Posts for Xkeeper

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Joined: 12/23/2004
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I've been working on it here and there. I wanted to learn PPU drawing, but had no real idea how; then I decided to just use the frame timer and the note value and go from there. Er... that isn't quite right. ROM available here (warning: contents volatile!) Assembly code available too (on request or snooping) It's really nothing too new. I do want to get in a slightly more advanced music engine, maybe with a wider range of frequencies than just 15. 64 would be a great place to start if I knew which to use.
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Yeah, I'm not even going to bother arguing over it. I just see "is this movie publishable" turning into "is this movie well optimized" since that's all tasvideos ever is any more.
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About 2GB of assorted shit. My external has about 190+GB of other assorted shit.
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Averaging out individual votes would have the effect of more or less averaging out ratings. I stopped giving movie ratings a while ago (aside from the occasional oddball) and stopped bothering to deal with submissions as well. I prefer the yes/no/meh system, but as I said I would upgrade it to have slightly higher resolution as "yes", "lean yes", "meh", "lean no", "no". For display purposes you could average it out that yes, meh, and no are +2 to each of their respective values and the leans are +1 to themselves and meh. e.g. yes = +2 yes, meh = +2 meh, lean no = +1 meh, +1 no I used to see a lot of "Weak _____" votes, so this is a good compromise. Also, I strongly dislike the movement away from "Did you like this movie" to "should this movie be published".
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Unless someone discovers something about the game mechanics that we've missed, this is the absolute fastest time in which the game can be completed. Even in TAS, how often can you say that?
-- Ways to gaurentee your submission will be obsoleted before it is even judged #137
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Banned User, Former player
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Most games will use the anchor point as the top left and have hitboxes in increments of 8x8 pixels. There are always some oddballs, but for the most part they're anchored at the top left.
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Banned User, Former player
Joined: 12/23/2004
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FODA wrote:
His last post here was 2 years ago... He gave us up ;( Also, his site is down for the minute. I wanted to check the smb3 recomcobulator page.
"His site" (acmlm.overclocked.org) has been dead for years.
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Banned User, Former player
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I wasn't aware KEY had any function in QBASIC, as those aren't generally displayed... Oh well. Edit: Perhaps when I'm on my older computer. And I still hate that blasted "YOU HAVE IMAGES" dialog box. Ugh.
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Banned User, Former player
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Ah, okay. The end block is still somewhat nonsensical, but I managed to make sense of it. Rather clever, heh.
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As an example, here's something I wrote in an hour or two in QBASIC. Anybody who knows me very well (or knows the origins of my username) should be able to tell what it does without even looking at the filename. As stated, QBASIC only.
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It may also be a good idea to do a "cd" command before that pause for checking the directory, yes.
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Derakon wrote:
Ehh, you can make write-only code in any language. Just because you can't pack a lot of meaning into a little code doesn't mean that you can't make code that makes no sense. :) I'm curious what the DATA block does. Is it a set of instructions for how to draw the image? A bitmap? I might be able to figure it out myself if I knew what MID does, but there's also those $ and : businesses. Who puts $ after the variable name, anyway? Edit:
Bisqwit wrote:
"there is a hat. the hat is blue. there is a feather. the hat is decorated with the feather. there is a man. the man dons the hat."
This version's a lot more amenable to change if, say, you need the man to have a scarf too. :)
MID$ is basically BASIC's version of php's substr. The reason the $ comes after a variable is because $ is an identifier. For example, "a!" is an integer, "a#" is another type, etc. $ is "string". The data block is instructions on how to draw the image. I found out enough to tell that B is a box and L isn't, but not much else. I still prefer QBASIC over this.
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I was meaning more the completelackofspacebetweencommandssothateverythingisbunchedtogetherandunreadable over excessive verbosity. i.e., whitespace.
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Bisqwit wrote:
Methinks your head aches a bit too easily. But that's so little code, and in BASIC, you cannot hide a lot of meaning to little code, unlike in e.g. Perl!
It isn't so much "hiding a lot of meaning" as "code density". Having multiple commands on the same line without any spacing (or even just one space) tends to make things look cluttered and difficult to follow, as opposed to having empty space.
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I could probably understand it if I opened it in a text editor and read over it a few times, but right now holy crap that code gives me a headache.
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Banned User, Former player
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NA Release Password is much more likely to be the origins of that code than "NARPAS SWORD" (as in, Narpa's sword), like some ... idiots like to believe. It's impossible to know for sure, of course.
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Banned User, Former player
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No, I'm fairly positive it's Ice Man.
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Rick wrote:
I'll take a look for that too if the program that I found doesn't work. Also, on a general note, I did ask before about the Metroid "NARPAS SWORD" code. Anyone care if I use it and credit the site or the person who posted it?
I'm fairly positive NARPASSWORD was done by Ice Man in his disassembly of Metroid.
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Bisqwit wrote:
Sticky wrote:
Heh, amazing what they could do with 32 different tones with a max of two at a time.
Yeah. Well, many modern instruments cannot even play that many different tones. A typical recorder for example, can only reach approximately one octave -- that is 12 tones, in student use. Even the best single-chambered ocarinas can produce a maximum of about 21 tones. With a maximum of one at a time.
Yes, but at the same time you are trapped in a single tempo with the same length for every note. While tempo and note length are not big factors, they limit the options significantly when compared to real instruments. Also, I am grateful that this thread is at least on a related topic (dual-channel musicisms). Better than this stupid bullshit... By the way, you can edit in your own music if you care to experiment with the format. Open the ROM in a hex editor and add $4010 to the address displayed when playing music to get its location in the ROM (specifically, CHR-ROM). Ignore the message at the top, though :)
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Mr. Kelly R. Flewin wrote:
Wow, right off the hop I have an issue with this. I hit the tab key to temporarily speed up a video and it went to 6400% playback speed and would NOT move from there. If I loaded a new rom or whatever, the problem persists until I literally shut her down and start over again or I hit the = key... which is damned annoying since just holding down tab for a few seconds and releasing has the same effect. :(
Fix your hotkeys. One of the devlopers added an "Exit" hotkey (as opposed to, you know, Alt-F4), which bumped all the old associatons. That would mean "tab" is now fastest speed, and = is "normal speed". Everything below "Exit" is probably off by one as well, so you should take some time to fix that.
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Post subject: Galaxian (NES) music player disassembly and hackery
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Joined: 12/23/2004
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(Crosspost from nesdev)
Galaxian (NES) has a hidden "sound test", which is very... convulted to access (it requires resetting the system over 45 times, and another 45 to change tracks) as well as holding the A+B button on P2 and all kinds of other shit. If you didn't know any better, you might assume it's just some glitch. Soon after I first discovered it, I fired up FCEUX and created a disassembly of it, changing things, removing dead code, and so on and so forth. That's been going on for a few days, on and off (mostly off). This is my first adventure into 6502 outside of changing INC to DEC (cough). ROM Everything Galaxian-related aside from a majority of the code and the music has been stripped out or changed, and the music isn't original anyway, so... I plan on working on this some more. Maybe turning it into some sort of beginner's music playtoy or something :P Use: Reset changes tracks. That's about it really. The numbers should be fairly self explanatory if look closely enough.
Programming in 6502 is a pain in the ass. But hey! CPU meter!
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BOMF was basically saying to ignore the rejection and make the run anyway, and I agree :P Meh.
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Hyena wrote:
Yeah, I agree. An encode of the video would be completely insane. I don't care what your settings are. A 1001-hour long video is going to be bigger than the Internet and no one would actually watch it. Now, as for publishing the input file, it would at least serve as proof that you can actually do it.
As an interesting twist, perhaps just encoding the first round trip at a sped-up rate, slowing down for "events", then fading out with "980 hours later..."? I'm pretty sure at least one movie on this site did something similar to mask ~47 minutes of nothingness.
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Possibly a compromise would be just publishing the run without encoding a movie...
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ventuz wrote:
http://acmlm.no-ip.org/archive3/index.php
Wow, a site from 3 years (plus!) ago. A decent alternative is the one in my signature, at least.
http://romhacking.net/
Better, but more translation oriented than anything. First of all, if you just want to edit graphics, use YY-CHR or something similar like Tile Layer Pro. Some sample graphics for you are at 77FFE in Pokemon Blue. Though I would really recommend learning to hack with a friendlier game, like, say, SMB1.
Acmlm? Isn't that a speedrunner from TASVideos?
Yes, it's the same one.
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