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Posted on 12-21-12, 06:52 pm
Shyguy


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No need for thumb anymore. I made an asm patcher myself in mkds course modifier with thumb support.
Posted on 12-21-12, 07:00 pm
Super Mario
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Posted by Gericom
No need for thumb anymore. I made an asm patcher myself in mkds course modifier with thumb support.

Copypasting code again? Fine!

I'll still add Thumb support someday, because it might be needed for NSMB and other games too.
Posted on 12-21-12, 07:39 pm
Shyguy


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Posted by Dirbaio
Posted by Gericom
No need for thumb anymore. I made an asm patcher myself in mkds course modifier with thumb support.

Copypasting code again? Fine!

I'll still add Thumb support someday, because it might be needed for NSMB and other games too.

No, no copypaste! I made myself!
Posted on 12-21-12, 07:42 pm
☭ coffee and cream


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I'd like to see it then. Because I also remember some shader code that you claimed to be yours, and that was shameless copypasta.
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Posted on 12-21-12, 07:43 pm (rev. 1 by  Gericom on 12-22-12, 09:09 am)
Shyguy


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Posted by Mega-Mario
I'd like to see it then. Because I also remember some shader code that you claimed to be yours, and that was shameless copypasta.

Okay, I can post tomorrow.

Edit:
Here you are:

Posted on 12-22-12, 08:09 pm
Super Mario
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You totally didn't get the point of my post, did you?
NSMBe's license DOES allow you to copypaste code as long as your editor is GPL licensed too. (BTW it seems you aren't releasing source for later versions?)

So you're duplicating effort because your code clearly does everything the exact same way as NSMBe's...

Also I see you're deleting the build/ and all the "newcode" files after compiling. Don't. If you leave the files there, the Makefile only compiles source files that have been modified since last compilation, so it's much faster.

Posted on 12-22-12, 08:14 pm
Shyguy


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Posted by Dirbaio
You totally didn't get the point of my post, did you?
NSMBe's license DOES allow you to copypaste code as long as your editor is GPL licensed too. (BTW it seems you aren't releasing source for later versions?)

So you're duplicating effort because your code clearly does everything the exact same way as NSMBe's...

Also I see you're deleting the build/ and all the "newcode" files after compiling. Don't. If you leave the files there, the Makefile only compiles source files that have been modified since last compilation, so it's much faster.


I am going to release the source when version 4 is released.
Posted on 12-22-12, 08:18 pm
Super Mario
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No. Every time you release a .exe you have to release the corresponding source.
You should also state that it's GPL licensed. (Still, even if you don't, it implicitly is.)

Read more: http://www.gnu.org/licenses/gpl.html
Posted on 12-23-12, 10:40 am
Shyguy


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Since: 07-10-12
Posted by Dirbaio
No. Every time you release a .exe you have to release the corresponding source.
You should also state that it's GPL licensed. (Still, even if you don't, it implicitly is.)

Read more: http://www.gnu.org/licenses/gpl.html

I don't use your code in the new mkds course modifier!
Posted on 12-23-12, 04:39 pm
Super Mario
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Really? Absolutely ZERO lines of code?
In any case, take a look at the licenses of the other projects you copypasted from. IIRC there were some more that were GPL licensed.

Posted on 12-23-12, 06:33 pm
Shyguy


Karma: 125
Posts: 54/90
Since: 07-10-12
Posted by Dirbaio
Really? Absolutely ZERO lines of code?
In any case, take a look at the licenses of the other projects you copypasted from. IIRC there were some more that were GPL licensed.


Did you forgot that the new version (4.0) I am making is fully rewritten? Without copy-paste code.
Posted on 12-23-12, 06:34 pm
Super Mario
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Ooh cool then
Posted on 12-24-12, 10:53 pm
Super Mario
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Small update!

I've added a little code to the template that disables signature checking in overlays and the overlay table!

This means that ASM hacks that modify overlays can be used over Download Play. (Using firmware.nds or FlashMe ONLY).

Yay!
Posted on 12-24-12, 11:03 pm (rev. 1 by  Shadey21 on 12-24-12, 11:03 pm)
Flurry


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Does this mean your "no sprite set limitation" ASM hack can be used over DLP?
Posted on 12-24-12, 11:18 pm
Super Mario
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I'll paste what I told you over IRC so other people can see it
03:08 <~dirbaio> Shadey21: no, not at all.
03:08 <~dirbaio> it doesn't mean that ANY hack will work over DLP
03:09 <~dirbaio> the sprite set hack basically makes NSMB load everything from ROM like in singleplayer
03:09 <~dirbaio> instead of the narcs
03:09 <~dirbaio> but in DLP, the client DS doesn't have the ROM
03:09 <~dirbaio> so... no way it'd work.
Posted on 01-16-13, 12:57 pm
Shyguy


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Since: 07-10-12
I tried using a function from devkitpro. Like "consoleDemoInit()". But I get those errors:

And what does this: /Users/davem/projects/devkitpro/libnds-master/ mean?
Posted on 01-16-13, 06:58 pm (rev. 1 by ImageBot on 11-21-16, 02:34 am)
☭ coffee and cream


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What! I though a professional programmer such as you, would have no trouble fixing that kind of issues! I am disappoint.
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Posted on 01-16-13, 10:12 pm
Super Mario
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It seems to be missing some parts of libc. You should be able to fixit and get it to compile by messing with the Makefile or the compile flags (?)

You also need malloc/free working properly for the console to work, btw. I made a thread for it, that thing should work for MKDS too.

Still, you will NOT get the libnds console to work in an ASM hack. NO WAY. It messes with the VRAM banks and graphics registers in ways that the game doesn't expect. It's impossible to get the console working while the game is running.
Many parts of libnds won't work in an ASM hack. Even scanKeys() is broken, it expects a certain input from the arm7 for the X/Y/touch keys that isn't there.

Why don't you use nocashPrint() to debug?
It's way easier. It works in desmume dev+ builds too.
Posted on 01-17-13, 07:39 am
Shyguy


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Posts: 58/90
Since: 07-10-12
Posted by Dirbaio
It seems to be missing some parts of libc. You should be able to fixit and get it to compile by messing with the Makefile or the compile flags (?)

You also need malloc/free working properly for the console to work, btw. I made a thread for it, that thing should work for MKDS too.

Still, you will NOT get the libnds console to work in an ASM hack. NO WAY. It messes with the VRAM banks and graphics registers in ways that the game doesn't expect. It's impossible to get the console working while the game is running.
Many parts of libnds won't work in an ASM hack. Even scanKeys() is broken, it expects a certain input from the arm7 for the X/Y/touch keys that isn't there.

Why don't you use nocashPrint() to debug?
It's way easier. It works in desmume dev+ builds too.

Thanks, I was just messing around with it to see if it would work.
Posted on 08-13-16, 01:38 pm (rev. 1 by RicBent on 08-21-16, 10:07 am)
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Since the latetst DevkitARM updated GCC to 5.3.0 the current patch template will not build with -lgcc.

Use this Makefile to fix that problem: https://www.dropbox.com/s/99gj6lytf8slm15/Makefile?dl=1
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