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Main - Posts by MathOnNapkins |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 758/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
(Thread is cross posted from RHDN, just wanted to widen my net for opinions)
I've finally got enough in the bank to where I feel comfortable splurging on a SNES Flash Cart for the easy of transporting my rom hacks and testing my modifications on a real SNES or clone. My old Game Doctor SF7 copier that I bought a few years ago still works, but it feels more like something i should keep as a collector's item than to use for rom hacking or homebrew. It's also painfully slow uploading a ROM, even with a parallel port connection, and using floppies hurts my soul anymore. I started this thread to see if anyone had experiences with the SNES Flash Carts that are currently available, or if they knew of one I hadn't managed to find on my own. It seems that there are four commercial or quasicommercial SNES flash carts on the market right now: Name: Tototek Page: http://www.tototek.com/store/index.php?main_page=product_info&cPath=1_8_11&products_id=39 Contents: Cartridge + Programmer Device Price: $80 Pros: -Price (but shipping might be high) -Multiregion -Can backup SRAM from normal carts -Large ROM support (48 megabits) -First to produce a product like this (that I'm aware of), thus might have more experience. Cons: -Programmer unit doesn't seem to have an enclosure, which risks exposure to static discharge or other mishaps. -Clunky setup requires both USB and Parallel cables in order to supply power and flash the rom, respectively. (*facepalm*) -Foreign language page (merely pointing out that it's hard to completely understand everything about their products with the slightly broken English that abounds on their pages) -Requires software that may or may not work if I upgrade to a later Windows version. Name: Mash-Mods Page: http://www.mash-mods.com/products/snes Contents: Flash Cart + Programmer Device Price: $115 Pros: -USB connectivity -Can backup SRAM from normal carts -Source code for upload mechanism is available Cons: -Programmer unit doesn't seem to have an enclosure, which risks exposure to static discharge or other mishaps. -Seems to be Windows only (not that big a deal to me) -Having to install an unfamiliar driver on my computer -Cart will only work with one region that you specify at the time of ordering. Name: Retrousb SNES PowerPak Page: http://www.retrousb.com/product_info.php?cPath=24&products_id=84 Contents: Cartridge Price: $135 Pros: -No driver necessary on the PC, just a compact flash reader (easy to work around) -Seems to support arbitrarily large ROMs (up to slightly less than 128 Megabits, but I'm not 100% sure of how it all works). -Allows for a lot more storage than just 32 megabits or 64 megabits found in most other carts. -Don't need to have a spare cable handy (though I'd need one for the compact flash card reader) -Will install a DSP chip for you for extra charge -Crossplatform simply b/c it requires no specific PC software -The good reputation of the NES PowerPak by the same creator suggests that this product would also be of high quality. Cons: -TEMPORARILY UNAVAILABLE!!!! ( ) -Price -Cart will only work with one region that you specify at the time of ordering. -I don't have any Compact Flash cards (but they can't be that expensive) Name: quickdev16 Page: http://www.assembla.com/wiki/show/quickdev16 Contents: Cartridge Price: $120 Pros: -Seems to have powerful live debugging functions (over RS232) not found in other solutions! Very tempting... -Looks kinda cool -Cross-platform compatibility (with a little elbow grease for Windows users) Cons: -Only 16 megabits of Flash ( ) -Website's pictures with lots of wires hanging out everywhere are a huge turn off, but only seem to come into play for using the RS232 debugging. -Seems somewhat complicated to use compared to the other solutions (though they freely admit that on their site) Personally, my pick would be the PowerPak at this point, but it's unavailable for who knows how long. Second pick would be the mash-mods one simply b/c it doesn't require the parallel cable that the Tototek cart requires for flashing. The quickdev16 seems cool as a development tool, but I'm really looking for a hassle free way of taking my hacks with me. The quickdev16 might be a purchase for a later date.... with debugger emulators being so good these days, it's almost not necessary to have a debugger for the real hardware.... but who knows, I might need it some day. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 759/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
smkdan: I think the price went up b/c the cart is now multiregion, and includes the DSP1 chip by default, rather than being optional. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 760/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
I really miss the ability to rate people on a scale from 1 to 10 that was in the old acmlmboard forum. Useful? Probably not. Fun? Questionably. Good cure for boredom? Most definitely.
____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 761/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Well, I voted for you in that category partially b/c there were not really that many great newbies lately, partially because I wanted to fill in categories that I otherwise wasn't going to vote for with people entirely inappropriate, partially because I thought it would be funny if you got voted best newbie, and partially because I still kind of think of you as a newbie.
And partially ............. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 762/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
How about the option to opt-in for it then? If you don't want to be rated, you would never have to enable it. But conversely you would never be able to rate anyone else. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 763/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
I'd like to point out that it was present for years without any such incidents. It was just a quirky thing that i don't see on most forums. And it had its uses too, in that you could kind of see how well liked someone was, their reputation on the board at large and such. The feature also told you out of how many votes the rating was from, so if you got 1 0/10 rating and no other votes, well you just figure one person just doesn't like you.
If you're worried about it being used for e-dick, you might as well eliminate ranks and post counts too. p.s. you could make it configurable so that a user could "hide" their rating from everyone else but still be voted for. Or they could just remove themselves from being rated entirely so they're never the wiser. And that way, a user voting for another user would only be able to view their own vote (and change it if they wanted). I think there's plenty of ways you could protect someone's ego or privacy. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 764/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
*yawn* How is this a big deal again? ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 765/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Yeah, well at least Google has at least some limited awareness of non alphanumeric characters these days. Looking up C# or C++ specifically back in the day was quite a pain. And now I can finally find all the pages I never really wanted to find in the first place, like:
http://www.facebook.com/group.php?gid=2218453872 ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 766/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Ailure: you're an oldbie from the original acmlm board. Please name one time this ever caused drama on any of the incarnations. (I came in at the tail end of incarnation 2). ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 769/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
You are OUT OF YOUR MIND if you think learning Japanese is the path of least resistance to solving a rom hacking problem. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 770/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
.... You can move the mantle in the Sanctuary? In any case, the answer is always, "yeah you can do that with ASM." The real question is how much ASM, and where is that ASM?
You might be able to partially achieve this just by editing data, though. As you probably know, you can set the music that will play on a per-entrance basis. Falling into the graveyard hole is considered a distinct entrance from going back in from Sanctuary. So you could set the music for falling into that hole to "Dungeon" or whatever else you might want. This can be done with Hyrule Magic, and if that doesn't work I believe SePH's guide to Hyrule Magic lists hex locations for editing entrance data. Editing the music that changes when you enter the Sewers from Sanctuary is a little trickier, as it requires editing some ASM, but probably not much. IIRC, it already changes the music from the Sanctuary music to the Hyrule Castle music. So you'd need to set a breakpoint on RAM address $7E012C as a write breakpoint. Then you'd walk in the door from Sanctuary to the Sewers, and see where that breakpoint triggers. You'd look a little bit before that to see what number was used to set the song to Hyrule Castle, and edit that to the song number for Dungeons. I assume you mean the dungeon theme for the Light World dungeons. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 771/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 772/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Well, I was feeling like doing my good turn for the day, so here's how you do this:
Assuming your rom has a header (does it?) you'll want to navigate to address $10DE2 in your hex editor. (That's address $10BE2 if your rom doesn't have a header). If you're at the right spot, you should see hex that looks like this:
You need to replace the "10" byte with a number ranging from 10 to 1F. 11 = light world dungeon, 16 = dark world dungeon. Using numbers out of this range could crash the game. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 773/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Posted by Frozen2Dream I know I have FSNASM somewhere around here, but I've had trouble finding it since you brought up the question. I accidentally run into it on one of my computers every few months XD. I don't use it because I don't generally use Hyrule Magic other than for referencing information. Posted by Frozen2Dream FSNASM is only necessary if you want to use Hyrule Magic to patch in ASM changes to your ROM. Myself, I use xkas, which is the most often used assembler for rom hacking (the SMW hacks for example). WLA-DX is another assembler often used to make a game from scratch. Posted by Frozen2Dream I've got nearly a full disassembly of the game if you want it. It's not fully commented, as the code from the game is massive - many many lines of code. It's hard to teach someone how to reverse engineer. All I can say is it requires persistence. I have most definitely NOT figured out everything in this game but I have some pretty expansive documents on many features of the game availabe. Posted by Frozen2Dream You'd want to use tracing for that. It won't show up in the text window in the debugger. Basically you press advance one frame, turn on tracing, then advance one more frame, then turn off tracing. The trace file should be in the directory the rom is at. Posted by Frozen2Dream There's really too much here to address. Teaching someone ASM is not really appropriate for a thread. You have to be learning to learn some of the stuff on your own, but if you want to ask specific questions via PM, you're more than welcome to. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 774/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Adding space to a ROM is not tricky, but generally it's advisable to add ROM space in at least multiples of half megabytes. In hex that's 0x80000 bytes. And it's generally not advisable to go above 4 megabytes (0x400000 bytes). Also consider that your ROM likely has a header attached which adds an additional 0x200 bytes at the very beginning of the rom. In which case that would mean a maximum of 0x400200 bytes. Assuming your ROM has a header you should make sure that in hex the number of bytes is either 0x180200 or 0x200200. Subtract 0x200 if your ROM has no header.
Oh, and you are adding space to the end of the rom, right? Just checking. Hyrule Magic does some rudimentary checks to tell whether your ROM is valid, and they can make problems for you if Hyrule Magic doesn't like the modifications you've done to the ROM. Assuming Hyrule Magic didn't expand your rom itself already, you can make sure that the 4 bytes at 0x100000 always read as 00 00 00 00. That may be sufficient enough to get HM to open it. My editor fills expanded ROM space with FF's, which is one reason that HM tends to not like BM modified ROMs. (There are many other reasons why you wouldn't want to use them in HM, though). ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 775/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
One of my favorite SNES tunes: Water World Saus from "The Great Battle IV"
____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 779/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Posted by KawaPosted by NaulahautaBest data structure explanation ever. When it comes to code I like my comments like this: "; what the fuck is this!!!????" ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 781/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
I recently discovered that two machines I use have this utility called the Realtek HD Audio Manager installed. Normally I'd think such a utility would be lame, and to some extent it is. E.g. the karaoke (voice cancellation) feature doesn't seem to work well whenever I've tried it.
On the other hand, I found that I am sometimes fond of its echo / reverb environment settings which affects all sound output on the system. On my computer at work it suddenly started working one day and I don't really know what caused it to work. The next day I had to restart my computer and I noticed that the environment settings were disabled after it started up again. Tried turning it on myself through the Realtek program found in the control panel. No luck. So I tried googling for quite some time to figure out what might cause something like this, and I could only find people with the opposite problem - people trying to use voicechat programs like skype wanted the echo effect off. And that's understandable. So I get home that day and try it on my home computer... and it works like a charm. So I get to thinking, what are the differences. I use headphones at work, and speakers through my LCD monitor at home. So I get back to work the next day and wonder if taking the headphones out will reset the audio device and maybe I can apply environment settings with the jack out. No luck. The strange part is that the karaoke feature works (as well as it will) and the pitch bend feature also works. The only things that don't seem to work are the environment and equalizer features of the control panel. Any ideas?.... I'm out of them. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 782/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
This board is not very active because there's less giddy children here than at, say, Jul. Also, this forum has a "no fun" policy. Except for rom hacking, b/c that's fun. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 783/842 EXP: 1936609 Next: 48077 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Posted by Emuz QFT ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Main - Posts by MathOnNapkins |
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