhole89
Posted on 09-25-07 09:59 PM, in Sprite Tool Update + Source Code Link | Quote | ID: 66370


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Sprite Tool won't take care of the sprite graphics for you... you need to configure those in LM separately.
Basically speaking, you need to load the sprite graphics files (Level->Super GFX Bypass...) in a way that the correct graphics for the sprite are contained at the right positions.

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blackhole89
Posted on 09-25-07 11:55 PM, in Was at the library Link | Quote | ID: 66389


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Well, I am fairly positive the Great Firewall of China filters all of my server...

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blackhole89
Posted on 09-26-07 12:39 AM, in Jul: The Card Game Link | Quote | ID: 66398


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If this board is going to be incorporated, I think "Battle of the Boards" would be the right choice... it sounds catchier either way.

For now, I'll stick with "maybe".

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blackhole89
Posted on 09-26-07 12:42 AM, in Jul: The Card Game Link | Quote | ID: 66401


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Well, I would, but I never played those trading card games (stuff like pokeyman cards is mostly played by the more stupid flavour of little kids over here anyway <<) and thus have no idea what a card should look like. Care to elaborate/provide an example?

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blackhole89
Posted on 09-26-07 01:25 AM, in Jul: The Card Game Link | Quote | ID: 66413


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Posted by Sukasa on Justus2
Wew've got about 50 cards done. no GFX, just the cards and what they do.

It would perhaps be useful if you uploaded that list somewhere...

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blackhole89
Posted on 09-27-07 07:47 PM, in Was at the library Link | Quote | ID: 66548


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My school theoretically blocks those sites as well (but not this one) and has a rather restrictive router (ports 80 and 443 only too), but I tunnel my way through it by having set up SSH to listen on port 443 on the ABII server as well as a localhost-only maximum permissivity proxy which I accordingly tunnel to be able to access from there. Most public places, in my experience, might have restrictive routers but usually very weak security...

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blackhole89
Posted on 09-29-07 06:31 PM, in Milestone Post ID: 65535 Link | Quote | ID: 66668


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Posted by knuck
this is my rifle

Worst waste of a milestone post ever.






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blackhole89
Posted on 09-30-07 02:36 AM, in Yoshi's Island: Kamek's Revenge - RELEASED Link | Quote | ID: 66707


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Though I've only played the first two levels (not counting the intro) so far, I must say the quality of the level design is very good; the tiny quirks such as modified graphics and minor modifications to music (the first level theme had a few instruments changed and the patterns' order tossed around... is there anything else?) add to the overall positive impression of the hack.

Kudos for the good work.

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