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Messages - Parzival

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1
That cable looks like a disaster waiting to happen
What cable? The action replay I got was structured like a Sonic & Knuckles cart, where you put the action replay in the DS card slot and then put the DS game you were playing into the top of the action replay.
The one here: https://www.amazon.com/DS-Lite-Action-Replay-Nintendo/dp/B000H5UY72/

It's presumably meant to be used with whatever software is on the CD, so that's even more unnecessary hassle.
You can also use it with a utility to hijack the ARDS and stream NDS files to the DS, which is cool, I guess...

but yeah, it's mainly for firmware updates and code updates.
2
I'd love to write scripts for parsing the tables and things for weird dex entries such as this but I dunno how the tables are structured so... that's kind of an issue.

...

...

...

I'll be right back, I have some tables to corrupt.
3
ARDS is notoriously screwy... makes me think they were made really shittily.
"Yes, without a doubt"
I wonder how many flashcards were sold or borrowed to repair them - I personally know of 6 incidents :)

Strange story is my first Action Replay DS broke so I bought a new one. I then used the official cable to update the firmware on my newer one and somehow fixed the older one by updating that by inserting it after the new one loaded. So this may be a way to fix your old Action Replay DS so you can sell it back :) (probably the problem is just a corrupted firmware in memory). They do seem very fragile though, which is why for me I've had to be careful not applying too much force between the DS Card and USB lead; just gently so it fits.
just... use an R4/AK2i/CyDS? Like actually... just use one of those. Use a SLOT-1 dumper through either a softmodded/hardmodded DSi or a SLOT-2/GBA flashcart plus an original DS or a 3DS and GodMode9 if you wanna stay legal (or don't and just hit up one of several ROM sites, not like I can stop you... but you shouldn't... but I can't stop you!) and/or dump the save.

There's no reason not to, aside from maybe the money side of things, but most of the equipment is cheap or can be borrowed from a friend (in the case of soft/hardmodded consoles or a DS with both slots at least... maybe your friend has flashcarts or whatever, who knows?)

anyways enough verbal garbage you get my point

The white 2 error says the save data could not be accessed and to reinsert the game card. However, doing this doesn't work.
Clean the contacts inside the console and on the cart, check for corrosion or chipping on the cart, try another console, check for weird noises instead of two clicks when the cart inserted into the system, make sure the cart slot is retaining pressure (there's a little flap inside the cart slot that should be pushing the cart towards the contacts) etc.
4
My copy of Pokemon White 2 isn't broken completely, but often times when I load the game it brings me to a blue screen with an error message. It sometimes works, but with no discernable pattern as to when.

My action replay DS is also broken, loading it has the action replay logo on the top screen and a blank red screen on the bottom. This and the White 2 cartridge are unrelated, I started having problems with the Action Replay long before White 2.
ARDS is notoriously screwy... makes me think they were made really shittily.

What's the W2 error?
5
Introductions / Re: New Lab Member
« on: Yesterday at 06:48:26 am »
Word of warning: don't drink out of any glassware, you never know what's been in them around here... I made that mistake.
6
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: July 12, 2019, 11:00:25 pm »
Compression is a lot better on Linux since Linux has utilities for more than ZIP, RAR and 7zip.
>Original file (CPIO initramfs): 200MB
>After ZIP: 154MB
>After RAR: 148MB
>After RAR5: 147MB
>After 7z: 132MB
>After xzip: 19.8MB
7
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: July 08, 2019, 02:34:29 pm »
Linux 3DS' SD access hang has (probably) been fixed. Time to recompile!
8
Emulation & ROM Hacking / Re: G/S/C/B wireless VC patches?
« on: July 07, 2019, 09:51:22 am »
use New Super Ultimate Injector, it's got a fuckton of patches builtin
9
>never filled Box 1
are...
are you USING Box 1?
10
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: July 02, 2019, 03:07:40 pm »
trying to make an MD5 bruteforce collider in Python

Stats for 1024 bytes of data (interrupted mid-search):
Code: [Select]
Performance stats:
Total time: 5.83800005913 seconds, total tries: 17306, so avg. tries/sec: 2964.37133003

First script's performance was something like 50/sec for 10 bytes.


wew


EDIT: somehow it's generating more files than are possible and they're all summing differently while being the right size...??? The f**k???

EDIT 2: no it's not, it's correct, i'm just fucking dumb
11
Generation I Glitch Discussion / Re: Theoretical "Crash Recovery"
« on: June 30, 2019, 12:26:38 pm »
C90-38F-195 is a Game Genie code to patch 0038 from FF to C9 in Red/Blue - though stepping out of bounds for instance, will not work even with this code enabled.  Using a ROM patch maybe 0038 could be converted into a routine that brings control back to the game, with the stack, other addresses fixed and no execution of freezing code (perhaps also possible with many Game Genie codes). It sounds like crash recovery in this case is possible; in fact TheZZAZZGlitch's debug Yellow hack has crash prevention measures but I don't know sorry. :( Hope this clears some of your questions anyway. :)
Theoretically you could just have it jump to the overworld loop...?
I'll test that later.

Good luck! :)
Even though the rst 38 vector is no longer an infinite loop, it for some reason keeps writing 0039 to RAM for quite a distance before actually jumping TO the overworld loop like it's supposed to.
BGB, are you having a stroke...?

EDIT: BGB WHAT THE f**k ARE YOU DOING


EDIT 2: yup. this is where the inexplicable 0039 stack pushes are coming from.
12
Generation I Glitch Discussion / Re: Theoretical "Crash Recovery"
« on: June 30, 2019, 12:06:03 pm »
C90-38F-195 is a Game Genie code to patch 0038 from FF to C9 in Red/Blue - though stepping out of bounds for instance, will not work even with this code enabled.  Using a ROM patch maybe 0038 could be converted into a routine that brings control back to the game, with the stack, other addresses fixed and no execution of freezing code (perhaps also possible with many Game Genie codes). It sounds like crash recovery in this case is possible; in fact TheZZAZZGlitch's debug Yellow hack has crash prevention measures but I don't know sorry. :( Hope this clears some of your questions anyway. :)
Theoretically you could just have it jump to the overworld loop...?
I'll test that later.
13
Pokémon Discussion / Re: Pokémon Sword and Shield Discussion
« on: June 30, 2019, 12:03:51 pm »

Sometimes the 65536 (2^16) etc. subject is about technical limits rather than space, and time. There are also workarounds to the limits. In theory they could add 65536 Pokémon, but if you were to create models for all of them it would take up lots and lots of data and possibly by previous standards; years. In Red/Blue/Yellow, the glitch Pokémon past 190 are not "unused slots", but more of an extrapolated 'what if'; if the Pokémon loaded was more in line with the technical limit and these Pokémon take their data and pointers from other existing areas of the ROM.

this was what I was trying to explain, just... badly. The Switch is a 64-bit system, so most likely they'll be using a 64-bit unsigned integer for Pokemon IDs. (Y'know, as memory/speed optimization is dead in gaming nowadays.)
14
Pokémon Discussion / Re: Pokémon Sword and Shield Discussion
« on: June 29, 2019, 07:03:31 pm »
Well I have a few friends who aren't on here who would agree with the point I'm about to make.

I've heard that they're cutting tons of Pokémon due to space issues.

But you know why I think that's BS?

Simple. In previous generations, there have been unused slots for "invalid" Pokémon past the Pokédex's ending number.

Going by this logic, it's safe to say that they would again have those, so what's stopping them from just replacing some of those for the new Pokémon, and keeping all the old ones too?
This was actually due to system architecture. For example, Gen 1 has 151 pokemon, right, Well, an 8-bit number can hold any value from 0 to 255, so there are 256 possible values. Values outside of the valid range(s) loaded strange, not-Pokemon data because the table used to turn the 8-bit ID into pointers for things like base data, sprites, types, etc. doesn't have 256 entries, and since the game never checked that it was, in fact, checking INSIDE the table and not past it, unrelated data was loaded i'm going in circles explaining this aren't i

There will be 18,446,744,073,709,551,615 total, possible Pokemon slots the new games can address with one 64-bit integer, but very few of these will actually be filled or even checkable in a similar table (as the table will end WELL before the 1%-of-that-number mark.) Whether the game checks if it's looking past the table or not... that's a different matter. If it does, we can't (easily) access invalid Mons. If there is no check like that, invalid mons are much more likely to be accessible.
15
Something odd happened while I was doing the old man glitch, I did it mostly normally, did accidentally view the demonstration twice, but when I started surfing on the cinnabar island coast, I encountered a level 43 ditto, which afaik isn't supposed to happen, I did encounter a missingno after that, so that still worked, I had prior to viewing the old man come from route 23, where such a thing can be encountered, and in fact I had done so a while before. I was on the virtual console version of blue, English version. Is this normal
what was your ingame name
(your ingame name determines what you'll get)
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