byuu

@byuu_san

The future is Near. Personal account:

Tokyo-to, Japan
Vrijeme pridruživanja: lipanj 2015.

Medijski sadržaj

  1. prije 6 sati

    I haven't forgotten about Bahamut Lagoon. I'm just at a really tedious part, so I'm working on it little by little. So far this is just the layout and loading. There's no save support yet.

  2. prije 21 sat

    Heckin' cool. That's the first time 謬 (byuu) has just looked *amazing* on any site I've tried to use it as an avatar on. I've never been able to get that an image of that character to look good on Twitter, etc.

  3. 2. velj
  4. 1. velj

    Looks like an NES Legend of Zelda dungeon map.

  5. 1. velj

    ... and not one of them is Spin the Black Circle. Shame ::rings bell::

  6. 30. sij

    Okay, I don't need my anime calling me out like this.

  7. 30. sij

    And so it begins, 2020-01-31.

    byuu emulator (screenshot)
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  8. 30. sij

    Well, it's a start.

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  9. 30. sij

    Idea would be roughly something like this: click an icon, get a file load dialog for a given system that defaults to the last used directory for said system. Unload a game to return to this selection screen.

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  10. 29. sij

    8x8 monospace font (for use on the name entry screen and for HP/MP/counters.)

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  11. 29. sij

    8x8 proportional font:

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  12. 29. sij

    9pm breakfast of champions.

  13. 28. sij

    That's all the lists I can find with a simple cursory scanning of the ROM looking for text strings. It's possible some of my lists are two separate lists merged into one, that some lists overlap others, etc. But it'll improve as I begin hacking in the English text.

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  14. 28. sij

    Lots of really bizarre strings in here, including some debugging mode ones.

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  15. 28. sij

    Yeah these are easy. I'm just using the kanji from the 12x12 tables for the item icons.

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  16. 28. sij

    The entire script in UTF-8 encoding (and with the pointers/indexes stored for every chapter and battlefield dialogue box) is 423.73 KiB.

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  17. 28. sij

    The script has been extracted.

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  18. 28. sij

    Pointer analysis completed: this identifies every single text string in every script file, find where it's pointed to (to ensure the string is actually used), and ensures every string in the script is non-null and is at least four bytes long (to support a pointer redirect.)

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  19. 28. sij

    No joke, I was honestly considering Qt again for my new emulator just to give it more potential features. So much for that I guess.

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  20. 27. sij

    This is the code I needed to write to find the start of text in each decompressed event block. I'll explain why this ended up taking me four hours to code, it's "fun".

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