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Topics - Galandros
16
« on: March 29, 2010, 10:16:41 am »
Just made a quick search... Just appetizers to what is possible with ROM hacking. To know what rom hacking is and general idea of what is possible see: http://en.wikipedia.org/wiki/ROM_hackingOther sites related: http://www.romhacking.net/http://romhack.wikia.com/Tools: (emulators) (hex editor) (ips patcher) (compilers/assemblers) What other sites and resources you use? I am curious because the other day I have hex edited the memory of a RPG to win the best objects and stuff. Even changed the splash screens accidentally. Have fun!
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« on: March 26, 2010, 12:35:13 pm »
I just noticed this on Linux. The v3 skin has very bad smooth scrolling in Ubuntu with GNOME as GUI and Firefox as browser. The v5 is acceptable but can be tiring. But v4 is very snappy and has perfect scrolling.
So using the skin version 4 solves the problem. I hope this helps someone.
I didn't notice this on Windows XP or 7. I will check out in my laptop...
And some feed about how good the omnimaga forum is scrolling in you is appreciated to know if it is Firefox in Linux fault or the skin.
To DJ Omnimaga and Eeems that can administrate the forum_ I don't know if you could help this but since using v4 solves the problem I think that you don't ought to optimize the other skins. Also I need to research a bit to pinpoint the cause.
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« on: March 20, 2010, 04:37:59 pm »
Do you have a favorite video game character/hero at all? Why do you like the most in him/her? And what not? How much are you obsessed with it? (approximately how much you know and stuff you keep of him/her)
Just curious to see your choices.
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« on: February 28, 2010, 07:27:53 am »
There are some cools optimized routines around. Calcmaniac is the recordist in z80, probably. At least in calculators z80 forums is.
On to the code:
;calcmaniac84 cpHLDE: or a sbc hl,de add hl,de ret ;Important note: because the code is 3 bytes and a call is 3 bytes, just macro in: ;SPASM, TASM and BRASS compatible, I guess #define cp_HLDE or a \ sbc hl,de \ add hl,de
;- Reverse a ;input: Byte in A ;output: Reversed byte in A ;destroys B ;Clock cycles: 66 ;Bytes: 18 ;author: calcmaniac84 reversea: ld b,a rrca rrca xor b and %10101010 xor b ld b,a rrca rrca rrca rrca xor b and %01100110 xor b rrca ret
;reverse hl ;curiosity: a easy port of a common reverse A register is more efficient than tricky stuff ;calcmaniac84 ;28 bytes and 104 cycles ld a,l rla rr h rla rr h rla rr h rla rr h rla rr h rla rr h rla rr h rla rr h rla rrca ld l,a ret
;calc84maniac ;in: a = ABCDEFGH ;out: hl= AABBCCDDEEFFGGHH rrca rra rra ld l,a rra sra l rla rr l sra l rra rr l sra l
rrca rra rra ld h,a rra sra h rla rr h sra h rra rr h sra h ret
;Galandros optimized routines ;try to beat me... maybe is possible...
;Displays A register content on screen in decimal ASCII number, using no addition memory DispA: ld c,-100 call Na1 ld c,-10 call Na1 ld c,-1 Na1: ld b,'0'-1 Na2: inc b add a,c jr c,Na2 sub c ;works as add 100/10/1 push af ;safer than ld c,a ld a,b ;char is in b CALL PUTCHAR ;plot a char. Replace with bcall(_PutC) or similar. pop af ;safer than ld a,c ret
;Note the following one is optimized for RPGs menus and the such, it is quite flexible. I am going to use in Lost Legends I ^^ ;I started with one which used addition RAM for temporary storage (made by me, too), and optimized for size, speed and no extra memory use! ^.^ ;the inc's and dec's were trick to debug -.-", the registers b and c are like counters and flags
;DispHL for games ;input: hl=num, d=row,e=col, c=number of algarisms to skip ;number of numbers' characters to display: 5 ; example: 65000 ;output: hl displayed, with algarisms skiped and spaces for initial zeros DispHL_games: inc c ld b,1 ;skip 0 flag ld (CurRow),de ;Number in hl to decimal ASCII ;Thanks to z80 Bits ;inputs: hl = number to ASCII ;example: hl=300 outputs ' 300' ;destroys: af, hl, de used ld de,-10000 call Num1 ld de,-1000 call Num1 ld de,-100 call Num1 ld e,-10 call Num1 ld e,-1 Num1: ld a,'0'-1 Num2: inc a add hl,de jr c,Num2 sbc hl,de dec c ;c is skipping jr nz,skipnum inc c djnz notcharnumzero cp '0' jr nz,notcharnumzero leadingzero: inc b skipnum: ld a,' ' notcharnumzero: push bc call PUTCHAR ;bcall(_PutC) works, not sure if it preserves bc pop bc ret
PUTCHAR: bcall(_PutC) ret
;Example usage of DispHL_games to understand what I mean Test2: ld hl,60003 ld de,$0101 ld c,0 call DispHL_games ld hl,60003 ld de,$0102 ld c,1 call DispHL_games ret
Well, don't try to understand or optimize calcmaniac84 ones. j/k, trying to understand can be harsh (tip: have a good instruction set summary) but teaches some inner details of the z80 asm. About mine, do your best.
20
« on: February 28, 2010, 07:11:37 am »
Macros are like a language that can produce assembly code and ease some tasks (like math tables and other data). See wikipedia topic for better explanation. SPASM macros can be quite fun (recursing, dynamic including echoed files...). On the macros itself I have come with these nifty ones: - var.inc - var allocation ;Example usage: ; varloc(tempswaparea) ;player_x = var(1) ;player_y = var(1) ;buffer_bullets = var(128) ;saveSP = var(2) ; varloc(textshadow,128) ;attack = var(1) ;deffence = var(1) ;overflowedvar = var(500) ;this will give a warning on assembling because overflowed the safe ram (on calculator causes RAM Clear, normally)
#macro var(var.size) #define var.counter eval(var.counter+var.inc) #define var.inc eval(var.size) #ifdef var.end #if var.counter>var.end .error "Variable allocation overflow!" #endif #endif var.counter #endmacro
#macro varloc(varloc.value,varloc.size) #define var.counter eval(varloc.value) #define var.inc 0 #ifdef varloc.size #define var.end eval(varloc.value+varloc.size-1) #endif #endmacro
- convhex.inc convert a label, number, equate or define to hexadecimal representation ;Example usage: ; .echo convhex(%10000000) ;label: ; .echo convhex(label)
#macro zconvhex(hexn) #if hex_remain == 0 "$",return #else #define hex_digit eval(hexn & $0F) #define hex_remain eval(hexn/16) #ifndef return #define return "" #endif #if hex_digit == 0 #define hex_char "0" #endif #if hex_digit == 1 #define hex_char "1" #endif #if hex_digit == 2 #define hex_char "2" #endif #if hex_digit == 3 #define hex_char "3" #endif #if hex_digit == 4 #define hex_char "4" #endif #if hex_digit == 5 #define hex_char "5" #endif #if hex_digit == 6 #define hex_char "6" #endif #if hex_digit == 7 #define hex_char "7" #endif #if hex_digit == 8 #define hex_char "8" #endif #if hex_digit == 9 #define hex_char "9" #endif #if hex_digit == 10 #define hex_char "A" #endif #if hex_digit == 11 #define hex_char "B" #endif #if hex_digit == 12 #define hex_char "C" #endif #if hex_digit == 13 #define hex_char "D" #endif #if hex_digit == 14 #define hex_char "E" #endif #if hex_digit == 15 #define hex_char "F" #endif
#define return eval(hex_char,return) zconvhex(eval(hex_remain)) #endif #endmacro
;wrap the main macro up with another macro to clear the global defines to work more times #macro convhex(zn) #define hex_remain -1 #define return "" zconvhex(zn) #endmacro
- breakpoint.inc, this echo to a text file named breakpoints.txt the address of breakpoints (you need convhex macro) ;breakpoints.inc ;by Galandros
#include "convhex.inc" #macro BREAKPOINT #ifndef BREAK_F .echo > breakpoints.txt "\nBreakpoints:\n" .echo >> breakpoints.txt convhex($),"\n" #define BREAK_F #else .echo >> breakpoints.txt convhex($),"\n" #endif #endmacro
;Alternatives to break macro name #define breakpoint() BREAKPOINT #define .breakpoint BREAKPOINT
- relocation (this was not made by me, actually) #macro relocate(location) #ifdef g_old_location .error "You cannot nest relocate blocks!" #else #define g_old_location eval($) #define g_new_location eval(location) .org location #endif #endmacro
#macro endrelocate() #ifdef g_new_location .org $ - g_new_location + g_old_location #undefine g_new_location #undefine g_old_location #else .error "No relocate statements corresponds to this endrelocate!" #endif #endmacro
How to use: 1. copy the text to some text file using Notepad, for example. 2. include in the source code with #include macro.inc directive 3. call it within the source code Notes: - to see the examples uncomment the lines (simply delete the ";") - only works on SPASM. I could try TASM compatibility, but meh, SPASM has some many reasons to be used - I am giving a cookie especially for Eeems. You can use this macros in the ADE. Just give me credit and put in the include file that the macros were given by me (Galandros). You can include in your IDE, just do the same as I wrote before in this line. More macros will come. I have done convbin (convert equates to binary) I am going to release a pack of SPASM macros. You can post your macros, too. Or request macros. I am doing some experiments with SPASM macros because you can do pretty much everything.
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« on: February 27, 2010, 01:20:36 pm »
The news: The long waited Nspire exploit to run ARM machine code is available on ticalc. ( link) There are two ways to run the upcoming awesomeness for the Nspire: - Ndless by geogeo and ExtendeD for Windows PCs - Nspire8x by Brandonw for TI-83+ family that uses the Ndless loader to unlock the Nspires and send files to them My comments: I loved the name of the exploit (Ndless). And amazingly it is Open Source (and Free Software?). The mission of hacking the Nspire is complete. (or not) Let's wait for TI response. I am waiting for amazing stuff for classes. I hope they arrive in time for me to use them. Also the development, experiments and games possibilities are unbelievable compared to the other calcs.
22
« on: February 26, 2010, 03:03:58 pm »
What games are you playing in these days?
I don't play like I used to due to lack of time, interest on playing or sometimes I don't know what game would make me happy. (Basically I prefer spending time and interest on other things) But I do played some games recently: (like a few hours in 2 days and leaving it)
PC: - OpenLieroX - Trackmania GBA: - Shining Soul DS: - Final Fantasy Tactics
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« on: February 22, 2010, 04:13:52 pm »
What games do you know that have impressive maps and modding made by the community? (PC games) The most impressive I know is Stronghold (abbreviated SH). This sites have the best documentation and download about every trick in the game (they are numerous): http://stronghold.heavengames.com/http://www.stronghold-knights.com/Basically it is a Castle Builder and Sieger. Although the map editor seems simple, it has many surprises and tricks. There are very versatile maps with effort made by the maps makers. The AI is weak but when you design and balance well a map, it can be challenging if you face a large army. The events script seems bad but there is lot of ways to suck out all of its potential. There are tones of MBs in excellent enjoyable maps that are plenty of fun and eye candy. For Rise of Nations (abbreviated RON), I haven't seen much but by the few, I think it has very powerful modding potential but most interesting tricks seem undocumented. The event scripter is actually done by programming the own game script. (you can make your own AI) I don't about Starcraft (abbreviated SC) but the campaign editor is quite promising. You kind find lots of modding and maps download from http://www.heavengames.com/ sites. I haven't time to see the available stuff to all the games I have. It is your time to share your games.
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« on: February 21, 2010, 03:12:50 pm »
I really like the available sections and their organization was very elegantly done. (I imagined how I would make it and didn't got a better solution)
It still needs some topics to move, but it is too early to request them.
But I suggest a possible new area of discussion: Gaming in general. With this addition I believe won't be any new for some time. We are talking about games many times and why not a section to them?
25
« on: February 21, 2010, 10:51:27 am »
What news you have got to share about animes/manga?
I have read somewhere Code Geauss is going to have a 3rd season. I can't wait to see. ^^
26
« on: February 21, 2010, 10:49:43 am »
What animes have you seen and what you recommend?
I have seen and recommend: - Full Metal Alchemist - Code Geauss: Lelouch's Rebellion - Death Note - Naruto (first half of first season)
I have also seen: - VanDread - Samurai7 - Dragon Ball Z and GT (some) - Pokemon (first three, maybe) - Digimon (many series, almost the entire seasons) - Rurouni Kenshin (Samurai X) - Samurai X (aka name of the samurai guy with an X scar) - MushiKing - Unfortunately some crappy ones in tv (Sailor Moon, for example)
Going to see: (possibly will recommend) - Neo Genesis Evangelion - One Piece
27
« on: January 31, 2010, 09:46:02 am »
Any of you has seen games in HTML, CSS and JavaScript? Web browsers can run JavaScript and show HTML pretty fast. Plus there is keyboard and mouse ways to get input. Even ways to save data. But I have only seen simple games like Tic Tac Joe, avoid obstacles with mouse, tower of hanoi... The most complicated was chess. If you have seen something more interesting, share the game. But some ASCII RPG could be doable. I am not thinking in doing one but I will try to come some nifty scripts to get keyboard and mouse input, and other stuff. One objective is to be most cross browsers compatible possible. What I want to discuss is the enormous possibilities. I have some ideas: - through AJAX, we can have multi player through the Internet and a Web Server running PHP, for instance. A RPG with single player and multiple player could be nice. - ASCII mapper (BW and colours) - Raycasting with ASCII and colours (Ben Ryves has actually done that already, see his gamedev or site journal) I know some disadvantages: - Cross browser problems - With only JavaScript it is impossible to avoid cheating because the source code is a available. Cheating is always a possibility even if very hard, though. Maybe later I can do some game like Hunt or runner. For now I will come with the scripts to see if it gains interest. I have started a PHP lib to save data on a file. Maybe I can add other useful stuff. With XAMPP is very easy to start a web server and play some game that requires it. EDIT: I searched a bit and found one interesting site: http://www.javascriptgaming.com/There is some JavaScript games libs like: http://gamequery.onaluf.org/It could be interesting some JavaScript gaming in Omnimaga. What you think? PS: I am not quitting calc stuff, although I am doing more web related things. It is question of time to get bored with web stuff.
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« on: January 14, 2010, 08:36:29 am »
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« on: December 28, 2009, 09:16:30 am »
While learning web sites development technologies, I decided to do some tools that helped to develop them. Originally only intended to just HTML, CSS and JS when Eeems asked for tools to HTML dev ( http://ourl.ca/37525 ) appeared the suggestion to save work done by using PHP. Recently learnt PHP and started to do things with it as well. Brief Features: * Write and see the result of HTML and CSS * JavaScript Console with various debugging, logging and miscellaneous tools * PHP tools as well I will be adding some progress and another release soon. (next year or so, look the original post date) Depending on interest the progress and news about it will depend. Also some tools aren't meant to replace and out stand existing ones. I just want to learn by practising and make a simple but somewhat powerful tool. And I started this topic to get feedback about possible future features and bugs needing fix. Topics related to this: http://www.unitedti.org/forum/index.php?showtopic=9117http://www.cemetech.net/forum/viewtopic.php?t=3942
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