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10-21-17 10:01:05 AM

Jul - TCRF - The Cutting Room Wiki New poll - New thread - New reply
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Hiccup
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Posted on 03-26-17 04:46:56 PM Link | Quote
I meant combination of revision info and digital/physical info, e.g. "USA Digital Rev 1" or something
divingkataetheweirdo

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Posted on 03-26-17 06:02:19 PM Link | Quote
How we reference versions depends on what info we know of about those versions. For instance, if we know that version was released on X date, but don't know much else, we use the date. The revision numbers given can also depend on the standard use to name that file, especially if that game is for a 5th gen console or older.
Hiccup
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Posted on 04-17-17 12:06:13 PM Link | Quote
Another wording question: do "revisional" differences including non-region-related differences between, for example, JP and US versions. Or do they only include differences between, for example, US 1.0 and US 1.1 of a game. And if the latter is true, would "Version Differences" cover both?
divingkataetheweirdo

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Posted on 04-17-17 09:48:10 PM Link | Quote
Revisional differences could include non-region-related differences, but it mainly pertains to things like differences between US 1.0 and 1.1 for instance.
7HeroesForceBattle
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Posted on 04-19-17 11:25:02 PM Link | Quote
I thought I had long ago stopped fixating on when and how certain online statistics reached large round numbers, but I feel strangely anxious about the wiki reaching 10k articles. It would be kind of reassuring if a few regulars could chime in to create the illusory consensus that nobody is really worked up about this milestone.
divingkataetheweirdo

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Posted on 04-19-17 11:26:10 PM (last edited by divingkataetheweirdo at 04-20-17 07:35:05 PM) Link | Quote
Originally posted by 7HeroesForceBattle
I thought I had long ago stopped fixating on when and how certain online statistics reached large round numbers, but I feel strangely anxious about the wiki reaching 10k articles. It would be kind of reassuring if a few regulars could chime in to create the illusory consensus that nobody is really worked up about this milestone.


The count on the main page also includes subpages and disambig pages. A more accurate count can be seen on my user page. It also includes the translations. So take all of that away, and we probably have around 8,000 articles.
Rick
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Posted on 04-24-17 12:16:58 AM Link | Quote
Even still, 10,000 articles and going strong is nothing to sneeze at, regardless of what they are.

SamEarl13

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Posted on 04-24-17 02:56:02 AM Link | Quote
10,000 articles is awesome even if a lot are not really articles lol, I know for a fact there's still a bunch of stuff to add anyway so we'll hit the legitimate milestone at some point.
Hiccup
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Posted on 07-16-17 03:55:45 PM (last edited by Hiccup at 07-16-17 03:56:09 PM) Link | Quote
Could someone who knows something about text tell me if this is simply corrupted, or in some weird format?


S.BE SUR.E TO CH
E.CK OUT T.HE FU
LLPp., WHICH .HA
S AB.!A. BILL.É
L.EVELS, S.OME W
ICK ED..-FI, .AN
D.(REAL LY.ÿHWEE
T@ @x SEQUE.NCE.
.‹..TR!UC.. ZON.
ÿ.SHOWPûYOU@RQ?T
HANKS. FOR PLA.Y
ING.............


Hex data
Spoiler:
53 00 42 45 20 53 55 52 00 45 20 54 4F 20 43 48 45 00 43 4B 20 4F 55 54 20 54 01 48 45 20 46 55 4C 4C 50 70 00 2C 20 57 48 49 43 48 20 02 48 41 53 20 41 42 10 21 41 04 20 42 49 4C 4C 00 C9 20 4C 00 45 56 45 4C 53 2C 20 53 00 4F 4D 45 20 57 49 43 4B 20 45 44 00 06 2D 46 49 2C 20 10 41 4E 44 00 28 52 45 41 4C 20 4C 59 00 FF 48 57 45 45 54 40 20 40 78 20 53 45 51 55 45 0C 4E 43 45 2E 00 8B 01 10 54 52 21 55 43 11 19 20 5A 4F 4E 10 FF 08 53 48 4F 57 50 FB 59 4F 55 40 52 51 3F 54 48 41 4E 4B 53 00 20 46 4F 52 20 50 4C 41 00 59 49 4E 47 2E 00 00 00 00 00 10 00 00 00 00 00 00


Its from the pre-release Mario vs. Donkey Kong 2: March of the Minis demo.
Joe
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Posted on 07-16-17 06:51:20 PM Link | Quote
Originally posted by Hiccup
some weird format

It's compressed with some variety of LZSS, probably the variety compatible with the LZSS decoder in the DS BIOS.
Xkeeper






Posted on 07-16-17 08:02:43 PM (last edited by Xkeeper at 07-16-17 08:02:53 PM) Link | Quote
Funnily enough, I think the compression format I disassembled and wrote a decompressor and recompressor for is some variant of LZSS. People must've gotten a ton of mileage out of it.
einstein95
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Posted on 07-17-17 04:17:44 AM Link | Quote
Originally posted by Xkeeper
Funnily enough, I think the compression format I disassembled and wrote a decompressor and recompressor for is some variant of LZSS. People must've gotten a ton of mileage out of it.

Yeah, Nintendo had its standard SDK LZSS, LZ77 and LZ10 (iirc) that was used everywhere, since GC afaik.
Xkeeper






Posted on 07-17-17 04:18:34 AM Link | Quote
This one in particular was on the SNES, which I think was a while before this sort of thing? Maybe?

If this format exists elsewhere then boy howdy do I feel stupid.
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Posted on 07-17-17 07:40:45 PM Link | Quote
Did Nintendo hand out their MIO0/YAY0/YAZ0 code to N64 developers? Those are also LZSS.

Originally posted by Xkeeper
Funnily enough, I think the compression format I disassembled and wrote a decompressor and recompressor for is some variant of LZSS.

Huh, that looks familiar.
Xkeeper






Posted on 07-17-17 08:39:57 PM Link | Quote
Well, I'll be damned. But, ah...

Developers: Tomcat System (SNES Version)

Tomcat System also made Itadaki Street 2. I feel kind of silly, but hey, at least I have my own utility for it, hehe.

Their version reveals a bug with my code, though (namely that mine doesn't prevent lookbacks over 4096 bytes, which would bomb later). Oops. I'll have to fix that.




Doesn't seem to answer what the second pair bytes are, though, unless they're actually the input size and I'm just a dumb idiot. Entirely possible, mind.
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Posted on 07-17-17 09:20:22 PM Link | Quote
It's the input size. SimEarth also completely skips over it.

Originally posted by Xkeeper
Their version

My version.
Xkeeper






Posted on 07-18-17 03:08:09 AM Link | Quote
Oh, you made that? Welp.

So that's the final (compressed) size? I never noticed, but I also didn't check much of it; I guess that makes sense.

I suppose I should make mine insert that post-compression, too.
einstein95
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Posted on 07-18-17 03:17:58 AM Link | Quote
Originally posted by Xkeeper
This one in particular was on the SNES, which I think was a while before this sort of thing? Maybe?

Oh, I'm an idiot. Didn't realise you were talking about a SNES game.
Xkeeper






Posted on 07-19-17 10:32:09 PM Link | Quote
Well, here's a question. Do you ever see cases in SimEarth where the compression data doesn't match the output size?

For example, when decompressing data from $766e0 in Itadaki Street 2:


0017FC/000A43 Decompress bit set, doing lookback decompression
0017FC/000A45 Original value: 03f9
0017FC/000A45 Lookback: 003f bytes, readPtr 17bc
0017FC/000A45 Length: 0c (12)
0017FC/000A45 Copying byte ff
0017FD/000A45 Copying byte 00
0017FE/000A45 Copying byte ff
0017FF/000A45 Copying byte 00
001800/000A45 Copying byte 00
001801/000A45 Copying byte 00
001802/000A45 Copying byte 00
001803/000A45 Copying byte 00
001804/000A45 Copying byte 00
001805/000A45 Copying byte 00
001806/000A45 Copying byte 00
001807/000A45 Copying byte 00

PHP Fatal error: Uncaught Exception:
somehow wrote more data than expected? wrote 6152, expected 6144
in /home/xkeeper/Documents/Repo/ita2/data/decompressor.php:86



This happens with several offsets. Initially I thought it was my fault, but it happens fairly often, the final portion of the decompression is "00", and I'd assume that if there was something fundamentally wrong with my decompression algo that it would break everything, not result in otherwise perfect files.

It's also possible that the decompressor in-game immediately aborts if it reaches the write size; mine will continue until it finishes copying from a loopback command. I haven't looked at the disassembly today to confirm it.
Xkeeper






Posted on 07-19-17 10:38:51 PM Link | Quote
Ah.

for( uint_fast16_t i = 0; i < run; i++ )
{
output[ outptr++ ] = output[ runptr++ ];
if( outptr >= outlength ) return outptr;
}



I see that your code quick-aborts if it reaches the specified size, even if it should in theory continue on.

That's what I get for not consulting your source first, I suppose.
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Jul - TCRF - The Cutting Room Wiki New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

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