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Posts by spel werdz rite

spel werdz rite's Profile → Posts

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All updated. Now I have to ban myself...
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Originally posted by p4plus2
His all.log has too many labels. Remove the extra labels and you get a 10x performance boost.


You mean like this?

Also, I am working on a specialized assembler which has great performance, but between that, MushROMs, and my very busy life, there's not much time for it. I should git it.
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Hello, hola, hallo, bonjour, ciao, cześć, مرحبا, 你好

I am looking for people who speak English and at least one of the following languages:

Code
Spanish
French
Chinese
Dutch
Turkish
Portuguese
Italian
Russian
Korean
Vietnamese


I am interested in translating SMB Utility into new languages to help users across the globe.

If this is something you would like to do, (even in a language I did not mention), then feel free to leave a reply here, and to send me a PM. For more information, look here for the project and here for most of the text to be translated. No programming experience required.
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Originally posted by Erik557
now that's a name I haven't seen in a while

I'm 27 and working every day. Not much time for stuff like this like the old days. :(

Originally posted by Erik557
I'll help you with Spanish.

Gracias. That's a language I know pretty well too, so I can at least verify it all reads well in the program. Whenever you can, just save a local copy string_i.h as "string_es.h" with all of the translations. If you can also specify what region your Spanish language comes from (Mexico, Spain, invariant), that would be helpful too. If you have any questions about context for certain strings, just ask and I'll fill you in. When you're all done, either upload it to GitHub, or locally here and I will do it for you and credit you. :)
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Hello all.

I've come back from outer space to let you all know that I am hosting SMB utility's source code here on GitHub. The goal is simply to put the code in a team-driven environment where interested users can easily submit new ideas to a popular and useful tool that could stand some modern improvements.

Anyone comfortable writing C code is welcome to contribute. Also, if you speak any non-English languages, check this thread out to see if you can translate. No programmer experience required.
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Originally posted by zacmario
cool, the first thing it needs is to be able to expand roms or work with dr floppys patch.

If you or anyone has any info on either, that would be great.
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Beta release

To help translate. Send me a PM.
Para ajudar a traduzir, envie-me um PM



streeeeeeeeeetch
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This is cool work. For the record, Ersanio and I still care about this. So thanks for your contributions.
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Where does the time go?
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I've been doing IRL stuff lately. (y)
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I'll finish MushROMs one day...

Funny how growing up means doing actual things starts to take precedence.
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A best practice is to be really thorough with an issue. Describe what you tried so far, what you referenced. And where what you did became different than the outcome you expected.

Nobody can help you if the issue can't be recreated.
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An in-editor ability to edit custom block text would be cool.
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Since it has been made clear on many occasions that the author of Lunar Magic has no intentions to implement certain features that keep getting brought up, I figured we could at least redirect that conversation away from the Lunar Magic suggestions thread to avoid clogging it with unnecessary discussion.

I'm not saying one side or the other is wrong or right; I simply want to respect that thread's purpose and move topics that have no value there to a separate thread. That in mind, I wouldn't be against seeing an open-source SMW editor, but having spent well over ten years now on my own game editor, I certainly know that it is no simple task. To anyone posting here championing an open-source editor be made, I hope you understand the amount of work and time that would go into making it. This is especially true if you want it to be as involved and usable as the current closed-source alternative.

All that being said, anyone who wants to discuss or contribute to creating an open-source editor, I'd encourage doing it here so FuSoYa can get back to looking at suggestions he actually might do. I myself have no plans to spear-head this project. I'm just creating the thread for those of you who want to voice your passion on the subject.

I'd say the first topic to discuss is who the actual programmers are who would want to do this. There are a surplus of skilled SNES programmers on here, but who here as a strong knowledge of C++/C# or whatever GUI-supporting language and also wants to create this beast?
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https://github.com/bonimy/MushROMs

Maybe you can learn some neat stuff from what I've done in a similar fashion.
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Originally posted by anonimzwx
advise me if you do an upgrade :D.


Just be sure to fetch/pull any changes you see and check out the commit history. Major changes will come as pull requests so as long as you're watching, you'll see them.

If you're curious about anything with SNES library design, do let me know. Not many people do it so I'm happy to share what I've learned.
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I don't remember the exact details, but the gist is that the level data renders as your screen moves forward. In those specific levels, there's a check for the player's Y coordinate at the X coordinates where the repeat puzzle happens. If the Y coordinate is not correct, the level renderer is silently moved back four screens, as if the area is repeating.
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https://www.romhacking.net/documents/344/
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