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Group:
Tech Member: Tech Members
Active Posts:
165 (0.09 per day)
Most Active In:
Engineering & Reverse Engineering (104 posts)
Joined:
08-February 12
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User is offline Today, 11:02 AM
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My Information

Member Title:
Don't look! Its the Sonic community!
Age:
19 years old
Birthday:
October 14, 1997
Gender:
Female Female
Location:
Broomrape Lane
Interests:
Hax0r1ng

Contact Information

E-mail:
Private
Website:
Website  http://natsumi.noip.me/
Skype:
Skype  thegreensnakey

Previous Fields

Other Contact Info:
IRC; irc.badnik.zone Natsumi/Notsumi
Project:
hax0r pr0j3kt
National Flag:
fi
SA2 Emblems:
1

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Posts I've Made

  1. In Topic: FW-KENSC Windows Shell Extension

    Yesterday, 02:57 AM

    This is great that this is finally released; Too often I'd have to recompress one or few files to another format or uncompress, edit, and recompress. So much time wasted with crappy quick batch scripts and finding the file paths, etc.. Finally I can be actually efficient about this!
  2. In Topic: Basic Questions & Answers thread

    01 November 2016 - 12:56 AM

    The difference mostly between address registers and data registers, is that data registers allows for way more different instructions, whilst data registers allow for less, but they have the advantage of being able to read from arbitrary location inside the address space. Say, you have an art file at location 0x8AA00. You can stash that number inside an address register, then use (aN) to read from there. Until later models of the CPU, you could not do this at all with data registers. The another difference of address register is, that you can NOT do byte manipulation in them, and any word operations to it will be automatically sign-extended. So something like 0xFF00 (which is actually also -0x100) becomes 0xFFFFFF00. However many times, you can actually use address registers to sort of manipulate just any values like data registers, if you keep these limitations and quirks in mind. Data registers are designed to hold sort of quick variables, like local variables in high level languages. Data registers are more designed to hold pointers. Now we could go into some really technical stuff, but I am sure you will get some idea of how this works based on that, and can experiment yourself based on this.
  3. In Topic: Basic Questions & Answers thread

    31 October 2016 - 02:45 PM

    This is why you should do these things yourself, and only use guides as a reference. The results will be way better when you understand the code and do everything required to make what you need compatible. Of course, this requires a ton more prepwork but I am sure you will be more happy with the results in the end.
  4. In Topic: Basic Questions & Answers thread

    31 October 2016 - 03:29 AM

    It depends on the game, but unless its S3K, porting all kinds of tweaks from S3K would be a start, especially the rendering engine and object engines have been vastly improved and would help a lot with performance. But these kind of things are a lot to do and so I would advise against it unless you have a good grasp on the engine and 68000 ASM.
  5. In Topic: Basic Questions & Answers thread

    30 October 2016 - 02:49 PM

    Getting it from RAM is roughly 128th cycle slower, if compared to carts that are faster than the CPU, which has been the case around the Sonic 2 was release, afaik. Older carts would reportedly be slower especially with huge transfers (DMA) but I do not have a full understanding on this. Either way, speed is not a dominant factor anymore for choosing which method to take, but the ROM space itself. Compressed is still way more compact form, albeit you need extra RAM as a tradeoff.