CaptainJistuce |
Posted on 20-08-01, 23:54 in Computer Hardware News
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Post: #901 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Yeaaaaaah. NVidia is... not at the top of my list for people who Arm can thrive under. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-09, 03:29 in I have yet to have never seen it all.
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Post: #902 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
256 characters should be enough for anybody. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-10, 02:54 in I have yet to have never seen it all.
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Post: #903 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by tomman I still think UTF-8 is a bad standard. Making it back-compatible with ASCII has led to a lot of poor text parsing(mostly from folks feeding UTF-8 into code that really only supports ASCII). And the actual standard is too complex for its own good, which results in a lot of poor text parsing(from people that think they have comprehensive and fully-functional UTF-8 parsers but don't really) And that's before they start adding every cute image that ever appeared on a map or in a cellphone(while they continue to insist that klingon glyphs have no place in Unicode). --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-10, 03:30 in What are you listening to right now?
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Post: #904 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Super Metroid Symphony https://soundcloud.com/blaketothefuture/sets/super-metroid-symphony --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-11, 08:31 in Maxane's Marvelous Modding Madventure (Personal GBC modding)
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Post: #905 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
I don't remember making that suggestion. But in fairness, I don't remember a lot of things I say. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-18, 00:32 in I have yet to have never seen it all. (revision 1)
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Post: #906 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Money: more titillating than you've been led to believe. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-22, 07:49 in game genie "special load" option...
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Post: #907 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by KawaAnd also much harder to read. Incidentally, PRG-ROM is a fairly unique concept, and probably shouldn't be applied as a general term. Most systems don't have separate Program ROM and Character ROM buses. They just have ROM. Outside of arcades, only the Nintendo and NeoGeo spring to mind as systems with that sort of split cartridge architecture(SNK uses the terms PROG ROM and CHA ROM, incidentally). --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-22, 11:33 in game genie "special load" option...
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Post: #908 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Yes. Every system has a memory map, and only some portions of the address space are available for any given purpose. This is still true today, we've just got an insanely large address space and dedicate most of it to RAM. On older machines, especially fixed-purpose ones, the memory map is very important. Often, everything is mapped into the processor's address space at specific addresses, and reading and writing those addresses is how code interacts with those hardware devices. Also, most dedicated game machines are built to treat the software cartridge as an integral part of the system. The comparison to a PC BIOS is apt, as without the cartridge there's nothing to boot from. Essentially, when you plug Super Mario Kart into a Super Nintendo, the SNES BIOS is the game Super Mario Kart. However, the "loading ROM to RAM mirror" part isn't apt: most systems with software on ROMs actually run that software directly FROM ROM. The shadow RAM technique used by later IBM clones is a unique quirk to that platform. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-25, 02:33 in game genie "special load" option...
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Post: #909 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Wait... are you trying to load one game, enter cheat codes for it, and then swap to a diffrent gamewhile using the same codes? --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-25, 03:02 in Mozilla, *sigh* (revision 1)
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Post: #910 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by Nicholas Steel "So we took an internal feature accessible by power users and advertised it as a mass-market product everyone should use. This was a bad idea, and somehow it is due to architectural shortcomings rather than our own poor decision-making." --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-25, 08:09 in game genie "special load" option... (revision 3)
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Post: #911 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by joshua It won't be viable EVER. Or even possible. A Game Genie code is little more than a memory address and a value to be substituted for reads from that address(albeit presented in an obfuscated manner). Different games contain different code and data at different locations. Using a code for one game on a completely different game is little more than toggling random bits in the cartridge to see what happens. That is, in fact, why different games have different infinite lives codes. Not because Galoob and Code Masters were desperate to sell updated code books. And of course, even if Funkyass is right He is. I thought I heard that even real Game Genie codes had issues when SNES games started having co-processor pins on sides...Some Game Genies did not have the sideport connections, this is true. No Game Genie affected those connections, but only some where capable of passing the signals through. emulators maybe need to have option toggling between two major revised versions of Game Genie. Emulating a Genie without the side connectors would be utterly pointless. Though I now remember also that infinite health code only froze health DISPLAY, not actual values...I had this very issue a year ago on -I think- SNES9X emulator...and I read recently that someone else had that issue That means you had a bad code that was altering the wrong value(and that behavior implies to me that it was an Action Replay code rather than a Game Genie code). and actually it is at least one counter example to assumption that co-processors had main code routines on main chip. We're still talking about Batman Returns, right? It doesn't have a coprocessor. I think only Action Replay or its Pro cousin worked on that Super-FX SNES game. No, Action Replay codes covered RAM addresses in the system instead of ROM addresses in the cartridge*. Rather than changing the game's behavior, they forcibly held values at a predefined point. That's really the only difference. Both devices work fine with SuperFX games, assuming the necessary connections are made. In fact, as I recall Galoob and Code Masters offered official codes for Yoshi's Island. So maybe SNES was unintentionally hostile to Galoob's cheating device implementation. It wasn't. The only issue was that Galoob cheaped out and didn't install a couple of contacts on some revisions. Those were a clumsy omission from Code Masters' original design, and I can't actually figure out why Galoob thought it was going to be okay. It was easy to fix at home though, since the devices without those contacts still carry the plastic molding intended to hold them. *Technically speaking, the Action Replay writes the value it was told that a given RAM address needs to contain into that given memory location on every screen refresh. The Game Genie intercepts reads to specific addresses in the cartridge and substitutes its own value for the value contained in the ROM. This makes Action Replay codes easier to develop, but they carry more unintended side effects and cannot be as powerful as Game Genie codes. The Pro Action Replays, to my understanding, merely expanded the address space they could handle so that in addition to rewriting values in system RAM they could also substitute values in cartridge ROM, giving them the ability to perform Genie-like feats. Neither device is capable of doing anything to the state of any coprocessors, whether they used the side connectors or not. Coprocessors have their own in-cartridge RAM that they work out of that no cheat devices can reach. And coprocessors don't go through the cheat device when they read a ROM, because they are inside the cartridge with the ROM. And bringing this back around to the beginning... Posted by joshua "Code was written for a completely different game" is not an unknown reason. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-25, 09:57 in game genie "special load" option...
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Post: #912 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by joshua I see that the game engine stores health inside the cartridge RAM and pushes it out to console RAM every frame. Which explains why the Action Replay codes are unreliable, as both the game and Action Replay are doing the same thing at the same time and it is anyone's guess who winds up winning on any specific frame. I don't see anything relevant to my statement. Note that emulator cheat functions typically offer a much wider range of addresses than an Action Replay or Game Genie could affect. "No, Action Replay codes covered RAM addresses in the system instead of ROM addresses in the cartridge*. Rather than changing the game's behavior, they forcibly held values at a predefined point. That's really the only difference. I don't see anything that disproves a word I said. Both devices work fine with SuperFX, assuming the necessary connections are made. Neither device is capable of altering cartridge-side RAM, coprocessor reads from ROM, or coprocessor reads from system RAM. That thread lines up EXACTLY with that statement. I think Game Genie was more adaptive than Pro Action Replay in co-processor games like Doom... Not really, except in that the Game Genie was more powerful in general. You're mistaking Doom's clever anti-cheat mechanism for a unique attribute of the SuperFX. and if I'm right that after Sega Genesis 32X, Nintendo pushed co-processors being used in most SNES games to offer cheaper alternative to 32X add-on and avoiding its new system stress. Coprocessors showed up much before the 32x. And later on Nintendo pushed the SA-1 coprocessor as a form of copy-protection. The SA-1 was between the system and ROM chips, so if a device didn't issue the SA-1 instructions to make the ROM accessible(as copiers wouldn't), most of the game was unavailable to read. Though quite powerful relative to an unexpanded Super Nintendo, it was greatly overshadowed by the capabilties of the 32x. And the 32x's problems weren't that "new system stress". They were 1. that it was an expansion for the Genesis, so a 32x game would always see fewer sales than a Genesis game, and 2. the Sega Saturn was announced by Sega Japan at the same time Sega America announced the 32x, Sega Japan hoovered up most of the developers available to make Saturn games, and few people could see paying new console prices for a Genesis add-on when a genuinely new console was just around the corner. I always wondered how Nintendo's SNES survived even during Fifth Generation birth of gaming. It didn't. The fifth generation ended with the Super Nintendo's launch, as that was the point at which the Nintendo and Sega Master System were both obsolete. I mean, assuming we try to force things that didn't release in a generational lockstep to fit into a neat set of generations in the first place. "Emulating a Genie without the side connectors would be utterly pointless." Probably, but would it be so much trouble to include that variation in case. Why would you WANT to emulate "exactly the same thing, only the SuperFX and SA-1 will never turn on"? Seriously, the hardware does not have access to those pins on either revision. One revision has them wired straight through, the other doesn't have them wired at all. Neither one has the Genie capable of actually viewing and modifying what little data is there. "https://forum.digitpress.com/forum/showthread.php?155628-Game-Genie-SNES-Problems" 6th post at least makes me ponder the horrifying possibility of what is mentioned could happen (mid-game failure of Yoshi's Island). That last post is very stupid(as are a few other posts in that very short thread). The SuperFX is live from the get-go, not just in boss fights. It is rather obviously in active use on the title screen. You cannot start the game without running SuperFX code. Also, game ROM is mapped behind the SuperFX. The SuperFX can turn access to the ROM on and off. To my recollection, if the SuperFX doesn't work, the ROM data is never made accessible. You cannot even BOOT the game. Which, incidentally, was my experience when trying to use the game with the official codes on my Game Genie with the incomplete cartridge connector. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-27, 00:43 in game genie "special load" option...
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Post: #913 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by joshua To what end, though? What does loading a game into the Genie late gain you? Why do you think I spent a FULL week trying to redownload it after I deleted it completely!I honestly have no idea at this point. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-28, 02:17 in Mozilla, *sigh*
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Post: #914 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Please continue being so passionats. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-28, 08:13 in Mozilla, *sigh* (revision 1)
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Post: #915 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Having had too much time today with an unoccupied mind and occupied hands, I've formulated strong opinions on why the phrase "primary password" specifically is a terrible replacement for the master password. It changes the implication of the feature, and suggests you will also have to enter a secondary password. Master password implies that it is a single password that controls other passwords. They have copy/paste'd the "master->primary" argument from other places without stopping to consider if they are using master in the same context. I would've used the term "central password" or "governing password" if I were going to change this specific instance of master. Also, I think everyone is making the wrong stand about the master/slave paradigm in computer science. They should be trying to change slave to maid. THINK OF THE EROTIC COMP SCI FICTION AUTHORS! Meanwhile, Master Lock continues to be offensive not for use of the term "master", but because they sell garbage locks by the billions. MORE IMPORTANTLY, "endian" is a stupid joke term, it was intended AS a joke term, actually sounds overtly racist(despite its origins), and should never have been adopted as a term of art. Why are we arguing about masters instead of endians? --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-28, 08:20 in Mozilla, *sigh*
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Post: #916 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by MysticLord I find this funny, because he actually answered this question in his last post. Posted by tomman --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-08-29, 03:19 in Mozilla, *sigh*
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Post: #917 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Stallman's got nothing to do with the internet. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-09-03, 05:39 in Computer Hardware News
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Post: #918 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Posted by BearOsoI thought the prices were because the 2K series landed with a wet splat and they had to slash prices to get them to start moving. They'd rather not have to put a "3000 Super" line out in six months. --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-09-05, 23:47 in Computer Hardware News (revision 1)
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Post: #919 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
Ain't nothin' wrong with the disk. I am afirm believer that a flash drive to boot off and a disk for bulk storage is an ideal setup. Videos, music, and large --- In UTF-16, where available. --- |
CaptainJistuce |
Posted on 20-09-06, 01:13 in Computer Hardware News (revision 1)
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Post: #920 of 1164 Since: 10-30-18 Last post: 63 days Last view: 9 hours |
The SATA ports lost when you use an M.2 slot are because their controller was connected to those PCIE lines the M.2 drive uses, and most systems are desperately starved for PCIE lines. My system has an internal hard disk, an internal optical drive, fans, and an external one-drive toy NAS. The NAS disk holds music and videos, the internal disk holds "productivity applications", and the flash holds OS and frequently-used programs. --- In UTF-16, where available. --- |