Search found 79 matches

by Iconoclast
Mon Jan 14, 2013 11:16 am
Forum: News and Emulation Updates
Topic: Dear Indian Spammers
Replies: 2
Views: 8691

Dear Indian Spammers

I think it'd be pretty sad if SDFSDFSDFDGSDFAGSDFASDFBREAKPOINTFOUND AT INTERPRETEROPS [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />
by Iconoclast
Sat Nov 17, 2012 4:42 am
Forum: Suggestions
Topic: Wisdom Tree compatibility (and here's how)
Replies: 3
Views: 4457

Wisdom Tree compatibility (and here's how)

Well, if the header is "invalid," but it loads on an actual GBA anyway, maybe the header should be almost ignored by an accurate emulator, or the header is just not thoroughly documented enough to understand the functionality of all of the bits? I know there is a bare minimum of which bits need to b...
by Iconoclast
Sat Nov 17, 2012 4:31 am
Forum: Audio
Topic: Help understanding sound system and timing.
Replies: 4
Views: 4410

Help understanding sound system and timing.

Might not necessarily be that the sound code is timing the emulator. Might be that the operating system places a greater thread priority for audio than it does with graphics. I know with other platforms like the N64 this was done.   In that case the graphics rendering will constitute a speed rate i...
by Iconoclast
Wed Sep 05, 2012 8:33 am
Forum: Core
Topic: GBC+SGB Border feature (like in Rew)
Replies: 5
Views: 5137

GBC+SGB Border feature (like in Rew)

I'm used to it on "fagGit" . [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />   It's a bit of a pain to memory match while binary-sorting through commits, but when it comes to balancing when to rewrite zilmar's code and when to rever...
by Iconoclast
Wed Aug 29, 2012 3:47 am
Forum: Core
Topic: Text to Speech or Screen Reader Support for Blind
Replies: 3
Views: 3559

Text to Speech or Screen Reader Support for Blind

Yeah, probably. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />   More likely it would have to use the same render API as VBA-M.   Like if VBA-M was running DirectX, have some external Direct2D (or maybe use Direct3D?)/DirectDraw d...
by Iconoclast
Fri Aug 24, 2012 5:54 am
Forum: Offtopic/SpamChat
Topic: Translation Project
Replies: 17
Views: 12407

Translation Project

lolXD well you might say that   Technically, it's for handling the Controller Pak file (At least, that's Nintendo's legal name for it.) inserted in the back of the standard controller.   N-Rage's DirectInput currently provides these features for managing the memory pak file system: ⋅  fo...
by Iconoclast
Thu Aug 23, 2012 3:36 pm
Forum: Offtopic/SpamChat
Topic: Translation Project
Replies: 17
Views: 12407

Translation Project

Yaaay! [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />   Problem solved [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />; they'll take care of the nasty code page shit......
by Iconoclast
Thu Aug 23, 2012 7:07 am
Forum: Offtopic/SpamChat
Topic: Translation Project
Replies: 17
Views: 12407

Translation Project

Note that's why I said "if" you could get it; even so it doesn't make it impossible to get the data anyway. [img]<fileStore.core_Emoticons>/emoticons/biggrin.png[/img]/emoticons/biggrin@2x.png 2x" width="20" height="20" />   Why would it be a waste of time? They're not translating it to English. I ...
by Iconoclast
Thu Aug 23, 2012 6:16 am
Forum: Offtopic/SpamChat
Topic: Translation Project
Replies: 17
Views: 12407

Translation Project

Knowledge of ROM-hacking is knowledge of programming. It may not be knowledge of a programming "language", but, more often than not, the technicalities pertinent to a specific language are irrelevant. Either way when I was hacking ROMs, I didn't know shit about "strings" and "pointers" and those ter...
by Iconoclast
Wed Aug 22, 2012 7:31 pm
Forum: Offtopic/SpamChat
Topic: Translation Project
Replies: 17
Views: 12407

Translation Project

Thing is, it's easy for me to do with ASCII text.   Japanese characters unfortunately don't fall under that category.   Unless the game is backwards-compatible with ASCII (i.e., Unicode code page for supporting the kana alphabet) then you would definitely have to rewrite the code page interpreter....