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Please chime in on a proposed restructuring of the ROM hacking sections.
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DarkPhoenix
Posted on 05-24-07 07:03 AM, in USB wireless adapter as soft AP (rev. 2 of 05-24-07 07:11 AM) Link | Quote | ID: 37951


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Sorry for the bump, didn't seem like the problem was ever solved, though.
I was looking into this about a month ago, actually. Already trashed all the links I ran into on the topic, since my card doesn't support SoftAP, but most of them seemed to be along the same lines as this - http://wiki.pocketheaven.com/Ralink_Soft_AP
More of them used an application called Segue SoftAP
For the BroadCom network adaptors, apparently if you use their network configuration utility, you can add a Registry key called "EnableSoftAP", and a new tab will appear in the configuration utility.
- http://episteme.arstechnica.com/groupee/forums/a/tpc/f/469092836/m/891003119731
Not sure if any of those have you covered. Either way, good luck.

Edit: Let it be known, though, that I never actually found a copy of Segue SoftAP, and I never actually did get my DS/Wii to fully connect to my PC this way.

DarkPhoenix
Posted on 05-24-07 07:17 AM, in Useful Software / Links -- Microsoft Windows Link | Quote | ID: 37955


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Zoom Player and Media Player Classic - both significantly less frustrating when downloaded with the Combined Community Codec Pack

DarkPhoenix
Posted on 05-24-07 07:30 AM, in Useful Software / Links -- Unix-like/Free Operating Systems Link | Quote | ID: 37958


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Beryl is pretty...
Add it to the Window Managers list

DarkPhoenix
Posted on 05-25-07 04:52 AM, in Unused level sprite data! Link | Quote | ID: 38246


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I'm in, for disassembling, commenting code, writing tools, whatever you need.

Perhaps we should start a new thread, to organize?

DarkPhoenix
Posted on 05-29-07 03:48 AM, in Miss Universe 2007 (rev. 2 of 05-29-07 05:02 AM) Link | Quote | ID: 39283


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Few things on TV are such significant, life altering events, that they merit me actually plugging the cable back into the back of my TV. And with this, Pet Star, and Saved By the Bell, so disproportionately many involve Mario Lopez.

So...who's the hottest? I'm big on Ms.Kazakhstan, Ms.Japan, and Ms.USA myself. And as much a fan of Korea as I am, Korea gets my award for worst national costume.

Edit: Apparently my taste in national costumes is exceedingly poor.

DarkPhoenix
Posted on 06-10-07 08:20 PM, in XP or Vista? Link | Quote | ID: 44277


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First off:
- If money's an issue at all, and you're buying a pre-made PC, go with Vista, it'll be cheaper in the end to get it bundled with the PC.
- If you're seriously worried that compatibility is going to be an issue, do what businesses do, wait for Service Pack 1 to be released before diving in.
- If you're looking for new features, they aren't here. For a fresh out of the oven OS, Vista's about as tepid as they come.
But do keep in mind, until Linux decides to stop being geekware at its core, resistance is futile.

I'm running Vista Business x64 right now, it shouldn't get less compatible than that. For the record, my only major compatibility issue has been my crazy ghetto GBA EZ Flash Advance card's cable, because of unsigned drivers. That's easily fixed with VMWare. Everything else has mostly been solved by downloading a no-longer-included DLL or something.
As far as bloat, it hasn't noticeably effected anything, even in this quite mediocre machine. And I'm one of those guys that keeps his desktop clear of icons just to make sure windows boots up faster.

But honestly, the only new features I really care about, you can pretty much get from Google Desktop (or, if you're willing to do some coding, Samurize is more flexible).

Alternatively, if you really like pretty things, money is no issue at all, and you don't mind paying $3000 (+the cost of windows) for a $1000 PC that you won't really be able to upgrade without buying a brand new PC, then go for a Mac. OSX is actually pretty cool.
But I'd imagine if that were the case, you'd've referred to your intended purchase as a "laptop", rather than a "computer".

DarkPhoenix
Posted on 06-11-07 09:55 AM, in XP or Vista? Link | Quote | ID: 44497


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Funny how no one's asked what he intends to use the system for.
For that matter, whether DX10's even an issue.
Moreover, .Net 3.5 will probably be backported to XP, and mono's getting better and better. But, for the linux and mac fans, he did say right off the bat:
3) Linux: Uh... Maybe some day.
4) Whatever Mac's OS is called: No way! D:<
I suppose this thread's as good a soapbox as any, though.

DarkPhoenix
Posted on 07-06-07 07:00 AM, in Programmer For A HEX Editor Idea Link | Quote | ID: 52668


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Hex Workshop has a "bookmark" feature. It does essentially what your first post mentions. It just keeps them in a little list, and highlights the offsets, rather than putting the description next to the offset. Gives the added benefit of being able to browse the descriptions quickly, and jump the offset.

If there's one feature I'd like to see in a hex editor, it'd be a more robust Structure Viewer/Editor. It'd be nice to have sort of an Integrated Rom Hack Development Environment, with one large program where I could pick out a section of data and look at it as hex, ascii, graphics tiles, palettes, or whatever, even if it could only view, not modify the structures. Maybe I'll do it myself someday, once I get around to finishing my other half dozen projects.

DarkPhoenix
Posted on 07-07-07 06:33 AM, in Super Mario world nes pirat full version founted Link | Quote | ID: 52860


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"Q. How do you decide when to make another Mario game?
A. After we finish a Mario game, the staff usually vows never to do another one! But once the game is released, we start thinking it may not be such a bad idea to add another title to the series. We usually have lots of ideas that we haven't been able to implement yet. A good example is Yoshi the dinosaur who just appeared in Super Mario World. We wanted to have Mario ride a dinosaur ever since we finished the original Super Mario Bros., but it was impossible technically. We were finally able to get Yoshi off the drawing boards with the Super NES."
- Shigeru Miyamoto, in the interview in Mario Mania, the SMW strategy guide

Given that, the pirate game is impressive if for nothing else but the fact that they accomplished adding Yoshi to the game.

DarkPhoenix
Posted on 08-24-07 11:01 AM, in POLL: Suggest the new name for the community! Link | Quote | ID: 63573


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Not to sound too critical, but...
"Board2" is bland and unoriginal, as with anything that uses "board" as the key part of the name. All the clever phrases using "board" are taken. Both of them. (This one's still better than the rest, but it also still implies that it's Acmlm's Board 2)
"Blackboard" will get mixed in with the Blackboard Academic Suite on google searches. (I told you, they're all taken)
"Insert Coin" might anger the guys over at InsertCredit. You don't want that.
"Game Aver" alienates anyone who isn't in on the joke.
"Boardhole" is more likely to attract people interested in crude jokes than ROM hacking, assuming that's still what the community is centered around. Moreover, what of when Blackhole leaves?
The others merit similar criticism.

If we have to ditch the historically significant "Acmlm's", why not just start fresh? No clever references, no inside jokes, no names of forum members, just something original that sounds good. How did Doom9 get its name?

Well, either way, good luck.

DarkPhoenix
Posted on 01-04-08 07:20 AM, in I don't believe in giving up... (rev. 2 of 01-04-08 07:22 AM) Link | Quote | ID: 72670


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Since no one else seemed to want to fight with the algebra (condensing into loops), I figured I would, since the other solutions aren't working for you.
My apologies in advance for throwing pseudo-code in with the assembly. Pardon my laziness, as well as my wordiness.
Also, ignore any dashes, etc. They're there strictly because the board kills whitespace. Stuff I added starts with capital letters so it sticks out.

Your condensed code should look something like this, if I don't fail at algebra:

vwait:
lda $2002
bpl vwait

VALUEA = 48
VALUEB = 00
VALUEC = 0F

For VAL = 0, increment by 1 for 12 iterations
{
lda #$21 ;For loops 1 through 6, load #$21
If (Val>7) lda #$22 ;For our other loops, load #$22
;----------------Alternatively, and the proper way to do the above, is to keep track
;----------------of the overflow in the following, and add it (it should be 0 or 1)
;----------------to #$21, or simply use a 2-byte number if you can
;----------------you might need to reorganize a bit to do this, though.
sta $2006
lda VALUEA ;((VAL*20) +48) in high level language
;-----------------I'm counting on this to overflow, to go back to #$08 before Title7
sta $2006

ldx VALUEB ;((VAL*10) +00)
TitleX:
stx $2007
inx
cpx VALUEC ;((VAL*10) +0F)
bne TitleX

Add VALUEA,20 ;Here's where we're actually doing the multiplication in that (VAL*20)
Add VALUEB,10
Add VALUEC,10
}

lda #$20
sta $2006
sta $2006

Strip it of the comments, see if it looks familiar.
In short, Value A, Value B, and Value C are just the numbers that were changing in each part of your code. I just took your working code, found the pattern, and plugged the math in. In a high level language, you could just use VAL (your loop index) and some math to do everything. I don't think the 6502 does multiplication, though, and if it did, it'd be slow, so we accomplish the same thing with some extra memory, by adding at the end of each loop iteration.

As mentioned before, the proper way to do this is really to just use a 2-byte number, starting at #$2148, and keep incrementing by 20, write the high byte to $2006, low byte to $2007. (or two 1-byte numbers, 21 and 48, and add your overflow to the 21...same thing)

Something you might be wondering - I load #$21, do a compare, and if the result is true, I load #$22, rather than adding 1 to the #$21. The reason is that loading a constant is faster than an add. This is still probably ultimately slower than using a two byte number, as mentioned before, as you replace your compare (load from memory and accumulate, then possibly branch - at best, depending on processor design) with just a load from memory (and maybe a manual add, if it doesn't support 2-byte numbers out of the box).

DarkPhoenix
Posted on 05-29-09 02:40 AM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 107756


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Just a thought - rather than using separate stacks for undo and redo, you could use a single list, with a pointer to the current position. FireFox 3's Forward/Back buttons provide a good visual of this approach.

For reference, since it wasn't mentioned, the book "Design Patterns" (or alternatively, the Wikipedia Article) has a collection of the industry standard solutions for common concepts like Undo/Redo, with diagrams and all that jazz. See "Command" and "Momento".

DarkPhoenix
Posted on 07-08-09 06:15 PM, in Any one know a good dissasembler Link | Quote | ID: 110158


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If you haven't specified the name of the romfile in a command-line argument, the disassembler probably won't do much aside from give you some rather opaque instructions on how to use it.

GUI apps are awesome from a usability perspective, but there are some pretty good reasons why some programming tools are written for the command line:
It makes them simpler to port to different platforms, it makes them easier to code, but more importantly, it makes it easier to use them with other tools, because it's easy to take the output and send it to a text file, or to another program, such as with a scripting language. This is particularly common in Unix-like environments.

As a result, the command line apps are more abundant, and if you're serious about getting some work done in a reasonable amount of time, it'd be in your interest to learn how to use them well, including how to chain them together.

That said, there certainly are some GUI disassemblers, but they're few and far between. If it exists, it's likely either on Zophar, or geared toward sourcecode recovery for businesses, and therefore prohibitively expensive (IDA Pro), and potentially even more difficult to use, due to being so flexible and feature-heavy.

DarkPhoenix
Posted on 08-27-09 05:04 AM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 114179


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You have to disassemble in sections - you figure out where the code starts, and where it ends, and then disassemble that section.
The only tools that I know of that do branch following and whatnot to avoid incorrectly disassembling data are expensive commercial tools, and even with those tools, you won't uncover all of the code without some degree of work.

As you said, you need to know what's what before you start:
While you play the game, check for changes in memory after certain actions (the same way you find cheat codes - or alternatively, just look up some addresses other people have found). Then, run through again with a debugger running, placing a breakpoint when that memory is modified to find the instruction that modifies it - Then disassemble around that instruction. It's limited, but this way you can find the instructions relevant to what you want to change quickly, without digging through a lot of unrelated code.

DarkPhoenix
Posted on 09-11-09 08:11 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 114890


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Mineyl, you rock at level design. That is some of the most well thought out level design I've seen in a hack. Very professional.

A note, though - you might already be aware, but, in that final, light purple stage, the pillars in the background could use some darkening, if you can spare the colors - they look a little too much like foreground.

DarkPhoenix
Posted on 09-11-09 06:57 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 114903


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@Mineyl: Sorry to say that I haven't. My username's about as unoriginal as it gets, so I get that a lot. Had it for 10+ years, never took the time to think up a new one.

Keep up the good work.

DarkPhoenix
Posted on 10-22-09 07:41 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 10-22-09 07:47 AM) Link | Quote | ID: 117747


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@Mineyl: I kind of see what zbyte means with the bridges. It's kind of hard to explain, and I know what you're going for, but they kind of grab my eyes.

I'll try my best to explain why I think it's this way. The original graphics have kind of a flattened 3/4 view, and the original bridges, which arc upward, hold to that, as you can see the top of the bridge, as well as directly under the bridge (delineated by the shadow). It's a little hard to pull that (3/4 view) off with bridges that arc down, at least with such little space. Notice the bridge in never-obsolete's first screen shot - it works, and it would continue to work if it arced down slightly, only because you can distinctly see the side of the bridge, as well as the shadow under it, which tells your eyes the correct way to perceive the bridge (particularly because of the contrast between the light color of the bridge and the dark color of the shadow, which aids in giving the impression of depth).

On your bridges (and I don't mean this to be critical in any way) there is no shadow, and there is also no color contrast (insofar as the shadow), and so my eye has no immediate frame of reference to decide how to perceive the bridge, and so my immediate impression is that the bridge is actually upside-down.

Here's a few suggestions that might help:
A: Don't arc the bridges so much, and add a shadow (esp. since a short bridge won't arc much); B: Use a higher concentration of lighter colors on the front side of the bridge than the back; C: If you want to keep the bridge arced as it is, make another special water tile below the bridge, to add the shadow.
Here's A&B: Maybe darken the middle cross-beam to make it look like it's arced just a little more. Not sure if that's all too far from what you're going for, but I hope it's helpful.
Also, you may want to tone down the green of the grass just a little if you can (not sure if you can on the NES). It might just be my screen, but it seems a touch bright to me.
Otherwise, absolutely awesome. Excellent work.

Main - Posts by DarkPhoenix

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