+  RHDN Forum Archive
|-+  Romhacking
| |-+  General Romhacking
| | |-+  The Theory of Relative Searching
Pages: [1]
Author Topic: The Theory of Relative Searching  (Read 1 times)
InVerse
Guest
« on: June 14, 2008, 07:11:46 pm »

The Theory of Relative Searching

I've been sitting on this document for far too long, so I'm posting a beta-release version so as to obtain some feedback. As this is a beta, I would muchly appreciate it if no one were to distribute it beyond this board. The finished version (which will be released under a Creative Commons license, as will any future documents/utilities/patches I create) should be ready within two weeks.

The one thing I intend to add is a concrete example for the "relative searching for graphics" section. Every time I try to locate a suitable example, I fail. Actually, I could do it fairly easily with a large title screen, ala my document Title Screen Hacking Made Easy but I'd much rather do it with a simple, small (preferably textual) graphic. If anyone has any suggestions, I'd be glad to hear them. Otherwise, I'll probably kick into hacker mode, something I can sense coming back to me finally, and uncover something.

If anyone has any suggestions for/questions regarding this document, I'd also very much like to hear them. The entire point of the document is to educate people, so I want to make sure it's accomplishing that goal as fully as possible. Feel free to point out any spelling or grammar errors you might find. I'm pretty pedantic about such things, so I won't take offense to little nitpicks.

Also, if anyone is opposed to the idea of releasing non-pure-text documents in PDF format, I'm willing to listen to your reasons, but I've pretty much got my mind set on releasing all future documents in this manner.

Finally, if anyone knowledgeable in the Japanese language strays away from the language board, I'd appreciate a quick spot check of the few words in the Japanese section of the doc. As I pulled them directly from my Random House Japanese-English English-Japanese Dictionary ©1995, which has served me well for nearly 10 years now, I'm relatively confident that they are correct, but it never hurts to get a second opinion. (Unless that opinion is that your wound is infected and is obtained by poking the wound repeatedly with a stick, that would probably hurt.)

So.... yeah. Feedback is appreciated. Donuts are appreciated as well, though I'm planning on holding off on my invention of donutware (shareware paid for with donuts instead of cash) until Tag 3.0.
9volt Kappa
Guest
« Reply #1 on: June 14, 2008, 07:31:46 pm »

And I thought I was the only one using a  Random House Japanese-English English-Japanese Dictionary ©1995 Cheesy
DarthNemesis
Guest
« Reply #2 on: June 14, 2008, 07:36:13 pm »

Quote from: InVerse on June 14, 2008, 07:11:46 pm
if anyone knowledgeable in the Japanese language strays away from the language board, I'd appreciate a quick spot check of the few words in the Japanese section of the doc.
Sure! Instinct is ほんのう.
Lleu
Guest
« Reply #3 on: June 15, 2008, 01:20:33 am »

Awesome!  I like that you discussed lowercase letters (although I don't know if I'd describe it as a completely separate font), which is often left out.  The part on relative searching to find graphics is neat, too.  I hadn't thought about applying it in that fashion.  I also like how you included practice exercises for the reader, as well.  That should help readers to become more accustomed to the concept.

Some possible suggestions to reach for a broader audience/application:
1. Clarify the tile concept a bit more, and perhaps drawing lines on one of the font charts to illustrate it.   If you can make it clear that each letter or graphic that appears in the game corresponds to one or more tiles, it might be easier to move people away from standard representations of letters.  We're only calling it a font after all because each numeric value corresponds to a tile that looks like a letter to us.
2. Are you planning on illustrating any cases with multiple bytes per object?  Not MTE/DTE necessarily, but something like a rather large font.  I can't actually think of any console games for an example.  Oh yeah, some tutorial used two-byte searches  to illustrate searching for pointers.  It does have applications.

In any case, thank you for putting this together.  It's much appreciated.  I like it.  Especially since it includes formatting and actual graphics, and not just ASCII representations.
+1 Internet to you, sir.
InVerse
Guest
« Reply #4 on: June 17, 2008, 09:57:23 pm »

Quote from: Lleu on June 15, 2008, 01:20:33 am
1. Clarify the tile concept a bit more, and perhaps drawing lines on one of the font charts to illustrate it.   If you can make it clear that each letter or graphic that appears in the game corresponds to one or more tiles, it might be easier to move people away from standard representations of letters.  We're only calling it a font after all because each numeric value corresponds to a tile that looks like a letter to us.

Good point. I believe your last sentence just triggered the words in my mind that will let me explain the point in a much more comprehensible manner. (But not this late at night, so I'll have to read them again when it's daylight.)

Quote
2. Are you planning on illustrating any cases with multiple bytes per object?  Not MTE/DTE necessarily, but something like a rather large font.  I can't actually think of any console games for an example.  Oh yeah, some tutorial used two-byte searches  to illustrate searching for pointers.  It does have applications.

I'll certainly take that under consideration. I understand what you're getting at, but I'll have to find a good example before I could actually put it to use.
DarknessSavior
Guest
« Reply #5 on: June 18, 2008, 01:17:40 pm »

I like the overall tone of the document thus far (I haven't read the whole thing).

One small correction, though. While some games may use hiragana for loan words, the one in your example has a full katakana font. So when you have the reader look for "Metal", "Metaru" should be in katakana.

Good work, though.

~DS
DaMarsMan
Guest
« Reply #6 on: June 18, 2008, 03:37:14 pm »

Good stuff. Should be required newbie material.
Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC