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Main - Posts by FloBo |
FloBo |
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Newcomer Level: 6 Posts: 1/4 EXP: 627 Next: 280 Since: 06-26-07 From: Germany Last post: 6110 days Last view: 6082 days |
Hey Stifu?
Remember me? How's progress going with your Editor/viewer? Wasn't your exam somewhere in may, where you wanted to have your Code ready? Am just curious about the project Greets, FloBo ____________________ check my fabulous website Digisalt online |
FloBo |
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Newcomer Level: 6 Posts: 2/4 EXP: 627 Next: 280 Since: 06-26-07 From: Germany Last post: 6110 days Last view: 6082 days |
Posted by Stifu Yes, indeed, that's me. Cheers to you for your grade What are you developing the design in? UML? If that's the case, I could maybe reuse this information as well for the recode in Java. Also why do you want to refactor your whole project? Is the source such a mess already? And why on earth C#?! That way, it'll only work on windows systems... (yeees, I know there's mono for linux... but this one doesn't count)... depending on the version of c#, it may not even be possible to run it on 9x-platforms... So what made you go for .net if I may ask kindly? I'll be glad to see some progress on this one. Maybe you could just give me a snapshot of the current state of it? What has been designed, what still has to be done, etc. Hope to hear from you soon ____________________ check my fabulous website Digisalt online |
FloBo |
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Newcomer Level: 6 Posts: 3/4 EXP: 627 Next: 280 Since: 06-26-07 From: Germany Last post: 6110 days Last view: 6082 days |
Hi there.
As this has always been some kind of myth to me, I just wanted to know if anyone of you guys knows some descent 65816 tracing tutorial, showing how to trace data (like tilemaps, etc.) using geigers snes9x debugger... I mean, I know that you have to somehow figure out, where your data might be (using corruption or something similar), then trace the according address using the debugger... thus, you can find out where the data is loaded from/stored to and what compression it uses... you just have to identify some of the most important asm-routines, right? So... having read a whole lot about snes-hardware-internals and 55816 asm and having all that theoretical how-to knowledge explained above, I'd just like to see, how it is done in reality... So is there some tutorial existing or any volunteer wanting to help me out on this one? Thanks in advance ____________________ check my fabulous website Digisalt online |
FloBo |
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Newcomer Level: 6 Posts: 4/4 EXP: 627 Next: 280 Since: 06-26-07 From: Germany Last post: 6110 days Last view: 6082 days |
Posted by Sukasa What exactly do you mean by the start of the RAM section? the start of the rom bank? And just for my understanding: when I 'step out', I get to the point, where the routine started, that actually messed around with the offset I set my first breakpoint to, right? Alright then... having the knowledge of where my tileset is stored in rom (compressed) and where it finally is loaded to ram, I should be able to figure out the compression routine using just what you said. take a read-breakpoint, push step out, take an execute breakpoint and push next op as often as needed to figure out what the compression algorithm does, right? ____________________ check my fabulous website Digisalt online |
Main - Posts by FloBo |
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