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MathOnNapkins
Posted on 05-31-07 09:07 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 05-31-07 09:07 AM) Link | Quote | ID: 39799


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From: durff

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If you can't guess what's changed, you're probably legally blind.

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MathOnNapkins
Posted on 05-31-07 06:49 PM, in These are the things that terrify me the most: Violence, video games, and the ho Link | Quote | ID: 39895


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From: durff

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Except GTA doesn't make light of any specific massacres or events in the real world.

This game is probably by someone from 4chan's /b/. The VTECH JUST KICKED IN YO stuff is pretty much the same as on the billboard on the middle of the campus in the game.

I can't say I was really disgusted with playing the game. Why? Because it's not realistic. After you start shooting you can still talk to the girls and they offer to blow you. I mean... that's just absurd.

Second, it felt like more of a mockery of the killer than of the tragedy in general. Every time you fail at a "mission" it makes fun of Cho. So for a troll attempt, it's not a very over the top one. I actually found myself enjoying the game. Why? B/c it has well defined goals and it's easy to pick up and play. And before you ask how I could enjoy a game that parallels a cold blooded massacre, I have no idea. I almost didn't click on it, but my sense of curiosity for offensive things is overwhelming sometimes.

Looking at it from an "IRL" point of view, which is different from my internet point of view, it's in incredibly bad taste and if someone who was affected by the VTECH massacre saw it, they'd undoubtedly be very sad and angry. Sometimes people who think that anonymnity on the internet means they can do whatever they want, even if it might seriously offend someone. (And sometimes people do it on purpose, as in this case.) But I guarantee if there was no internet, and this game had to be published somehow, it would never see the light of day. Because then people would know your name, and know what a heartless uncaring bastard you are. Hell they might even sue you for mental anguish.


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MathOnNapkins
Posted on 05-31-07 06:55 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 05-31-07 06:56 PM) Link | Quote | ID: 39898


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From: durff

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You're right... there is some sick limit on layer 3. But there's a way around it if you're willing to be a little tricky.

I'm using HDMA to update that green color every scanline which produces the gradient effect. This is just the beginning .

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MathOnNapkins
Posted on 06-01-07 08:00 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 40873


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Posted by smkdan
I guess you might be limited in avaliable channels for a certain game. I'm working with mode 7 racers which require 4 just for the track. SMK has only one HDMA channel that isn't used.


Right now I only have 1 "free" channel, which is channel 5. LTTP only uses channels 6 and 7 at any given point for HDMA, and I'm leaving those alone. My main problem is that it uses channels 0-4 for DMA. My goal is to rework the code of the game so that all DMA only uses channel 0. DMA channels can't execute in parallel anyway, so I don't see the point in wasting channels on DMA. Perhaps you could try a similar approach? I mean, I'm sure you know DMA and HDMA channels are the same channels.

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MathOnNapkins
Posted on 06-06-07 03:56 AM, in MarcTheMer's asm tutorial Link | Quote | ID: 42808


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From: durff

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Pretty good for you to have learned this much on your own. Everything except perhaps your understanding of the 4bpp format seems dead on.

*Note* I've renumbered the bytes from 0-3 instead of 1-4, it's much more common in programming to think with 0 as the initial element.

byte 0: 1 place- 0 1 0 1 0 1 0 1
byte 1: 2 place- 0 0 1 1 0 0 1 1
byte 2: 4 place- 0 0 0 0 1 1 1 1
byte 3: 8 place- 0 0 0 0 0 1 1 1


^ A 4bpp tile is 0x20 bytes (double that of a 2bpp tile). You've almost got this right. Except it's not byte 2 and byte 3 that hold the 4 and 8 place (respectively).

It's bytes 0x10 and 0x11:

XX YY
ZZ WW

So if you're viewing 4bpp data it's easier to look at it as a "square" of 4 bytes.

I'd recommend a document like Anomie's register doc at romhacking.net. Qwertie's PPU document is also good, but outdated and possibly wrong in a few sections. You could also PM if you get stuck. Looking at existing roms using Geiger's Debugger (BSNES might also be good but I haven't used its debugger yet) is also a good way to figure out DMA, HDMA, and things like OAM and CGRAM.

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MathOnNapkins
Posted on 06-11-07 10:17 AM, in I have a small problem with Zelda 3 Link | Quote | ID: 44499


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Very unusual, but it's not like I wouldn't expect it from Hyrule Magic. If you're willing to grab Geiger's Debugger I could walk you through how to fix it via PM. Just from the information you have given really isn't enough to go on.

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MathOnNapkins
Posted on 06-11-07 04:29 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44538


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From: durff

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So it depends upon the tile number? ... hah, man those designers are a pain in the ass.

Also explains why you can go under the bridge when it has no apparent entrance to speak of. Maybe you're better suited to deal with this NEONswift, my expertise is in the dungeons, and while I have been doing a bit of overworld hacking recently it's not quite at the level I'm sensing from you.

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MathOnNapkins
Posted on 06-11-07 05:29 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44547


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From: durff

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Hrm.... well I've encountered behaviors that depended upon the 32x32 tile type (or it might have been the 16x16 tile type). In any case, it was a 16 bit number similar to say, 0x4714, and the tile types for 8x8s certainly don't go that high. That's what I thought you meant. The 8x8 tile types determine a great deal of the behavior in dungeons too, though from what I can tell it's not *exactly* the same as the overworld. There's even tile handlers for chests on the overworld, which are obviously not used... nor could they be without a lot of extra work.

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MathOnNapkins
Posted on 06-11-07 06:01 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 44554


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Posted by Xkeeper
Posted by NetSplit
JaSp's password system is far from 'whoopee'. That's a pretty impressive change, in my opinion, and I bet you it took more work than that triple jump.

while (password) {
if (right) val++
if (left) val--
if (up) ltr[val]--
if (down) ltr[val]++

if (start) {
if (compareval(ltr, pwd)) doshit
} else {
break()
}
}


This is the kind of shit I programmed in QBasic when I was 7. Not that it's that easy in assembly (or fitting it into the rest of the code) but the psuedocode is already simple enough as it is. Hell, the code could easily be taken from almost any game that allows high scores or any input at all.


Trying to compare a password system in Qbasic or any other language with built in functionality to something in a ROM is lopsided. The reason is that it's not as simple as writing the code, you also have to add in support for graphics, not to mention hook into the existing code and make sure you don't screw anything up in the process. Adding functionality through reverse engineering is much more difficult than programming from scratch.

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MathOnNapkins
Posted on 06-11-07 06:12 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44559


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Yes, that's right. Though that animation in particular is activated via a sprite whereas the others are not. I was specifically referring to the tiles that are used for "doors" when you run into them. The game checks for a specific 32x32 tile type and replaces it with an open door (the wooden doors, I haven't really looked at Hyrule Castle's doors.)

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MathOnNapkins
Posted on 06-11-07 07:42 PM, in I have a small problem with Zelda 3 Link | Quote | ID: 44577


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uh.... yeah I was wrong. It checks the $7E2000 array which in dungeons is 8x8 tiles but on the overworld is map16 tiles. I think map32 is just used for initially drawing the overworld's appearance. All overlays use map16.

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MathOnNapkins
Posted on 06-12-07 06:29 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 44783


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I was going to say the same thing earlier... but I didn't want be rude.

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MathOnNapkins
Posted on 06-18-07 07:19 PM, in Castlevania: Chorus of Mysteries (rev. 2 of 06-18-07 07:19 PM) Link | Quote | ID: 46612


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I think I'll try this based alone on the fact that it has a NES mix of Dance of Pales (which was well done btw). I hope it's a good hack.


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MathOnNapkins
Posted on 06-19-07 01:05 AM, in Castlevania: Chorus of Mysteries Link | Quote | ID: 46708


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From: durff

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was glad to be apart of this project, hacks like these are a dime a dozen.

um... "dime a dozen" is an insult, Googie.

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MathOnNapkins
Posted on 06-19-07 02:13 AM, in Castlevania: Chorus of Mysteries Link | Quote | ID: 46723


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Been enjoying it so far. I just got past the eyeball beast boss (that was pretty hard, but my main problem was I kept running out of time) At least this game isn't as frustrating to play as Dracula X (on SNES). The graphics are good, for the most part. Keep in mind, I never played Castlevania 1 for the NES, ever, so I don't really know how it compares tp the original game, other than the first stage or two I played before applying the IPS patch.

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MathOnNapkins
Posted on 06-20-07 02:07 AM, in Castlevania: Chorus of Mysteries Link | Quote | ID: 47053


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The difficulty isn't any less than I'd expect from Castlevania, nor does difficulty curve really matter that much. The differences aren't that great. The things I dislike about classic Castlevania is that in many places you are going to die A LOT until you memorize the map layout, which of course drives me to just use savestates a lot.

But I'll agree, Slogra was the most difficult boss.

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MathOnNapkins
Posted on 06-22-07 12:17 PM, in Guess who the poster above you is. (rev. 2 of 06-22-07 12:17 PM) Link | Quote | ID: 48217


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Anonymous is already over this fad . And he just got here.

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MathOnNapkins
Posted on 06-22-07 12:28 PM, in Let's try an experiment. Link | Quote | ID: 48220


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MathOnNapkinonymous says:

So the experiment was to see if AB2 would mutate into 4chan under forced anon? Fission Maccomplished.

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MathOnNapkins
Posted on 06-24-07 05:16 AM, in IM A BIG GAY FAG AND REALLY LIKE MEN :) Link | Quote | ID: 49039


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Posted by Metal_Man88
He'll find a way to get banned again. He's just another Shyguy.


Overstatement. There is nothing quite like Shyguy.

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MathOnNapkins
Posted on 07-08-07 08:14 AM, in Questions on hacking Lttp. Link | Quote | ID: 53193


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4. While it would require a bit of data hacking (not necessarily ASM) it would probably look funny and you'd also have to edit the sprite priority in addition to the position and orientation of the shield sprite. I assume you mean have it on his back unless he's swinging his sword or holding it out?

5. Select the door and use the number pad keys to move them around (position and direction) and the m and n keys to switch their type.

6. Yes you could in theory make something hover over Link like a fairy and it wouldn't necessarily be difficult either. Again it requires you know a bit about working with OAM - Object Attribute Memory, which is a fancy word that means sprites. When Link's body is constructed each frame you could add in another sprite on top of him that hovers about a random distance from him. The only difficulty I see in doing this is you'd have to make room in the sprite graphics. They're pretty packed already so you'd have to cut some tile out to fit in an 8x8 fairy sprite (or whatever). This of course could have bad effects unless the tile you remove will no longer be used.

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