Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,436,717
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-19-24 06:11 PM
Guest: Register | Login

Main - Posts by jargon

Pages: 1 2 3 4 5 6 7 8 9 10

jargon
Posted on 12-10-07 02:59 PM, in security hole: blank password Link | Quote | ID: 71486


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 1/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
it is possible to register using a blank password.

when i registered originally the password somehow ended up blank while the server used 637 some rows of MySql, while PHP error messages sprouted server side info about failure to access index page on my IP via Http.



____________________
NIHYFDTTMWTMR

jargon
Posted on 12-10-07 03:02 PM, in new board suggestion: homebrew hardware Link | Quote | ID: 71487


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 2/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
there needs to be a board for homebrew hardware whether related to console development or not.

there is no current board that suffices to this category of posting.

the closest board is in regards to beyond prototype tools used on a regular basis, not personal projects that are still in development.

please add a homebrew hardware board.

____________________
NIHYFDTTMWTMR

jargon
Posted on 12-27-07 11:04 AM, in OpenPoké Link | Quote | ID: 72231


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 3/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
what in god's name is 'Foe À^åÀ^åÀ'?

is that a project glitch, or just really horrendous kanji support?

anyways, looks good.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-02-08 02:18 PM, in What did you guys do on New Years Eve? (rev. 2 of 01-02-08 02:18 PM) Link | Quote | ID: 72569


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 5/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
i was in the emergency room for several hours and found out i possibly have cancer, but they can't do a biopsy due to an entirely untreatable viral infection.

beat that.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-03-08 03:56 AM, in I don't believe in giving up... Link | Quote | ID: 72620


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 7/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
you are using too much ram jackass

now actually think about how limited the NES is,

you have only a handful of kb of ram to work with.

you think you can actually use a damn full screen photo for a splash?

this isn't the damn SNES.

now, stop working on your damn NES game, and model it in something easier first so you stop bitching and actually have something more than just zomg look at my fantabulous splash screen.

too many NES 'games' end up being nothing more than a splash screen because the people involved in these homebrews are total newbs that are used to systems using hundreds of megabytes of ram.

NES only has a handful of kilobytes available at any given moment.

now stop working on your apparently damned project you have been running in circles with for the past 3 days and actually model it in something higher language first such as blitz basic.

if you aren't a god at 6502 style assembler your project isn't damn well going to go anywhere unless you man up and learn how to develop a game on the small scale.

No offense, but you seem to fail to realize the NES was made in the damn 80s.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-04-08 02:00 AM, in Legend of Zelda Oracle of Ages minihack Link | Quote | ID: 72645


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 9/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
would be more useful if you also included the Pro Action Replay values or *SOMETHING* that prevented wall collisions

goddamn.


____________________
NIHYFDTTMWTMR

jargon
Posted on 01-04-08 05:46 AM, in Not 20 Questions - Videogame edition Link | Quote | ID: 72665


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 11/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
is it Super Smash TV?

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-04-08 06:24 AM, in 8 PER SCANLINE Link | Quote | ID: 72667


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 12/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
sad thing is that most graphics accelerator cards don't natively support exponential projection. which would have allowed the forced perspective to be completely overkill.

good comic tho. made me laugh pretty much every few frames.

Grand Theft Auto 2 is the only commercial game i know of that ever used exponential projection.

normally you use either orthogonal projection or inverse projection, one or the other.

orthogonal simply means lack of perspective.

inverse means you simply divide each of the horizontal and vertical axis by the depth into the screen, but this results in what is behind the camera to be upside -down, inside out, and grow in scale in reverse, while causing a divide by zero error at the camera itself, if you render at or behind the camera.

exponential simply means you use a multiplier and a constant rate of growth or decay for the depth axis for use in multiplying the horizontal and vertical axis, however this results in straight lines passing diagonally thru the depth to appear as being curved. This allows any depth to be rendered simultaneously while infinite far-plane is scale 0 and infinite near plane is scale infinite, basically two different horizons in opposite directions thru depth.

How Grand Theft Auto 2 solved the curving issue is simple, they rarely used diagonal lines, and if they did, they corrected the curve by connecting the dots between vertices straight edge style, or using a solid color texture. the curves are still noticeable, but only to the trained eye.

This is why you can see the tops of buildings you walk past despite them being 50ft behind the camera, and why your character doesn't cull out of view when you blow yourself sky-high with a molotov.

i can't wait for season 2.

keep up the good work.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-05-08 09:58 AM, in OpenPoké (rev. 6 of 01-05-08 10:48 AM) Link | Quote | ID: 72786


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 13/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
kawa is no longer the flamers' favorite 'miss prissy bitch',

i have upgraded you to mister 'GET'R DONE'

congrats kawa,

just remember,

never title a thread 'i have no idea why i am even posting this' ever again

btw open poke is coming along great!

good work!

keep it coming!

remember HAM can't simply optimize:
Posted by Kawa
• When spotted by a trainer to the right, the player uses a "zapped" sprite instead of looking right — facing = ( facing + 2 ) % 4.



instead of using:
facing = ( facing + 2 ) % 4;


use:
facing^=0x2;



it does the exact same effect when only dealing with 0 thru 3.

only instantaneously.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-05-08 05:46 PM, in OpenPoké (rev. 5 of 01-05-08 06:15 PM) Link | Quote | ID: 72798


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 14/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
i already told you compiler optimizations are weak at best, and would never be intelligent to optimize as well as my example.

btw to test if the character is zapped or some other animation rather than simply facing:
notfacing=!!(facing&~0x3);


returns in the form of either TRUE or FALSE.

(this assumes facing is any of 0 thru 3)

-edit-

if the compiler were smart enough to optimize to that it would be smart enough to tell you in advance about the glitch you had to fix.


-edit-

here are the 3 sources i randomly google hit when double checking that i wasn't giving you bogus code examples.

pressions/bitops.html>FredOSaurus.com :: C++ Notes: Bitwise Operators:

MSDN2.Microsoft.com :: Assignment Operators: =, *=, /=, %=, +=, -=, <<=, >>=, &=, ^=, and |= (C++):

CPlusPlus.com :: Operators



____________________
NIHYFDTTMWTMR

jargon
Posted on 01-06-08 12:18 AM, in Realm of Existence III for NES (EotB vs MQ Hack) (rev. 4 of 01-06-08 09:26 AM) Link | Quote | ID: 72827


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 15/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
The jist: A from scratch recombination of Mystic Quest/FF4 and Eye of the Beholder/Arcana for SNES, on NES.

here is some preliminary work thus far:

cartridge art for iii:


development tool screen shot: (note this is a first person 32bit map editor of which i threw together in less than 25 minutes, *not* a NES rom)


i have been working on this since 1989, but always ended up redesigning the damn thing.

i have a 16bit pc prototype i got stuck on in 1997.

but i realized i could fix that by mixing first person with overhead angle-down view in order to make the game somewhat enjoyable.

if that doesn't work out i will have to compromise instead of having a first person hud and main screen angle-down view by simply going equinox on its ass.

i plan on using a 32bit 3d level editor this way i can pump 2d levels from it later if need be.

i have to recode everything because in 1997 i didn't realize the NES didn't have 64k ram, nor strings, nor the dec operand.

nor did i even think about the dimensions of the damn screen.

i will link the 16bit pc prototype once i get the kinks ironed out.

here is a page view of most of the sprites i recovered from the realm of existence ii project.
Realm of Existence II Sprites Full Page View

and here is Realm of Existence II's NES Cartridge Art:


and here is a dev shot as a win32 binary of Realm of Existence I:


hope you enjoy.

toodles.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-12-08 02:05 AM, in New YI sprites Link | Quote | ID: 73330


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 19/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
nice bush.

i like the 'block rips part of the bush out' effect.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-12-08 06:33 AM, in I don't believe in giving up... Link | Quote | ID: 73338


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 20/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
the channel has come to a consensus that your chr ram/rom is overwriting into nametable space.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-14-08 05:10 AM, in Realm of Existence III for NES (EotB vs MQ Hack) Link | Quote | ID: 73451


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 22/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
Realm of Existence - Generation 2 Sprites





































____________________
NIHYFDTTMWTMR

jargon
Posted on 01-14-08 06:02 AM, in I don't believe in giving up... Link | Quote | ID: 73455


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 23/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
rockman:

Kawa was spamming by refering to me, pay no attention to Kawa, Kawa apparently doesn't know jack to nothing about the NES nor anything 80s for that matter.

i know little, but i do understand the physical limitations in 80s circuitry layouts.

for example:
you can't simply map the entire screen as one big CHR block.

it will overwrite nametable space,

however you can store it in multiple CHR blocks and bankswitch mid-retrace using scanline IRQ in order to switch banks partially down the screen when the NES draws it.

in this manner you can store 1/4th of unique tiles covering the entire screen in its own CHR bank, that is swapped out via IRQ that triggers the swap when the NES arrives at the correct scanline.

mid-scanline IRQ is out of the question tho as far as i am concerned.

i haven't heard of a damned NES cart that splits it into left and right CHR sets.

only multiple top down CHR sets.

so keep that in mind.

the irc channel came to the consensus that your CHR is overwriting NAMETABLE space, and this would produce the odd debug artifacts your emu is giving you that you show in your screen shots.

yes it would cause such effects as some tiles being scrambled, "squished" on an axis, or missing in entirety in theory.

i suggest you use a different mapper that bankswitches using scanline triggered IRQ for when rendering full screen prerendered details.

i suggest keeping sprites in one 1k bank, and your prerendered backdrops in multiple scanline-IRQ-swapped 1k pattern tables.

you can also swap your sprite pattern table (CHR) using the scanline-irq so that the hud gfx and npcs etc have more pattern table space, just make sure the hud and npc's always stay on their own side of a specific scanline.

remember, you can change the pattern table mid sprite or tile using the scanline IRQ for bankswap, just make sure the pattern tables match up.

ciao

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-14-08 06:16 AM, in I don't believe in giving up... (rev. 3 of 01-14-08 07:57 AM) Link | Quote | ID: 73458


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 24/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
Posted by Rockman
hey jargon, since you know how to do it, why don't you show me?

Posted by Rockman
no wait, did you think I was trying to map the whole screen using 1 CHR bank? No, if I was vague, I'm sorry. What I meant to say is, if you have 4 pattern tables for example, how do you replace the two that are already loaded, with the next two? It can only hold 2 pattern tables at a time. I want to load 2 new ones in. Now I'm guessing that they had to be swapped in.


i suggest looking for tutorials on how to bankswitch based on scanline IRQ.

if you took part in #acmlm on irc.kafuka.org (EmuNet) or #nesdev on irc.choopa.ca (EFnet) you could prolly find many people that would be more experienced to lend a hand.

i am planning on compiling using nesasm using nbasic as a precompiler for my homebrew NES carts, and don't plan on diddling with any assembler what-so-ever until i have done enough research on how things work in order to make a bread board prototype that mimics the behavior of how the NES operates as a win32 binary of my games first.

assembler is basically only do-able once you already have a full idea of what you intend to actually code. unless you are a damned asm guru which i seem to doubt.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-14-08 07:07 AM, in Realm of Existence III for NES (EotB vs MQ Hack) (rev. 2 of 01-14-08 07:09 AM) Link | Quote | ID: 73465


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 25/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
-splitting post-

i plan on basing my game gfx off the Generation 2 gfx.

however many frames of animation were missing from my corrupted floppy backups, and some npc's were lost in entirety.

notice they are consisting of 16 color EGA using OR. with a $0/$f alpha mask using AND.

also note the sprites are 24x24 which is basically 3x3 of 8x8 patterns.

notice some 8x8 subtiles actually have 7 or 8 colors.

i intend on simplifying this as two overlaid sprites that use 3 colors each...

however this would still only provide 6 colors.

however if i super-chipped it using 2 different palettes that flicker back and forth i could simulate 16 colors i hear, i don't agree with this tho, i feel i would have to flicker 3 palettes dlp style. which many of my friends with synesthesia would be mad pissed at me for doing.

also i would have to artifically pump up framerate faster than NTSC could handle, which would piss off the NES seriously.

so i ask...

how can i mip-map these 24x24 sprites as 16x16 on the NES using the DLP method without frying the gpu or the television?

i was thinking of using the "Shadows of the Empire" method in which instead of mip-mapping it rendered a random texel out of the ones that existed within the same pixel on the screen.

however Shadows of the Empire was a damned N64 game, i doubt the NES would be able to even come near doing this.

plus i would possibly have to research WROM in order to render the new pattern tables in real time in order to pull this crap off, leaving no room for actual game play nor PCM audio.

damn i hate complicated first person NES programming!

especially when its as simple as "Arcana" or "Eye of the Beholder" for snes/msdos, just with more flashiness.

and damn, rendering nametable crap in real time is a bullocks idea too.

why do i ever get involved in this absolute mess of projects.

i been working on this same series of 3 games since 1989.

this is getting to be tiresome.


-edit-

ACMLM ate my post data for this so i had to ask DrMario here to post something so my postdata wouldn't be stuck in limbo (thanks btw)

please mod ACMLM so it quotes what you attempted to post on failure such as 'cannot double post within 24hrs'


____________________
NIHYFDTTMWTMR

jargon
Posted on 01-14-08 07:17 AM, in lack of post-data-saving feature in ACMLM board software Link | Quote | ID: 73466


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 26/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
ACMLM ate some post data of mine so i had to ask DrMario to post something so my postdata wouldn't be stuck in limbo (thanks btw)

please mod ACMLM so it quotes what you attempted to post on failure such as 'cannot double post within 24hrs'

that way important post data is not lost.

VBulletin3 automatically does this.

a lack of such a feature for ACMLM board software astounds me.

____________________
NIHYFDTTMWTMR

jargon
Posted on 01-17-08 12:31 AM, in *grins* ... I tried :) [gif] (rev. 3 of 01-17-08 01:11 AM) Link | Quote | ID: 73813


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 28/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
if you want the image fixed, just somehow get me the unmarked source images by either uploading them somewhere, or emailing them to a temporary email account i will disclose in private message and i will construct the unmarked animated gif89a for you based on the timing instructions you give me

-edit-
Fugi if you want the source images remastered i can do that too.

-done-

done and done!
Optimized and Remastered!



____________________
NIHYFDTTMWTMR

jargon
Posted on 01-25-08 08:03 AM, in Chef Boyardee's "Barkley, Shut Up & Jam : Gaiden" Link | Quote | ID: 74943


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 29/247
EXP: 300072
Next: 8038

Since: 12-10-07
From: 480/85260

Last post: 4942 days
Last view: 4600 days
You Tube :: Barkley, Shut Up and Jam : Gaiden

*bows in worship*

sadly, 99.99% of you rom hackers will never be as great a rom hacker as that guy, which includes myself in that 99.99%

____________________
NIHYFDTTMWTMR
Pages: 1 2 3 4 5 6 7 8 9 10


Main - Posts by jargon

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.238 seconds. (376KB of memory used)
MySQL - queries: 138, rows: 170/170, time: 0.224 seconds.