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Messages - Dandaman955

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Video Game Glitches Discussion / Re: Weird glitch in Super Mario Bros.
« on: January 11, 2017, 03:05:07 am »
Speaking of which, there is a mention of a disappearing trampoline on World 3-1 in that page. Exact same one you describe, by the sounds of it.
Pokémon Discussion / Re: Genwunners
« on: August 10, 2016, 09:57:08 am »
If I'm completely honest, generation 1 is probably my least favourite generation. I didn't grow up with them, so I don't have the nostalgia everyone else has with them. They're examples of games that haven't particularly aged well at all, exacerbated by all the bugs and weird design choices made throughout the game. That's not to say I don't like the Kanto region itself, however: Pokemon Gold and Fire Red were my first Pokemon games, with Pokemon Gold improving on everything the original did wrong (incidentally my favourite generation) and with Pokemon Fire Red being a remake of Pokemon Red, everything else in that game seems like a step down.
Oh, you have to post to make the poll.

Anyways, I guess I can chalk one down for yes!
Okay, so this is probably the most pointless thread, and I don't know how to make polls, so with that in mind:

I was looking through the current Pokemon Crystal disassembly by (I think?) pret, and I found a lot of it quite hard to read through. No disrespect to the work that was put through, but it was covered in equates and macros, with a lot of files split into sub-files which made following a lot of it difficult. Now in the Sonic scene, there are people who swear by two different types of disassemblies, often disagreeing on which is the best kind, with:-

- The up-to-date Git kind, where it is all macroed, equated and has code split into separate files, similar to how the Crystal disassembly is now. I think it's trying to be similar to how something like C handles it, with the includes and such?

- The one that isn't. Simple. :p

I personally believe that you can make a disassembly less cluttered by reducing the amount of equates, macros and file splits and replacing them with comments denoting what the instructions do in the grand scheme of things. Here's[1] an example of one disassembly I made (That isn't finished; Some instructions aren't commented and a lot of data isn't split into files yet, mainly the large block of data, from byte_100C to loc_6B48, with a few things otherwise. It should give an idea, though.) on the Action Replay ROM. I was thinking of making a disassembly with a similar structure to this one, but I don't think it's worth the effort if there isn't anyone who would actually find a use in it, so what I'm basically asking here is:

Would you be interested in/use a disassembly like this?

[1] -
Introductions / Re: Hey.
« on: July 16, 2016, 11:53:54 am »
Hey !

You want technical ? Here, you got four people who love technicals :
-> TheZZAZZGlitch (*cough cough*pannenkoek2012*cough cough*)
-> Crystal_ (and his long, technically-detailed YouTube videos)
-> Hacky (he find lovely stuff, and explains it in elegant manners)
-> Torchickens (to a lesser extent, but still.)

Oh, and, if you're willing to get into GB programming, I'm writing a wiki article on just that. As of now, it is a WIP, but that covers some basics.

Wait, TheZZAZZGlitch and pannenkoek2012 are the same person?

Anyway, thanks for the welcome! Had a quick skim through that wiki article and the language itself seems quite similar to Z80 assembly, so hopefully it should ring a bit familiar when I read through it.

Emulation & ROM Hacking / Re: Genesis and bullshit
« on: July 16, 2016, 07:59:36 am »
Nemesis Compression is a software thing, so it should work on any emulator that can read 68K instructions properly. Even if it didn't, it should definitely work on Exodus, because the guy who cracked the compression (Nemesis) wrote the emulator.
Emulation & ROM Hacking / Re: Genesis and bullshit
« on: July 15, 2016, 05:12:32 pm »
I dunno if you still need it or not, but the debug version of Regen (0.972D) has a real-time RAM viewer. Much faster than Exodus, so if you can spare accuracy in some parts, run Regen for practicality's sake.
Introductions / Hey.
« on: July 15, 2016, 04:20:00 pm »
Could've sworn I had joined here years ago.

Anyway, hello. My name's Dan, and I'm more of a Mega Drive hacker/homebrewer than a Pokemon hacker (at least for the earlier generations, anyway.). Chances are, there might be some of you that recognise me from YouTube or maybe even the Sonic scene, if any of you go there. I've been a Pokemon fan for ages now (I have been floating around various sites years ago, like PokeCommunity, HallofOrigin and Skeetendo (I think it's called?)), and I've been meaning to get into Game Boy programming, an opportunity to get back into the Pokemon scene now that I've heard there's some disassemblies released for Pokemon R/B. This is probably one of the more technical forums, and who doesn't love glitches?
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