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User talk:BMF54123

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https://tcrf.net/File:FreedomPlanet_STunnel.png https://tcrf.net/File:Freedom_Planet_Title.png I uploaded new versions of both of these. I want to know if I did it right this time because I don't think I can do it any better. --WhiteCheddaPichu (talk) 01:09, 15 August 2018 (EDT)

Much better, thank you! --BMF54123 (talk) 04:57, 15 August 2018 (EDT)

About Dr. Robotnik's Mean Bean Machine

Hey, I'm wondering if you know how to hack into the files of Dr. Robotnik's Mean Bean Machine because i wanna see if I can edit things like the sprites and all that. Thanks BoltznNutz (talk) 00:02, 1 August 2018 (EDT)

I don't, sorry. --BMF54123 (talk) 04:57, 15 August 2018 (EDT)

Rename

Hello. Would you mind renaming my account to LaserMoai? Thanks in advance.--GeneralFailer (talk) 09:20, 1 January 2019 (EST)

Looking at GB/C Graphics

Hey, I have been using TileLayerPro to try and see the graphics of Kirby's Dream Land. What I can't figure out is where certain graphics (such as the HUD) are, because most of the tiles are garbled... uh... garbage, or other random objects just layered over things. I want to know if there is anyway to fix this and make it easier and clearer to search through. Sultanofswag89 (talk) 18:52, 7 February 2019 (EST)

I just checked and it looks like the graphics are compressed. You'd have to figure out the format and decompress them before you could make sense of anything. --BMF54123 (talk) 17:22, 11 February 2019 (EST)
Would you happen to know what I would have to do to "decompress" these graphics? --Sultanofswag89 (talk) 19:00, 14 February 2019 (EST)
Probably reverse-engineer the game's decompression routines and write a tool, unless it happens to use a common format that an existing tool already supports. Unfortunately I don't have any experience in doing this (especially for GB games) so I can't be of much help. --BMF54123 (talk) 01:13, 18 February 2019 (EST)

PRGX / Revision X

I'm not sure referring to revisions as "PRGX" is really correct. Nintendo refer to the whole ROM when talking about revisions (as seen in the filenames of 3DS Virtual Console ROMs, for example) and I think the "PRGX" naming is just something from GoodTools... --Hiccup (talk) 06:19, 2 March 2019 (EST)

How exactly does Nintendo refer to them? This is something we've been doing for a long time, and seems to be fairly established in the emulation and ROM dumping communities. I don't like referring to the whole ROM when talking about revisions because it doesn't take into account the fact that the PRG and CHR chips can be different revisions (e.g. PRG revision 1, CHR revision 0). --BMF54123 (talk) 06:34, 2 March 2019 (EST)
Nintendo simply refers to the whole ROM as "0", "1", "2" etc - this is the same for all physical Nintendo games from NES onwards it seems. The PRG and CHR chips do have their own revision numbers, but they are never updated "independently" of each other - only as part of a "whole ROM" revision. I've sent you a DM on discord about this. --Hiccup (talk) 07:23, 2 March 2019 (EST)

Regarding the Soulcalibur III article...

Hi there! I have taken note of many of the ways you have contributed to the Soulcalibur III article, and I realize many of them are in light of some of the content in the article not actually being unused or interesting enough to talk about. I will try to make an effort to have the article lack any such content in future edits. Out of curiosity, would normally nonplayable (but technically used) characters such as Colossus (a boss character who has his own fighting style, a unique weapon for said fighting style, and a character model which is way larger than any other in the game) be appropriate or interesting enough to talk about? And would areas featured in ending cutscenes technically being stages with way different collision detection (e.g. a stage from an ending with stairs you can walk on when normal stages wouldn't feature objects like this) than normal stages be interesting enough to talk about? I do feel like many of these things might be interesting to talk about in the article, but am not quite sure if they would be appropriate, and I do wonder what the limits would be for including content of this nature in articles, thanks! --Jaydenyeah (talk) 16:53, 18 March 2019 (EDT)

Anything that is visibly used by the game generally doesn't count as unused material, regardless of how it's implemented, unless there is ample evidence that the player was originally meant to interact with it in some way. A lot of games store things like title screens or cutscenes as level data as a way to reuse existing code, and while you can technically "play" these levels via hacking, you're obviously not meant to do so. While the fact that you can "play" on them is interesting, it falls outside the scope of this wiki.
This also applies to things like unplayable boss characters or NPCs in fighting games. These are almost always implemented in an identical manner to playable characters (why program an entirely different framework just to handle a one-off character?), and should only be documented here if there is evidence that the character was intended to be playable at some point (e.g. has special moves that are triggered with button combos, unused moves that the AI never triggers, or has some kind of ending implemented). If the game crashes or otherwise behaves strangely when you try to interact with one of these characters, you can be 99% sure that it was not meant to be playable.
Feel free to stop by our IRC or Discord (links are in the sidebar) if you have any more questions about this stuff! --BMF54123 (talk) 18:23, 18 March 2019 (EDT)
Alright, I think I now have a better understanding of what kinds of content actually belong in these articles now, I'll be sure to keep this advice in mind and thanks again for helping out, I appreciate it! --Jaydenyeah (talk) 14:27, 20 March 2019 (EDT)