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Main - Posts by jargon |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 53/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
i had 5,999,999 then i fucked up and hit reload -.-
result: permanent location for both: MediaPlague :: Gallery :: board2 2008 / events ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 54/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
it would had rocked had i not got greedy so we would have screen shot both sides of the roll over ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 55/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
C.H.A.S.M. : The Contextual Hybrid (Dis)Assembler Development Page 2008
This is both a disassembler and assembler utility i am working on. The point of the project is to create a combined disassembler/assembler that can be configured to use any existing or desired syntax and opcode set. v0.00 loads the *.chasm.cfg config file for 6502, but badly without showing what is exactly going on. v0.01 is a non-commit that i scrapped and doesn't compile from its source code. v0.02 correctly loads the 6502 assembler syntax with opcodes config file, while showing steps taken, and includes Win32 binary, but doesn't do much else. For now I am coding it using Blitz 3D 1.99, however I intend to eventually make a C version that way I can use CHASM as the assembler used by GCC in order for it to recompile itself for any target platform, console, or system. Remember, This is an on-going Work-in-Progress. ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 56/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
I want goddamn Mister Toad's Wild Ride!
I'd have a full scale exact replica built in the backyard even if it means bulldozing some of the neighbor's houses. That was my first experience "behind the wheel". By the 16th time in a row i rode it, I was able to flawlessly drive the entire crash course in reverse That ride IS AWESOME! And today, as an adult, in a real automobile, I drive accordingly. Why just the other day, I took a left turn onto the wrong side of the road for a quarter mile before I realized there were oncoming cars. ^-^ Best driving I ever done was on two side wheels at 80mph for a distance of a 1000 feet! What is your *one* ride you wish you could have an infinite ride ticket for? ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 57/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by chungy the scripting dictionary it uses was initially began development in 1989. plus its Copyfack not Copyright. Copyfack 1989-2008 TRK alias jargon means copy/fork at your own risk. ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 58/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by CrimsonGXPosted by RT-55JI got stuck on that ride 3 MOTHERFUCKING TIMES. AWESOME - NEED TO GET AWAY? GRAB A SNICKERS. ____________________ NIHYFDTTMWTMR |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 62/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
somehow i already voted...
i am pretty sure it was either yes or yes, either way it was going to be yes anyways. ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 63/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
This is my first YouTube video upload. It is a virtually failed attempt to capture a Philadelphia Experiment drop-zone in progress from the years 2000-2001 from Georgia Tech's Material Sciences Lab as performed by BLU3Y3. However, there is higher quality in the darkness due to less compression needed.
If you want the original uncompressed AVI file, pm me and i will snail-mail you a copy of the CD-Rom. ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 65/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
2nd Video ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 66/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Realm of Existence IV (QBX) Prototype (Service Pack "C-2" Pre-Installed)
Realm of Existence IV (QBX) Prototype (No Service Packs Installed, Source Included) Project Pages: RoE i (GWB/QB) - no link RoE i (BB) RoE ii (QB/QBX) - no link RoE iii (NES) RoE iii (QBX) RoE iv (DBA) RoE iv (QBX) RoE v (VB6) - no link ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 67/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Sprite Zero :
This is reserved in most retail games for special features. Thus why most home-brew tutorials leave it blank. If you home-brew a game, always leave tile/sprite 0 blank, unless you actually intend to use it for one of the prior mentioned methods in a post above. -edit- This goes for semi-serious sprite artists. Try to leave the top-left most 8x8 pixels in a 256x256 sprite/tile sheet blank. (0x00 for each of the first 8px's wide of the first 8 scanlines.) ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 68/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
This is what i have from tonight..
som.overworld.split.LZMA.7z Each ripped sheet is a left-to-right, top-to-bottom order rip of the source over world as a left-to-right, top-to-bottom output image. I ripped as 4x4 pixel tiles. Next i plan to progressively scan each sheet, simplifying 1/4th at a time in order to remove 4 way mirrors, all 256 output sheets, then recombine them like how the sweet-sixteen college basketball play-off post-season works. Meaning one at a time I remove all 4 way mirrored clones from 1/4th progressive scan of each of the 256 output sheets. Then I combine each set of 4 and remove all 4 way mirrored clones. Then I use binary split tree in order to reduce each of those results for all 256 raw sheets I ripped tonight. Eventually, I will end up with a source progressive scan sheet of 4x4 pixel tiles anti four way mirrored for the Seiken Densetsu II (Secret of Mana) over world. The next step being creating a map sheet for the over world consisting of (?)bit tile index and 2 bits of four-way mirror info. Somewhere along the line i have to implement recolor info. And that is the jist of what I am attempting. Btw, reason I failed so many times in the past was due to blowing all the memory in my video card and all my page memory doing so in one go, without using a binary split tree method. Wish me luck, and feel free to leave any comments. ------------------------------------------- -edit- (Sorry, "can't double post twice within a day" somehow got triggered.) Okay, I said how I split the Secret of Mana over world into 0x00 through 0xFF 256x256 pixel 24bit sheets of 4x4 pixel tiles mapped left-to-right, top-to-bottom. It's been 12 minutes and my secondary Brute Force Reverse Engineering Tool, has only 18% simplified just sheet 0x00! This is ridiculous. :/ And each follow-up sheet is going to take a logarithmically plateauing amount of time to process. -.- Blackhole89, you are a master of the "ioi"... How can I trans-code this algorithm into a parallel-processed shader? The first program I mentioned reconfigured the 24bit over world into the set of images as mentioned in my prior post. My algorithm maps out all the tile x/y's in the current sheet as 0 through n, where 'n' is the last tile in the sheet. it starts at '1' in the top-left though. tile '0' is the reserve blank tile for the final sheet. each entry is earmarked to point at itself. In a sub-loop it loops through all thus-far noted tiles and resets the earmark to any four-way-mirror matched tile, and exits this inner loop. If the earmark of the current comparison tile in this inner loop doesn't match itself anyways, it skips that cycle. After that nested loop is done (50% of each sheet pass), it then cycles through all tiles earmarked as their self, skipping any marked as a tile other than itself, starting at tile 0, redrawing the simplified sheet to attach the next pass's sheet so it's top edge meets the simplified sheet's bottom edge, then recurses using that on the next pass. There are 0x00 through 0xFF passes to do! Blackhole89, how may I easily trans-code this algorithm from a CPU intensive set of loops, into a parallel-processed GPU shader? Obviously in order to trans-code the CPU intensive algorithm as a GPU intensive shader, the GPU would have to throw generally accepted minimalist algorithmic permutations theory out the window and perform unnecessary extraneous steps within the parallel process pipe in order to actually parallel process in an optimal fashion. Any ideas Blackhole89? -edit- (Sorry) After 45 minutes the first pass only got to 35% before my computer nearly froze and crashed. No memory is being created nor deleted during the first 50% of a pass, and no processes are being recursed, so I have no idea why my computer slowed down so much by the first 35% of the first pass. The program should simply run in a linear fashion through the core algorithm. I have no idea what was causing the massive slow-down in the CPU. This reverse engineering project has become a disaster. -.- -edit- (GPU shader discussion) 20080325-002811 <+jargon> brute force reverse engineering sucks :| 20080325-002920 <+jargon> it's going to take like 15 hours to simplify the secret of mana overworld to a sheet of unique anti-four-way-mirrored 4x4 pixel tiles x.x 20080325-003341 <+jargon> 3 minutes and its only on 14% of sheet 0x00 of 0x00 thru 0xFF 20080325-003344 <+jargon> :/ 20080325-003612 <+jargon> nm took 5 minutes to do 14% of the first sheet x.x 20080325-004837 <+knuck> you're lying 20080325-011936 <+jargon> AB2 is dead 20080325-011946 <+jargon> http://acmlm.kafuka.org/board/thread.php?pid=80883#80883 20080325-011950 <+jargon> :/ 20080325-012010 <+knuck> so jargon 20080325-012016 <+knuck> are you normal now 20080325-012021 <+jargon> yes 20080325-012028 <+knuck> what was all that about 20080325-012031 <+knuck> like a month ago or so 20080325-012305 <+jargon> i was thinking of using the GPU shader's CMP pixel operation when overlaying every permutation of two 4x4 pixel tiles, then stacking all the pixels within each permutation using CMP :/ 20080325-012320 <+knuck> what gpu 20080325-012324 <+knuck> snes doesnt have a gpu!! 20080325-012334 <+jargon> this would result in a full set of all tiles that match as a truth-table 20080325-012346 <+knuck> snes doesnt have a gpu!! 20080325-012507 <+jargon> obviously i would use the GPU mirror/flip for the left handed one in each pair and then stack using OR of those 4 truth tables 20080325-012520 <+knuck> 20080325-012523 <+knuck> he is at it again 20080325-012523 <+jargon> this would solve for 4-way-mirroring 20080325-012524 <+knuck> sigh 20080325-012534 <+jargon> knuck not snes 20080325-012543 <+knuck> computer gpu? 20080325-012600 <+knuck> what computer gpu has its instruction set known? 20080325-012607 <+jargon> i am using a pc to take a rip of the secret of mana overworld and then simplifying it into a single sheet of 4x4 pixel tiles 20080325-012656 <+jargon> by that i mean four-way-mirror unique 4x4 pixel tiles 20080325-012745 <+jargon> i just haven't figured out how to use the shader to find the remove duplicates that have been identified 20080325-012803 <+knuck> what computer gpu has its instruction set known? 20080325-012810 <+jargon> to find and remove * 20080325-012826 <+jargon> GPU shaders can do mirror/flip/CMP/OR etc 20080325-012916 <+jargon> those are the four layering operations other than mesh permutations 20080325-012930 <+knuck> ah 20080325-012937 <+knuck> by cmp and or i thought you meant the instructions 20080325-012942 <+jargon> GPU's already have the built in ability to perform all possible permutations 20080325-012954 <+knuck> it'd be neat to have a nowadays' geforce's instruction set 20080325-013035 <+jargon> i just can't think of how to remove all the duplicates once the truth table of duplicates is rendered 20080325-013040 <+jargon> :/ 20080325-013230 <+jargon> maybe there is a operand in contemporary GPU shaders that remove permutations based on recurring pixel data 20080325-013256 <+jargon> if that were the case i could use that operand in order to render the simplified sheet using the resulting permutation 20080325-013437 <+jargon> which would also allow me in the same fashion to map the secret of mana over world with the indices and mirror info for each unique tile 20080325-013513 <+jargon> thus completing the goal of my reverse engineer 20080325-013606 <+jargon> the next way-point would be somehow using the GPU shader op set in order to remove all re-colors 20080325-013745 <+jargon> there is prolly a topography mapping opcode that resets all pixel colors used in a piece of video memory as another palette based on a permutation order 20080325-013841 <+jargon> this would allow all tiles that have recolors to be mapped the same as each other 20080325-013850 <+jargon> then i just recurse what i already outlined 20080325-013915 <+jargon> only issue would be if the recolor colors two unique colors as the same color :| 20080325-014012 <+jargon> meaning i'd have to somehow count max unique colors used out of all the tiles on a per tile basis 20080325-014047 <+jargon> then ghetto rig some sort of shader that tests for redundant palette entries off that 20080325-014104 <+jargon> but i am tired and i don't feel like delving that deep right now, knuck ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 69/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Here:
The Zeed Homepage The Zeed Project is a program that simply allows flat world games such as Final Fantasy IV to be trans-coded as to have an additional Z-Axis. (Thus "Zeed") I shelved this project back in mid-to-late 2007 due to problematics with memory consumption with the Zeed Engine. -edit- Here is Castle Baron in 3D via the Zeed artificially intelligent Terra-former: (Click to enlarge images.) ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 70/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by roxahris Your DNS is probably down then.
____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 71/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by roxahris Your DNS is probably down then.
____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 72/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by Ice Penguin How did you overcome the 'L' in "LIFE" 7th scanline sprite collision issue? ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 73/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by roxahris I took care of that just now by mirroring his stuff, then using my own site's thumbnails. -edit- Roxahris: You need to think before posting a little more, I asked how he overcame the issue, not "HOW THE FACK WERE YOU ABLE TO EDIT THE GAME?" ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 74/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by roxahris Roxahris: Stop playing Mall Rent-A-Cop. I asked Ice Penguin specifically on the exact methodology (s)he used to circumvent the issue, not you. Stop sniping on other people's threads. You have nothing to offer in this thread Roxahris, all you are doing is attempting to make me look like a fool whilst you state the obvious. Posted by Ice Penguin Good luck Ice Penguin! I mirrored your files in case you have a failure of some sort during your time away. Posted by KawaPosted by jargonI call Pot and Kettle on you. Kawa: I furthered the thread by opening a line of conversation regarding the project in Ice Penguin's thread. You can stop sniping too. -edit- Seriously, Kawa + Roxahris: Stop spamming Ice Penguin's thread. ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 75/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
Posted by Kawa Kawa: You probably also won't believe I only worked on Zeed for no more than 2 weeks timespan. -edit- You can refer to the timestamps of files in The Zeed Homepage downloadable archives to verify this. -edit- Posted by Kawa Only the screen shots of vapor-ware "Cataclysm" fork and the illustrations on The Zeed Homepage that explain how the Terra-forming algorithm works were hand-made. They are even noted on The Zeed Homepage which ones are output and which ones simply are illustrations. The three images I Hot-Linked in the first post of this thread are screen-shots of actual in-program output. This is the only image in the project that is a mock: (click to enlarge) ..Which is found on this page: http://mediaplague.com/hosting/Zeed/?p=preview ..This is the caption on The Zeed Homepage for that image: Posted by "jargon" The final release of Zeed that I recall making was Build Two, Patch 2. ____________________ NIHYFDTTMWTMR |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 76/247 EXP: 300405 Next: 7705 Since: 12-10-07 From: 480/85260 Last post: 4955 days Last view: 4613 days |
If I do indeed ever continue the Zeed project. I had planned on adding image recognition in order to detect such features such as wall brick texture, and super-imposed wall ornamentation, in addition to even more sanity checks in the artificially intelligent Terra-former algorithm in order to allow a graphical rip of a level to automatically be trans-coded with an additional Z-Axis, without the need of the user mapping out contiguous floor altitudes and contiguous wall depths of tiles in provided source image.
Zeed, as-is, takes that scripted input along with a source image of ripped/quilted screen shots from in-game, and beyond that the Zeed artifically intelligent Terra-forming algorithm takes over upon the user saving the plotted regions as a CIT script, creating a sheet of unique tiles and procuring a voxel-mapped model of the 3D level known as a VIT script. From that point, the Zeed Engine can then load from the CIT + VIT scripts in order to allow the user to navigate the generated 3D level in first-person. The Zeed Engine automatically extra-polates the tile sheet the CIT produced to the correct dimensions for use as textures, in addition to simplifying the AI-generated VIT script data so that unused voxel surfaces (cube faces), of which are not part of the model, are reserved as undefined mesh information. Another change I intended to make upon continuing the Zeed project at Build Three, is simplifying the voxel infromation into sectors, rather than independent voxel surfaces. This means a floor or wall region that exists in a contiguous plane will be united as a single 3D element, in which textures are U,V,W mapped onto each of these super-surfaces. In addtion, I fully intend for the image recognition to be capable of realizing when an object such as a crest of arms is super-imposed on an already issued tile pattern, in order to create a mesh object that mounts onto the surface. This also means that curved walls, the base of which will be detected as an already existing floor surface texture, and the textures themselves will be reverse-projected in order to create a flat version for the tile sheet, of which would make use of curved sector surfaces in order to allow proper high-definition rendering superior to the as-is voxel method. The as-is voxel method in Zeed "Build Two, Patch 2", simply allots for the reconstruction of the level from 2D to 3D as if the tiles themselves were strictly popped-up Paper Mario style, without any additional mesh-redefinition. Zeed "Build Two, Patch 2" reconstructs hidden regions of levels on its own, using an embedded artificially intelligent Terra-forming algorithm based on how I, myself, would take the steps in my own mind, in order to decide what would actually occur in the non-visible portions of the 2D level. Not implemented in Zeed B2P2, is sanity checks for making sure textures for such make sense for the design of the 3D model, as Zeed B2P2 simply recycles the tiles displayed closest to the foreground for the first depth encounterd in the horizontal, Z-Axis, shaft of voxels. Posted by Kawa You may believe what-ever it is you want to believe. Just don't bawl your brains out when you have alienated everyone due to acting like a douche-bag. ____________________ NIHYFDTTMWTMR |
Main - Posts by jargon |
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