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This was another month spent trying to make it through each day. March's banner was from Kirby 64: The Crystal Shards. As a mainline Kirby title, the gameplay is primarily platforming action, with abilities absorbed from enemies as weapons and puzzle-solving tools. K64 featured only seven, but they can be... Continue reading
Posted Apr 1, 2012 at secrets
This month I finally finished an update the older hitbox scripts. The goal was to get them to better exploit Lua's breakpoint functions in FBA to make things as easy as currently possible for the user. Trivial in the larger scheme, or even compared to past Lua work, but the... Continue reading
Posted Mar 3, 2012 at secrets
Image Added a demo pic to the Common box types section. Added a MAME-rr vs. FBA-rr discussion. Now that the background removal codes have been added to the mamecheat pack by Pugsy, the instructions have been simplified. The links to MAWS have been replaced by those to Progetto EMMA, which... Continue reading
Posted Feb 21, 2012 at secrets
Image It's been so long I almost forgot what I set out to do: Get garou-hitboxes.lua to use FBA-rr 0.0.7's new emu.registerexec and emu.registerwrite Lua functions for breakpoints. I also used bps to remove the dodgy pseudo-disassembly for vulnerability checks and to avoid messing with the memory banking to get... Continue reading
Posted Feb 20, 2012 at secrets
So, another month gone by with no research done, a... Continue reading
Posted Feb 1, 2012 at secrets
Following last year's tradition, I'll take a moment to review the topics covered in 2011. Extensive deconstruction of the mechanics of the obscure Genesis game Battlemaster. Examination of the critical hit system in D&D: Shadow Over Mystara. Updates to MacroLua, adding as-yet useless analog support. Needs maintenance for the new... Continue reading
Posted Jan 2, 2012 at secrets
For the last month I've been occupied with other matters. As things stand now the goals are the same as they were in November. The recent banner was from the end scene of Godzilla: Monster of Monsters, the 1988 NES title developed by Compile. It's a hybrid turn-based strategy, side-scroller... Continue reading
Posted Dec 19, 2011 at secrets
FBA-rr 0.0.7 implements some new Lua functions: memory.registerexectrigger a function when a given code is executed memory.registerread trigger a function when given memory is accessed memory.registerwrite memory.getregister read from and write to the CPU registers memory.setregister This effectively makes breakpoints and watchpoints available from within Lua. You can thank mz... Continue reading
Posted Nov 11, 2011 at secrets
Stuff done in October: Updated that old dizzy meters script, and expanded it to the SF3 series. Improved on the old 3rd Strike hitbox script. Added Warzard to it. Next month I plan to: Update some old scripts to use the Lua breakpoints in the new FBA-rr. Add the Jojo... Continue reading
Posted Oct 31, 2011 at secrets
Added Warzard, or Red Earth as it was called in its limited distribution outside Japan, to the CPS3 script. The object handling and hitbox system has almost nothing in common with the Street Fighter III series, and I had to work from scratch to get it out. The biggest thing... Continue reading
Posted Oct 28, 2011 at secrets
I worked over the 3S hitbox script of c_cube, which had in turn been modified from the script mz made from LennethEX's custom MAME build. It's completely functional now. Get it from the SVN repo. Here are the noticeable changes: Now showing pushboxes. Now showing throw and throwability boxes. Now... Continue reading
Posted Oct 19, 2011 at secrets
There were a lot of clips left over from They along with new content were assembled into v.two, edited by Keiko, and premiered at the Season's Beatings tourney in Colombus, Ohio. Here are the usual overdetailed explanations of my (tool-assisted) contributions. See also: 0:43 | Vampire Hunter 2... Continue reading
Posted Oct 17, 2011 at secrets
Added the trio of SF3 games to the OSD script. Usage with FBA-rr is recommended due to MAME's terrible CPS3 performance. Besides the usual life, super, and stun values, you can see stun recovery rate (the gray number) and the taunt bonuses to damage, stun and defense. (These figures don't... Continue reading
Posted Oct 13, 2011 at secrets
This is an update for dizzy-meters.lua, which it replaces in the MAME-rr SVN repo. A full description of supported games and functions can be found on the new wiki page. That page still needs some screenshots. Besides the name change, this one is easier to read and edit. The old... Continue reading
Posted Oct 8, 2011 at secrets
In September I mapped out the Genesis game Sub-Terrania, which took longer than expected thanks to difficult backgrounds and camera control. The rest of the month's research went toward overhauling the old dizzy meters script. I'm adding more games and functionality but it's not finished. I plan on wrapping that... Continue reading
Posted Oct 2, 2011 at secrets
I've finished up screenshot maps for the Genesis game Sub-Terrania: view at encyclovore I got into this from correspondence with the illustrious speedrunner Mike Uyama, who is practicing for a speedrun/speedrun marathon of this game along with Revenge of Shinobi. Sub-Terrania, released in 1993 by Euro-American developer Zyrinx, is sort... Continue reading
Posted Sep 15, 2011 at secrets
The only thing accomplished in August was adding hitboxes for Real Bout Special, RB2 and MotW, and getting throwboxes out for the Garou Densetsu and early King of Fighters series. It's not much compared to the prior body of work, but it proved to really taxing because of the need... Continue reading
Posted Sep 1, 2011 at secrets
Though '96–2002 were already covered, the first two games don't write throws to RAM and needed breakpoints to bring them out. The throwability checks are also improved for the whole series. (disassembly / local copy) Nothing revolutionary here, but this is now done. Some differences from the later games: Special... Continue reading
Posted Aug 31, 2011 at secrets
Finally, work is more or less complete on the Fatal Fury series hitboxes, now including RBS, RB2 and MotW. Due to the significant differences from the KoF series, the script has been split into a new file. Some of the relevant disassembly can be found here (local copy). As usual,... Continue reading
Posted Aug 25, 2011 at secrets
Another evo has gone by, with another round of Combovid-associated videos. This year the big collaboration was DAMAGE exhibition, with editing by Snoooootch. The idea was big damage over style. Problem with that is, it tends to not be stylish... Anyway, I had a few clips in this,... Continue reading
Posted Aug 2, 2011 at secrets
This month I puzzled out a few more of the background removal codes and then returned my attention to the hitbox scripts. I've gotten better at reading disassembly to the point that I can figure most things out the right way instead of the more fallible intuitive way. The result... Continue reading
Posted Jul 31, 2011 at secrets
The Marvel script has been brought up to the same level of rigor as the other CPS-2 games. In particular, if you put in the breakpoints provided, throwboxes will appear on the correct frames, and pushboxes don't flicker or fail to disappear on inactive frames. It also compensates for laggy... Continue reading
Posted Jul 28, 2011 at secrets
The CPS2 hitbox script can now show throwboxes for all its supported games with the help of breakpoints. Throwability boxes have also been added, which as usual are enabled with hotkey 5. The third user-relevant change is that the validity checks that determine when to not draw the boxes have... Continue reading
Posted Jul 21, 2011 at secrets
In honor of Mauve's recent hitbox work and recognizing that someone might want to systematically catalog the hitboxes, I've developed background removal codes for the later Samurai Shodowns and the Last Blade games. (Only ss5sp has a hitbox script right now.) These are of course also useful for general sprite... Continue reading
Posted Jul 9, 2011 at secrets
Got a few things done in June: updated an old Lua script for the SNES version of SimCity cleaned up and improved a bunch of old cheat codes for SF2 and other games engaged in some pointless combo research regarding SF2 Blanka developed a way to get the exact damage... Continue reading
Posted Jun 30, 2011 at secrets