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Please chime in on a proposed restructuring of the ROM hacking sections.
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MathOnNapkins
Posted on 06-24-08 10:50 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 85850


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Posted by interdpth
Well you came to early then


It's nothing to be ashamed of. Lots of guys have this problem.

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MathOnNapkins
Posted on 06-25-08 02:29 PM, in Super Mario Bros. The Movie, Your Opinion Link | Quote | ID: 85886


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When I was a kid I remember being fairly disappointed with it. It pretty much caused a collective WTF for a whole generation. I understand that they were trying to do something different, but if you're a kid that likes Mario games you're not too interested in something "different." Nowadays I view it as a campy flick that's hard to watch without laughing at the bad acting, writing, and production values. Plus, having that strange fungus everywhere was just gross and annoying.

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MathOnNapkins
Posted on 06-30-08 07:46 AM, in I wonder if this has been attempted by an editor programmer Link | Quote | ID: 86311


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Stop stealing my ideas

That's right... I see you on IRC in #rom-hacking

But seriously we've discussed this before and I've considered it in the past when writing my Zelda editor (that has like 500 different object types). It could work, I guess, but I've never sat down and tried.

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MathOnNapkins
Posted on 06-30-08 08:53 AM, in Movement for Realisticly Active Staff [or, new staff plx] Link | Quote | ID: 86312


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From: durff

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You gotta be kidding me. This board is slow as hell, averaging somewhere around 50 posts a day iirc. It's not like it needs even half the staff it has.

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MathOnNapkins
Posted on 07-01-08 12:16 AM, in Movement for Realisticly Active Staff [or, new staff plx] (rev. 2 of 07-01-08 09:34 AM) Link | Quote | ID: 86396


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What's the point of adding staff to a place that doesn't need it? What's the point of calling out staff that are inactive that have nothing to do anyway due to the slowness of the board? It's like you're You're just stirring shit for the sake of stirring shit. So what if a few staff get riled up, it won't last.

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MathOnNapkins
Posted on 07-01-08 12:20 AM, in I wonder if this has been attempted by an editor programmer Link | Quote | ID: 86398


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I think in most cases it would be far easier to retool the format of the data to be more "script"-like *then* write an editor for it. The problem we have is that the data is unfriendly and tedious to write an editor for. If the idea is to make things flexible and easy I think that's a better way to go.

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MathOnNapkins
Posted on 07-01-08 06:30 AM, in Movement for Realisticly Active Staff [or, new staff plx] Link | Quote | ID: 86424


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Posted by Arbe
Posted by MathOnNapkins
What's the point of adding staff to a place that doesn't need it? What's the point of calling out staff that are inactive that have nothing to do anyway due to the slowness of the board? You're just stirring shit for the sake of stirring shit. So what if a few staff get riled up, it won't last.


Why do people like you have to come along and turn threads like this into trollfests? Really? Can't you go do something better with your time rather than belittle other peoples interests? You have no idea how this could turn out, and even a temporary increase in posts is better than none.


This has nothing to do with people's interests. I was being dead serious. If you disagree, too bad.

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MathOnNapkins
Posted on 07-01-08 06:59 AM, in Movement for Realisticly Active Staff [or, new staff plx] Link | Quote | ID: 86429


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And I diagree with his "valid points" as stated. Arbe, as usual, takes it too personal. My whole point is that I don't think there was a problem to begin with.


One of the reasons this board is small is because our staff is almost nonexistant.


No, the reason this board is small is that it has undergone 2 distinct splits and all the resultant drama scared away a number of long time posters due to the instability, not to mention losing a number of posters to Jul and.... ||board I guess even if it only has like 4 active posters. Good staff can drive activity and membership - to a point, but that's not really what staff is for, is it? Do you think people go to gamefaqs for the STAFF? I never even see the staff there.

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MathOnNapkins
Posted on 07-01-08 08:23 AM, in Movement for Realisticly Active Staff [or, new staff plx] Link | Quote | ID: 86434


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Careful there pal, you're putting words in my mouth. I said nothing to that effect.

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MathOnNapkins
Posted on 07-04-08 11:12 PM, in Zelda 3 ASM Hacks Link | Quote | ID: 86831


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http://math.arc-nova.org/woot2.zip

Bombs have been recoded from scratch (among other things) and thus are ready for testing, if anyone's interested. How do you test? Simple, you play through the Link to the Past as normal and report any problems. (e-mail to MathOnNapkins -At- gmail.com or posting here is fine).

For convenience I'll reprint the readme here:

Quick Q&A

Q: What is this?

A: It's an IPS patch for The Legend of Zelda A Link to the Past (U) for the Super Nintendo. It showcases a handful of programming changes to the original game's code

Q: What do I need to use it?

A: You need a Zelda rom in its plain form, not compressed. Typically this is a .smc, .sfc, or .fig, though there could be other extensions I'm unaware of. For patching problems see "Any Known Issues?"

Q: Okay, what might these hacks be?

A:

-The largest change is that Link's bombs (but not the super bomb or the enemies bombs) have been recoded from scratch to use far less CPU time and actually have more functionality now. More on that below.

-Animated (gradient) magic bar that can be toggled on and off via the L button. Some types of transitions automatically turn it off, though. To leave it on all the time, use the PAR cheat code 7E009BE0

-The R button now saves your currently equipped item (if any) to a hidden "slot". If there was previously an item stored in that slot it will bring it out. In this way you can toggle between two items on the fly during gameplay. This also works on the item select screen.

-Link's Magic restores on its own now, at a fairly slow rate.

-The Book of Mudora, when equipped, will restore your magic at a much faster rate, at the cost of having no otherwise useful item equipped.

-The text system has been modified significantly to provide faster output with less delays overall. No more waiting eons just to scroll through a message you've seen a million times already.

-There is no longer a text message that pops up when you try to use an item without enough Magic Points.

-Various other hacks designed to speed up the game's processing so it uses less CPU time

-Lastly, there is another graphical effect but for the time being it is hidden, though you can activate it with a PAR cheat code 7E009BF0 (this will also keep the flashing magic bar hack on at all times). Use it in the desert palace or the desert for optimum effect.

Q: What's with the bombs?

A: The bombs used to be very time intensive for the game engine. It's doubtful anyone will notice this aspect of the hack. (More speed hacks are on the way). The bombs have the following new and changed features:

-Can be thrown in 8 directions now. Throwing on a diagonal requires holding of the Directional pad, however.

-A button picks up a bomb and also puts it down. Note there is no animation for this yet, it will be added soon.

-B button throws the bomb a distance approximately the same as in the original version.

-Y button throws a bomb about 30% farther than with the B button.

-Note that since these are being demoed, you have an infinite number of bombs (as long as you have one to begin with). Bombs also do not damage Link, though they will make him fly back. This is also for the purpose of testing, so you won't die while testing.

Q: Any known issues?

A:
-In BSNES (and the actual console) the flashing magic bar and the item menu do not mix. This is something that will be fixed in the future (because I'm going to totally redo the menu system ). If you're using BSNES just try to avoid leaving the flashing magic bar on.

-If the woot2.ips fails, try using woot2_noheader.ips. Some roms will have a header while others will not. I will not bore you with the gory details.

-Bombs will not sink when falling into water. They also have some issues in the outdoors regarding collision detection with hills. i.e. you cannot throw a bomb from up high down a hill. Easily verified from just outside Link's house. Bombs also do not deactivate when the item menu is down. That will be fixed soon. Pressing A and holding it after picking up a bomb causes Link to go kind of whacko and start running with a bomb in his hands. I'm not really sure how to address that just yet but rest assured it will be fixed.

-If you hear an unexpected beep sound, don't worry too much, that just means that the game missed a frame. It happens sometimes when lots of sprites are on screen or when other intensive operations are occuring.



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MathOnNapkins
Posted on 07-05-08 02:50 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 86846


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That would be fine. But for the time being, performing a test run would really help me out.

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MathOnNapkins
Posted on 07-05-08 03:54 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 86851


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Good question. I've been sort of nonspecific. Mainly my worst fear is something causing a crash. I'm of the opinion that nothing should cause a crash but that's why I'd like someone to test it out. If you look at the list of hacks a lot has changed, even though when playing the game it may not seem like it. Playing a full game from start to finish would be one surefire way to do it. Going in every room though is not necessary, of course.

If that takes too much time, just dick around with the bombs, trying anything you can think of to get them to crash the game or cause a glitch (other than the issues outlined in the readme). Since the bombs were coded from scratch, it's possible I missed something they're normally supposed to be able to do, but I think I have all the bases covered.

Hopefully that isn't too much to ask. Any help is appreciated.

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MathOnNapkins
Posted on 07-05-08 06:11 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 86859


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This code has not overwritten any existing code. If you want, I can reupload it so that the bombs are finite and they damage you, but I can test the results of that myself.

Posted by DiscoPeach
Also, test to see what happens it when you drop it in water. Do fish pop out? Also, test it on all the wishing wells where the item swap faeries are. Test it on the Dark World water circle where the catfish gives you the Quake Medallion, as that's an event triggered by throwin' somethin' in there.


Once I get them falling into water properly I will test these myself, no need to worry about it. Though thanks for the reminder as these are mostly things I hadn't thought of looking at.

Posted by DiscoPeach
Cuz I can probably play Zelda 3 completely in one day from sun to sun, cuz that game to me is the reason why I am alive today. I was born to game, born to hack, and born to program my own games. I spent father's day with the man who raised me... Mario Mario.


The record for playing the game is something like 1 hour 30 minutes. I doubt I'd even come close to that .

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MathOnNapkins
Posted on 07-05-08 10:22 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 86869


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Posted by DiscoPeach
I don't think Zelda 3 would crash because of the bombs.


How to put this.... there's like a bazillion and one ways to crash a game when it's developed in assembly language. One wrong instruction can mean certain doom. I'm really surprised the majority of them shipped without significant bugs. Either sick coders or sick beta testing accomplished that (or both). During the development process I crashed the game countless times with pretty much every hack. It's only gotten to this point from me testing my own hacks extensively, but an extra pair of eyes is better for objective criticism.

Anyway, you got your water. I thought it was going to be more involved but it was actually fairly simple. Animation is coming soon, not sure how long that will take. When all the known issues are fixed I will reupload.

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MathOnNapkins
Posted on 07-06-08 10:29 AM, in Board2 Summer MOSTS ~ Voting Link | Quote | ID: 86928


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MathOnNapkins
Posted on 07-06-08 10:59 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 86932


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I'd have to agree with that. Especially since if they don't figure it out the first time they'll have to start over, which means either waiting for the timer to run out or using some kind of level escape feature (which I'm not sure if you've implemented). Games that have puzzles usually have a "reset" feature. See Lufia II for an example.

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MathOnNapkins
Posted on 07-08-08 06:57 PM, in Uh .. guys? Link | Quote | ID: 87077


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I'm currently the #10 coolest person ever. You're saying that since I don't get the reference I'm going to get edged out... "replaced"... I don't appreciate people meddling in my coolness, so I will respectfully request that you cease this dubious proceeding, and if you will not comply I will be forced to get litigious on yo' buttocks.

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MathOnNapkins
Posted on 07-09-08 05:11 PM, in Good news, everyone! Link | Quote | ID: 87154


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*Continues washing the dishes*

That's nice, dear

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MathOnNapkins
Posted on 07-09-08 07:26 PM, in I think I'm turning Japanese (I really think so) Link | Quote | ID: 87155


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My personal favorite is the Philly Roll (and just about anything with Salmon in it).

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MathOnNapkins
Posted on 07-10-08 02:21 PM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 87212


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I think they've changed the Dr. Pepper formula. Anymore, I can't really stand how acidic it is. Tastes fine... but unless my throat is in tip top shape I really can't stand the acid.

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