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Please chime in on a proposed restructuring of the ROM hacking sections.
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Trax
Posted on 03-14-09 11:50 PM, in Greatest Music Video Ever Link | Quote | ID: 102961


Yellow Stalfos
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Mah, why not?




Trax
Posted on 03-14-09 11:51 PM, in What are you currently playing? Link | Quote | ID: 102965


Yellow Stalfos
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I play Medal of Honor, in multiplayer, on the Trashdog Afterhours server...

Trax
Posted on 03-14-09 11:52 PM, in Cola intake Link | Quote | ID: 102967


Yellow Stalfos
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At the very least, cut back on the Light version, dammit...

Trax
Posted on 03-23-09 03:00 AM, in New place to upload ROM Hacks Link | Quote | ID: 103763


Yellow Stalfos
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I'm wondering if it's really necessary, though...

Trax
Posted on 03-25-09 09:11 PM, in The future of computer games? Link | Quote | ID: 103912


Yellow Stalfos
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I didn't read everything thoroughly, nor did I watch the movies, but I still feel it's physically impossible to make a game that runs smooth with all the settings boosted to the max on any computer. If I understand correctly (and it's possible I don't), they are trying to convince us that their ultra-fast connection (price, anyone?) can be faster than the micrometric connection between my processor and graphics card on my computer's motherboard at home? Although it's not super far from impossible, that's still stretching...

I think the core concept (again, correct me if needed) is that their ultra-powerful servers (clusters, probably) do all the calculations and graphics processing, and you only have to worry about displaying the resulting image and processing input every frame...

Trax
Posted on 03-25-09 09:17 PM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 103914


Yellow Stalfos
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I'll cite Dr. Luffy on that one...

Football is just an excuse for dumb rednecks to grab each other...

Trax
Posted on 03-25-09 09:32 PM, in The future of computer games? Link | Quote | ID: 103917


Yellow Stalfos
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It's a clever concept, although not THAT new, it's just that those guys at the website are simply pushing the envelope as far as they can, in terms of marketing. Anyway, that put aside, basic math makes me sceptic quite a little. I took a screenshot of my desktop, without worrying about real-world representativity in a gaming environment, it's just for the test. With a resolution of 1024 x 768, I get a PNG of 908 KB.

908 KB x 30 FPS = 27240 KB/s = 26,6016 MB/s = 212,8125 Mbit/s
908 KB X 60 FPS = 54480 KB/s = 53,2031 MB/s = 425,625 Mbit/s

I consider my connection quite fast for normal house cable Internet, and I get a theoretical maximum of 7.5 Mbit/s in download. Looks quite far from what is remotely possible. So what's the catch?


Trax
Posted on 03-25-09 11:00 PM, in The future of computer games? Link | Quote | ID: 103933


Yellow Stalfos
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I still use the terms kilobyte and megabyte for powers of 2, although the "official" terminology is now kibibytes and mebibytes...
I'm already an old geezer in that domain...

Trax
Posted on 03-25-09 11:01 PM, in Windows Explorer Error... Link | Quote | ID: 103934


Yellow Stalfos
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Problems in Internet Explorer should be ignored since Internet Explorer isn't supposed to be used in the first place...

Trax
Posted on 03-26-09 03:03 AM, in Windows Explorer Error... Link | Quote | ID: 103964


Yellow Stalfos
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That's right, it's like a bad reflex because of the word "Explorer"...

Trax
Posted on 03-26-09 03:19 AM, in Inactivity Link | Quote | ID: 103967


Yellow Stalfos
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I said many times that anyone who wants to port my apps just need to ask, so I'm not concerned. I won't reach for people to give away my code. Ask and you shall receive. That's it. Look into ROMHacking.net's database and compare the % of apps for Mac OS X and Windows. The comparison is ridicule. With so many Windows programmers out there, it's mostly a matter of time and motivation...

It's true that there are apps that work awkwardly and suffer from incompatibilities, but anyone who whines about bad software should at least program one and see the work involved. Again, I'm not that concerned since I consider my apps pretty good and easy to use. And don't forget that sometimes, it's not a lack of programming skill but simply a lack of information about the ROM itself. You want to change enemy AI at will using a fancy graphics UI editor? That's just a bonus. You could have nothing and do it all in hex. Go for it, disassemble the ROM and find that variable. It's not that trivial...

If the programmer doesn't have the data for this or that, of course the editor can't have any feature involving this or that, it's obvious. Until then, if you can't program, you can't do much except wait for an eventual next version of the app. Or try to be useful and find data yourself. You don't need to be a programmer to find data. Yet, you need some understanding of basic elements of ROM hacking, that is hex, byte order, addresses, tables, etc...

And as far as I go with programming, I consider that the most difficult part is data offsets. If I have sufficient data and I am pretty sure of the locations and byte formats, the rest is fairly easy. Again, it always depends of the complexity of the game. There's also expansion that is not that trivial, and is never the same between games. You have to manage unused space in the ROM. You have to understand how the data is processed during gameplay to figure how to expand (or shrink) the data tables without overflowing or overwriting essential data...


Trax
Posted on 03-26-09 11:11 PM, in The future of computer games? Link | Quote | ID: 104016


Yellow Stalfos
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Posted by Sukasa
The problem here is that you're using a lossless scheme, possibly not the most efficient one, and probably at 24 or 32 bit colour.

Compare to, say, a high-quality JPEG at a lower bit depth. These are games, not static images. A little noise is not going to ruin the experience.

You're right, and I was aware of that. I used this kind of image as an example because in the super video they show on the website, they claim you can have extraordinary image quality and effects. So I used lossless compression to go along with their claim...

I converted the same PNG to 100% quality JPG and I got 744 KB. Here we go...

744 KB x 30 FPS = 22320 KB/s = 21,7969 MB/s = 174,375 Mbit/s
744 KB X 60 FPS = 44640 KB/s = 43,5938 MB/s = 348,75 Mbit/s

Still a long way to go...


Trax
Posted on 03-29-09 04:24 AM, in The future of computer games? Link | Quote | ID: 104202


Yellow Stalfos
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Posted by RT-55J
The problem with your calculations is that you're assuming that each frame is compressed independent of each other. Consecutive frames in videos tend to share quite a bit of data, thus increasing the compression ratio.

What you said may be true in some parts when you work with isometric 2D graphics, for example some blitter routines pertaining to scrolling. But 3D graphics are usually flushed once every frame, without very little margin for "pixel recycling". Unless you're not moving, you can hardly predict the next frame using the current one...

My other point by using this kind of calculation is to consider the worst possible scenario, something that must be assumed when you want to guarantee a specific threshold of performance...


Trax
Posted on 04-05-09 06:38 PM, in What are you listening to? (PARAGRAPH OR DEATH) Link | Quote | ID: 104608


Yellow Stalfos
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The 3 last added songs to my iTunes list are these:

I Need to Know, Marc Anthony
Maybe I'm Amazed, Paul McCartney
Ballroom Blitz, Sweet


Trax
Posted on 04-11-09 08:52 PM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 104914


Yellow Stalfos
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March was pretty busy for me, I was moving as well as helping two friends to do the same, so the progress has halted. Now I'm not yet connected, so I have to use other's computers for now. But the project is far from dead. I'm still disassembling the ROM to find out as much details as possible. In the best case, I'll be connected by the end of April, so you can expect something new in the course of May. Stay tuned...

Trax
Posted on 04-24-09 06:46 PM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 105857


Yellow Stalfos
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I am still alive, I just don't have access to Internet at home yet. I received a message from someone (can't remember who it was from) and I did reply...

Or, it is because it fell in the junk mail folder and I didn't detect it...

Anyways, Raccoon Sam got a beta version of Red Falcon, the same that was used to make my demo of Level 1, but I don't think he created something significant with it, except finding bugs...

My current issue is free space management. Since the editor is meant to be able to expand levels, it needs to find the correct offset for unused space and modify the pointers accordingly...

There are still many things that seem hard-coded on a per-level basis that I couldn't decipher yet. If you play my demo through level 1 and continue, you will be sent back to what looks like level 1 again, except with some glitches, including one that prevents any further movement. My goal is to reproduce the first level as the second one, by modifying everything possible...

Problems I have right now:

- Player's initial coordinated after dying.
- Some enemies vertical adjustment. (corrected)
- Palette, graphics and collision parameters change suddenly after a few screens.

Trax
Posted on 04-25-09 11:02 PM, in Powder Game Link | Quote | ID: 105917


Yellow Stalfos
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I don't think this is THAT simple to program, though...
But yes, quite addictive...

Trax
Posted on 04-25-09 11:14 PM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 105922


Yellow Stalfos
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Don't ask for everything constantly and be patient. Editors are not made overnight, they demand time and dedication...

Trax
Posted on 04-26-09 02:32 AM, in Powder Game Link | Quote | ID: 105927


Yellow Stalfos
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Since: 07-06-07
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Although I've seen it countless of times, I can't refrain from displaying a crooked smirk when I see people assessing the difficulty and complexity of a program, especially those who have a limited experience in programming...

Trax
Posted on 05-03-09 07:09 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 106386


Yellow Stalfos
Level: 71

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Since: 07-06-07
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Games without graphic banks usually have graphics scattered throughout the ROM and loaded as needed. Contra's graphics cannot be edited with a normal tile editor because the graphics data is compressed. There are some 20 different blocks of compressed data, and each level load its own set of blocks. I will eventually integrate a graphics editor in Red Falcon...
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