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Messages - Den

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Bruhdooh on Youtube explains how he types at 150 WPM:

"I only use 7 finges while typing. I do not use my right pinky, and I don't use either thumb. I use my left pinky on very specific letters and words only. I mainly use six fingers: Indexes, Middles, and Rings."

Crazier thing is he even hits the space bar with index finger.

Keyboards and Other Interfaces / Bruhdooh on Youtube
« on: 2019-Apr-12 05:48 »
This Bruhdooh has Youtube channel where he records his typing speeds:

He created a new layout based on BEAKL Opted1 and bit of Colemak to reduce same finger, and now achieved up to 113 WPM after about two weeks:

Even on QWERTY, I notice he rarely uses his pinky--sometimes ring finger to hit A/Q, and he achieves 150+ WPM.

1.62 - 1.63

; improve regex to extract cardname from scryfall link


; new fonts that support Cyrillic and Latin extended characters ; text = Crimson ; name = Albertus Medium


; SQL db ; convert table and columns to utf8-unicode-ci
; cclist.php ; sort by utf8-bin ; cyrillic and asian at end
; CBG and Space frames ; mb_strtoupper() works on non-ASCII
; all files ; Unix newlines
; cc.php ; replace fonts ; Crimson and Albertus

So Sanskrit is also phonetic. Flownetic is missing a few sounds found in Sanskrit, which is easy to create in Flownetic given its consistent structure. Regardless, how would Sanskrit look like written in Flownetic script?


; Vogon HD, Vogon Full Art ; only blend for Magic/Space genres


; rules text ; underline text between _underscores_
; update hints


; added more colors options for frames ; artifact ; orange ; yellow ; cyan ; purple ; brown
; Vogon HD frames ; added 5 colors


; fix color options ; yellow attribute missing
; Vogon Full Art ; added 5 new colors
; Vogon HD frames ; new colors fix emboss and decor

some new insights after testing new layouts.

feels better to start a bigram from the bottom row and end at top row than vice versa. it's related to how stretching feels better than curling, so that you end a bigram with a stretch rather than a curl.

thus I made changes to your X8-3, which coincidentally also scored slightly better overall:
Code: [Select]

qyou   vdrcz
hieaj  gtnsp
 x k   wmlfb

check commit logs for changes:

currently KLAtest over-penalizes the thumbs. although my local version brings it back down.


; added symbols and genre ; MBS

{m} Mind
{b} Body
{s} Soul
{n} Generic
{f} Force
{g} Gear
{h} Hi-Tech
{t} Talent

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Feb-19 08:47 »
If I change the '69' to '6A', (6AEC002001), would the encounter change from pointing to a BabyWyrm to a Wyrm Kid ?


Games General / [CCG] MBS RPG CCG
« on: 2019-Feb-17 21:14 »

Control a party of mankin, monsters, mechs, and more in 2x2 formation. Strategically attack and defend enemies by rows or columns. Disable your enemies, destroy them, and rack up points for each kill. But don’t forget to protect your own fighters, lest you be eliminated. Harness energies of the mind, body, and soul, and prudently manage your energy to deploy units, equipment, and actions.

Like Pokemon TCG meets RPG active-time combat.

KLA update:
; added corpus per Ian's recommendations
; added layout BEAKL19

Code: [Select]

q.ouj wdnm,
haeik gsrtp
z'/yx bclfv

excellent low same finger and rolls

speaking of low same finger, need to revisit BEAKL Opted4 (and Arensito). which have ridiculous low same finger on current KLAtest configuration.

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Feb-14 03:07 »
@treasures and events

the 3rd and 4th bytes are X, Y coords. but may have additional bits set for other properties.

the entire Event system is complicated. so try to find some pattern between similar events.


use the hex code for the corresponding group sizes. modify the first byte if certain flags or properties are wanted for that encounter.

1st encounter grouping is 0xFFFE0060E1. for encounters ID 0x00 and 0x80.
 FF  Arsenal
 FE  Apollo
 00  Fungus
 60  ID 0x00 : 0x00 group size + 0x60 for flags : 0x20 + 0x40 : can't run : boss
 E1  ID 0x80 : 0x01 group size + 0xE0 for flags : 0x20 + 0x40 + 0x80 : can't run : boss : extra flag for Apollo

Hey Den, do you think you can re-upload the .cfg file you used for opt? The link on your site seems to be broken.

Navigate to the parent directory to find bunch of cfg files. Most are experimental. But one of the released layouts is beakl8.cfg

Also the variant beakl8a.cfg gives this layout:

Code: [Select]
qyoix gcrfz
kheau dstnb
j/.,' wmlpv

Just curious, are you actually using one of these layouts (I guess I'm asking Den and Ian ;)) as your regular "portable" layout?
I just started trying out MOK Vowel Ring and Shenafu's 2 righty and Hex 36,
it is both nicer to use AND harder to use depending on what I'm typing, have to get used to it / learn it!

of course i use my own layouts (and not layouts designed for ancient typewriters.) (although the BEAKL home block concept should adapt well onto mobile typing with some tweaks.)

choice depends on screen size and level of vision and concetration.

Big screens (tablets) go split keyboard on two-thumb layout (Righty, Ragnorak)

Small cellphone go one-thumb layouts. Square layouts more intuitive and require less concetration. Hex layouts theoretically slightly more efficient but more demanding of concentration and learning curve.

for swiping, go NVWL in MOK, and enable Vowel Optional.

BEAKL 16 attempts to emphasize more load for the stronger right hand. unfortunately it retains too much effort on the index inner column. and H at top ring may not feel good as outward roll.

in your case, try swapping the G and a punctuation from the left hand. so G ends up on left hand. and the far top index key for a rare punctuation.

not sure i have your layouts. if you mean for Multiling OK, they have a online layout editor. you can use the link for my NVWL layout as a base. then save the URL to your layout for future reference.

Glad BEAKL is working out for you even on unergonomic keyboard.

It's funny though once you condense all the keys around home block, that leaves a lot of empty unused keys on the outskirts.


; divider between rules and flavor texts
; added frame ; Vogon Split
; resize heights for Vogon HD art and rules box
; Vogon HD rules box brightened;  easier to read and more emphasis for art


; fix show card images with special URL/escape characters in name and creator


; reworked frame ; Vogon HD ; extra bar ; eliminated black border
; added field ; 'extra' text that may appear before rules


; Vogon HD ; extrabar opacity
; Planeswalkers rules accept <> angled brackets as loyalty cost
; all frames ; include extra text to rules text
; Vogon Full Art ; remove border; art expand to edge

Pinky keys farther from other fingers, stretching pinky to even more uncomfortable degree.

Is doubling up B necessary? The more contentious key is number 6. Controversial among typists which hand should hit 6. So if any key should be doubled, it should be 6.

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Feb-04 04:42 »
256 encounters compressed into 128 groupings of 5 bytes.

1st 3 bytes = monster IDs.

4th bytes = 0x00 to 0x7F encounters, 5th bytes 0x80 to 0xFF encounters. determine group sizes and other flags.

Treasure X, Y bytes overlap with other flags, namely icon's direction facing and type.

if 6th byte = 0xF9 usually means gives item. Then item ID is at 5th byte.

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Jan-22 19:06 »
1. Long, contiguous bytes of 0x00s usually mean unused space. So you can try to replace those empty bytes with new data. Make the proper jumps to the new offsets.

2. Type = race.
Human = 0
Mutant = 1
Monster = 2
Robot = 3

3. Human/Mutant growth rates
Pairs of bytes for different stats: spell learning (for Mutants), HP, S, A, M, D.
1st byte = base chance
2nd byte = bonus chance per DS level or equivalent, if fighting against stronger enemies

4. Pairs of bytes with values between 0x4000 to 0x7FFF usually mean jump/pointer to relative offset in the same memory bank. That leads to a table of data.

Usually safer to modify the data, not the pointer. Variable length data is tricky to modify either way.

Magic: the Gathering / Re: [STD] IXA - DOM - GRN
« on: 2019-Jan-22 18:30 »
Like do you make them on MTG-Online to test them out ?

I use and Magic Workstation (MWS). Although I wish there were a program that scales to 4k monitor.

Magic: the Gathering / Bant Skies
« on: 2019-Jan-20 23:06 »
Apprentice MTGO
 Bant Skies
// Creatures
4 Healer's Hawk
4 Siren Stormtamer
4 Nightveil Sprite
4 Resplendent Angel
2 Shalai, Voice of Plenty

// Spells
4 Mission Briefing
4 Depose / Deploy
4 Warrant / Warden
// Other
4 Curious Obsession
4 Dowsing Dagger

// Lands
4 Plains
4 Island
4 Hallowed Fountain
4 Glacial Fortress
2 Azorius Guildgate
2 Breeding Pool
2 Temple Garden
// Sideboard
2 Remorseful Cleric
4 Negate
4 Kinjalli's Sunwing
2 Sinister Sabotage
3 Deputy of Detention

Green lands to be able to activate Shalai, Voice of Plenty late game.

Nightveil Sprite to smooth out draws. Which is another early flyer to carry Curious Obsession.

Dowsing Dagger can pump early weenies. Then becomes ramp; allowing to activate Resplendent Angel and Shalai, Voice of Plenty, and flashback with ease.

Kinjalli's Sunwing will slow down other aggro by disabling their haste. Not only that the maindeck has so much lifegain, even faster than they can deal damage.

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Jan-19 17:25 »
1. looks about right

2. find unused space in the same memory bank

4. 2 bytes read backwards, instruction to jump to the relative location in the same memory bank. to find the skills list for that monster.

Magic: the Gathering / Re: [STD] IXA - DOM - GRN
« on: 2019-Jan-19 17:19 »
I just brew. I don't build the decks for real.

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Jan-16 23:45 »
Hex editors are used to modify any file.

0x means the number that follows is hexadecimal.

"Addresses" tab in the spreadsheet has the start and end to the absolute locations in the ROM. in this case
3798037eb4monster abilities listing

Then the skills list values in the monster table point to the relative location within the same memory bank. So 0x7e7f will point to 37e7f absolute location in the ROM.

Magic: the Gathering / Esper Skies
« on: 2019-Jan-15 04:34 »
Apprentice MTGO
 Esper Skies
// 12 Creatures
4 Pteramander
4 Siren Stormtamer
4 Dimir Spybug

// 20 Lands
3 Island
4 Watery Grave
4 Drowned Catacomb
4 Hallowed Fountain
4 Glacial Fortress
1 Godless Shrine
// 28 Spells
4 Opt
2 Duress
4 Mission Briefing
4 Thought Erasure
4 Depose // Deploy
4 Discovery // Dispersal
4 Warrant // Warden
2 Sinister Sabotage
// Sideboard
2 Duress
4 Negate
3 Consecrate // Consume
3 Deputy of Detention
2 Shalai, Voice of Plenty
1 Nightveil Predator

Esper aggro-control with focus on Surveil and filling graveyard with instants and sorceries. Finishers are Pteramander, Dimir Spybug, Warden--all of which can become dangerous 4/4 or 5/5 flyers; or a bunch of flying Thopter tokens via Deploy.

The spells perform one or more of these:

- surveil to improve your next draws
- control ala countermagic, discard, removal
- tempo to slow down opponent
- protection via counters (Siren Stormtamer), hexproof
- creature tokens as finishers

The Azorius split cards Depose // Deploy and Warrant // Warden are amazing. Early they can be tempo, and later they create tokens to finish the game. So they count as creatures, but also fill the grave for Pteramander. Furthermore, they can be flashbacked with Mission Briefing--it's absolutely sick. Recast Deploy to gain more Thopters and gain huge amounts life; or recast Warden for another 4/4 flying vigilant.

Magic: the Gathering / [STD] IXA - DOM - GRN
« on: 2019-Jan-15 04:33 »

Magic: the Gathering / Re: [MTG] Online Play ?
« on: 2019-Jan-14 05:21 »
First of all, the population of this Magic forum is really just myself. So you may be disappointed to find not much conversation here. Nowadays I mostly post about my own card designs and occasional deck brewing. (Particularly blue decks.)

I don't really play (online or paper) CCGs any more. For various reasons. But if I would, I'd play HexTCG over Magic. Because the former fully uses advantages of the digital format. Thus more innovative, bolder designs. Magic design will always be hindered by paper, physical version. (Plus I really hate the Modern frames; such an eyesore. So hard to look at especially on the screen.)

But that's just my opinion. Don't let that stop you from enjoying whatever you find fun.

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Jan-14 04:24 »
HxD is what I use.

Max items are 255 (0xFF)

Memory banks are grouped by blocks of 0x4000 bytes. So offsets jumps are written from 0x4000 to 0x7fff, thus will tell you the relative offset within the same block. Find tutorials for GB hacking that explain it in details.

Ex. One of the tab in the spreadsheet gives info regarding the absolute location in the ROM pointing to the start of the skills list for monsters (which includes playable characters). So all skills lists will be stored inside the same block, and the offset gives relative location inside that block. Thus Human M skills offset 0x7e7f gives the relative location within that block.

So I came back after a while and see that beakl 15 has replaced beakl 9 as the recommended layout. It seems like it is very similar to beakl 9, and most of the changes are to a few character in the marginal positions on the left hand. Can I ask anyone who has used both whether they think the switch is worth it?

The benefits of 15 over 9 are:
 less movement to far index column
 less same finger
 better rolls
 better bigrams and trigrams

Guestbook / Re: Guests : Post Away!
« on: 2019-Jan-11 21:52 »
Will you be updating the romhacking page with the latest version of the FFL2 hack :

I don't remember uploading to that site.

General Discussion / Re: How to edit / hack FFL2
« on: 2019-Jan-11 21:38 »
 just use hex editor, the spreadsheet where I log my findings about ROM data, and the combat script that was reverse engineered.

Does anyone here know if there's a way to configure the ADNW optimizer to use only one shift key?

Not with command-line options or layout config files alone. One could try altering the source code, but note the shift keys are tightly intertwined with the analysis results.

I thought some might find this useful.  I created a BEAKL-15 layout for the Ergodox EZ keyboard.  I'm coming from 12 years of typing on the Dvorak layout, and recently decided to give the BEAKL layout a go.  The various keyboard layout comparisons were very promising.  As soon as I am 100% confident with BEAKL-15, I'll remove the Dvorak base layer and have it as a pure BEAKL-only layout.

So far I am really enjoying the BEAKL-15 layout. I'm also finding the symbol layer very convenient for programming.


Welcome. I think I saw some links to your Ergodox configs before. You should compare notes with other Ergodox users here.

I'm happy to hear about your positive experience with BEAKL 15, including the punc layer. You even use the modified number row (40123 76598).

For that matter, I might consider altering it to 32104 95678. Left side gets better inward rolls when typing 10, 20, 30. Right side 567 seems most common to me, and I want to keep 56 on index and middle fingers.

Magic: the Gathering / Re: Card Search Page and API
« on: 2018-Nov-20 19:06 »
; added sets ; up to Guilds of Ravnica
; added keywords ; jump-start ; mentor ; surveil


; Earth and Space genres ; Emblem type becomes Paradigm


; PW rules box abilities height proportional to text length
; Scenes rules box, loyalty like Planeswalkers


; resize linear texts
; security fixes


; rules text ; bold text between angled brackets <>
; Vogon frames ; fix leveler P/T not separated


; Vogon HD ; Planeswalker art full height, with mask on bottom
; Vogon HD ; Planeswalker rules box and starting font size shrunk


- idea for 3 color manland. (surprisingly this has not been done before!)
- part of cycle that includes other 3-color combinations.

- Gwu - 4/4 - flying vigilance hexproof
- Wub - 3/3 - flying lifelink indestructible
- Ubr - 1/4 - flying menace switch p/t
- Brg - 5/3 - trample first strike deathtouch
- Rgw - 3/3 - trample vigilance double strike

Programming / Re: Versatile Playlist (VPL)
« on: 2018-Nov-04 19:22 »

; vpl ; added property ; fn ; sequential numbers in file names
; vpl ; added property ; pad ; digits to pad for fn


; manacost accept any letter
; added Pokemon genre and energy symbols:

{c} Colorless
{d} Darkness
{o} Dragon
{y} Fairy
{f} Fighting
{r} Fire
{g} Grass
{l} Lightning
{m} Metal
{p} Psychic
{w} Water


` leveler cards under Vogon HD and Vogon Full Art frame ` P/T and levels separated by double semicolon ;; ` level values set between brackets [](){}
` hints for leveler

see examples in attachments

2018/10/14 - 15

; alter cardfuncs.php functions to accept arguments as arrays
; remaining frames into OOP classes and Imagick
; transparent images for FPM, Full Art


; options hasshadow renamed to shadowcolor ; default FALSE
; Full Art artifact wrong filename

Magic: the Gathering / Vogon Full Art : Glorify the Art
« on: 2018-Oct-11 03:02 »
Here the full art version. The focus is the art, so the box for rules text is shrunk and the margins are made transparent.

Just like the regular Vogon frame, the art is well-supported by the surrounding elements. (Unlike the standard Magic frames, where the card type box intrudes and vandalizes right through the center of the art.)

See examples in attachments.

Test the new frame at . Select Frame => Vogon Full Art, fill in other stuff, and press submit button.

You have valid concerns. But as you said, mostly we are used to Magic's standard layout due to habit, not necessarily because it's optimal.

The flow of Magic card is all over the place. You have to scan every corner of a card in order to receive the most critical informations. Card name and card type starts on the left, then zigzag your eyes all the way to the right edge for the mana cost and P/T. That excessive unnecessary movements. Overall the frame feels constricting, convoluted, and disorderly. (Not to mention the art feels boxed in by the intrusive bars above and below; addressed below.)

Reading mana is also a matter of habit. The most popular cards played in history--poker cards--have their symbols in the left edge vertically. Because that's the most optimal arrangement and location when fanning the cards in hand. Hence many other CCGs have also adopted this design of putting costs on the left edge downward. Even MaRo admitted he would have done it this way if they could start over.

My layout the important data is found on the top row and the left margin. Thanks to your input, I have now put card type icons on the top left corner, like Futureshifted frame. Now, you can get all the major data from just the top and left edges of the card. This makes it easier to sort and arrange cards--such as cascaded or fanning to reveal not more than the top and left edges of each card, by which you can see Card name, Mana Cost, Card Type icon, P/T, and Loyalty. Even online games including MTGO cascade or tile them suchly, and my layout is way more effective than official frames for this purpose.

In other words, I can hide 90% of a card, and still be able to acquire four important pieces of information from that card. In comparison, you can get at most two important data pieces from standard Magic card when obstructed in the same manner.

With even, plain bars around the art, it feels well supported and celebrated. Like a good physical art frame, it doesn't try to clash with the art piece, but rather allow the art to dominate its space. Thus the artwork stands out more--despite its imperceptible size reduction.

I too realize people don't like to read words at an angle; it can be jarring. But frankly, subtype is only secondary information that has little or no impact in most games. When it most matters is probably during deck building. As such, rotating them outside of a match should not be distracting to yourself or opponent. That's really the only major issue with my layout. But a worthy sacrifice to improve every other area by leaps and bounds.

Magic Set Editor (MSE) template for Vogon HD:


- bitbucket repo -


- improve Vogon HD aesthetics - land - seams - blend - type icons


- PW abilities accept more bracket types - [](){} or bracketless


- vertical mana - don't reverse arrangement - instead user should use reverse notation in input; e.g. should be new standard notation
- genre and subtypes update immediately on element load - no more waiting for body onload


- new frames: Vogon Full Art - art takes entire card


; improve cardimage_makeLinearText() ; accepts array as argument ; added shadow option ;
; reorganize Frame dropdown selection ; Vogon HD and Full Art near the top
; Vogon Full Art ; shrink rules text box for planeswalkers


; Vogon Full Art ; new method of compositing text ; write text on temporary image ; composite using imagick::COMPOSITE_LUMINIZE
; fix Vogon Full Art PW flavor text vertical alignment
; shrink Vogon Full Art rules text initial font size
; cclist and ccrand show 12 cards


; change Vogon Full Art font for rules text ; Muli regular and Cantarell italic ; sans serif ; less aliasing
; PW rules text starting font size proportional to total (abilities + flavor texts)

Sample cards made in Vogon HD frames. See attachments.

Introducing Vogon HD card frames: high resolution frames: more room for everything

As the creator of one of the earliest online card creator website (, over the last decade I observe many shortcomings of the modern Magic frames (actually I always detested them since inception), and other frames in general. Based on the actual usage in official and home-made cards, they desire more room to fit long card names, long card types, long rules and flavor texts, long mana costs, and even long stats (in place of power/toughness).

I generally observe these issues:

1) Rules box is too small to fit the verbose text that people tend to input. Furthermore, wide text box wastes a lot of horizontal space; many lines do not take up the entire width, or even half the width. Also consider that each additional ability requires additional rows, not necessarily a wider box.

2) Card names overlap with mana cost. These two properties are in inverse proportion and invites conflict.

3) Card types can become too lengthy when all kinds of supertypes and subtypes are tacked on. Also the set icon obstructs the right end of the card type.

4) P/T box is tiny and confining. Even for Magic's simplified stats, it looks claustrophobic. Moreover, custom card creator apps are not only used for custom Magic cards, but also for other games and nongame content. These tend to put larger numbers and stats; such as stats starting in the 100s or 1000s. ex 9000/9000 will not fit in the wee P/T box.

5) Each Planeswalker's additional ability demands exorbitant vertical dimension.

6) Hard to discern and sort cards by color. Borders too thin, text background pastel too light and similar. When zooming out such that card images are small, it's very hard to tell one color from another with the modern Magic frames. One of the reasons I hate looking at them (especially on MTGO, hurts my eyes).

Thus I sought out to create my own custom card frames that will match the needs of custom card creators. These are my solutions:

1) Rules box will have bigger area than most card frames, and be taller than it is wide. This allows more lines, thus more abilities and paragraphs. This minimizes the need to reduce the font size in order to fit all the text inside the box, for better legibility. Tall over wide is also more aesthetically pleasing to read.

2) Mana cost is moved to the left margin and arranged vertically downward. This move allows the card name to fill the entire top row; also names are centered. Mana cost can now be much longer without worrying about obstructing the name at all.

3) Card type is spanned along the entire right margin from top to bottom, so you will not likely run out of space for complicated card types. This text is turned 90°. The set icon is stowed out of the way in the bottom right corner.

4) P/T or related stats own the left margin's bottom half. Plenty of room for stats for Magic and non-Magic games. This text is turned 90°.

5) Planeswalkers will welcome the taller rules box. Easily accomodates 3, 4, 5, or more abilities neatly without sacrificing readability, nor feel cramped.

6) Easy to tell colors apart. Colored borders are thick, thus easy to discern and sort cards by color when far away (in real life) or zoomed out and small (on screen).

Disadvantages of Vogon HD frames:

1) Slightly smaller arts.

2) Angled texts.

3) Takes time to accustom.

Here, view the sample cards created with the new card frames, dubbed Vogon HD:

It is a work in progress. I'm not an artist, so these look pretty bland. If any artist wants to help improve the aesthetics, feel free to download the GIMP or PSD file that you can work on:

Test the new frame at . Select Frame => Vogon HD, fill in other stuff, and press submit button.

Magic Set Editor (MSE) template for Vogon HD:

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