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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Not really rom hacking but still... | |
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Kyoufu Kawa
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Posted on 04-20-05 11:10 PM Link | Quote
New version up. Includes some of Blackhole's descriptions, bounds checking, the ability to determine backdrop parallax style (fixed, slow, equal, blackness and Artery style), and a safeguard against writing to the EXE while it's still running in the bg.


Kindly explain why the TSC code posted earlier doesn't work out.
Dwedit

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Posted on 04-20-05 11:34 PM Link | Quote
Sub DecodeTsc(InFile As String, OutFile As String)
    Dim Cypher As Byte
    Dim CypherPos As Long
    Dim I As Long
    Dim L As Long
    Dim File() As Byte
    Open InFile For Binary Access Read As #1
        L = LOF(1)
        ReDim File(L - 1)
        Get #1, , File
    Close #1
    CypherPos = (L And &HFFFFFFE) \ 2
    Cypher = File(CypherPos)
    For I = 0 To L - 1
        File(I) = (256 + File(I) - Cypher) And 255
    Next
    File(CypherPos) = Cypher
    
    Open OutFile For Output As #2
    Close #2
    Open OutFile For Binary Access Write As #2
        Put #2, , File
    Close #2
End Sub


For Encoding TSC, replace the minus with a plus.


(edited by Dwedit on 04-20-05 06:36 AM)
Kyoufu Kawa
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Posted on 04-20-05 11:38 PM Link | Quote
Sankyuu!

*Kawa-oneechan saves
turtleman

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Posted on 04-21-05 03:47 AM Link | Quote
1.Now i cant edit entities at alll
2. I still get an error when i try to save
Kyoufu Kawa
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Posted on 04-21-05 04:57 PM Link | Quote
Trasher's gonna upload the latest version "in a bit", he said. Kindly redownload later today.

Some extra commands I deciphered today...
CNPxxxx:yyyy:zzzz	Change entity with TSC script X to Type Y

CNP1000:0063:0002 in BARR.TSC changes the Nothing hidden in
the ground to Flipping Toroko. Nothing has script 1000,
Flipping Toroko is type 63. Later, the Nothing right above
the door is changed to Balrog and five more Nothings are
changed into Energy Shards (1) after defeating him.


CMPxxxx:yyyy:zzzz Change map tile X:Y to Z

CMP0004:0008:0080 in BARR.TSC and the five that follow it
replace the doorway with a busted-up one.


BSLxxxx Start a boss fight or something

CMU0004 CNP0400:0068:0002 BSL0400 in BARR.TSC changes Tame
Balrog into Boss Balrog (first style) and lets you fight
him. TSC script #400 is called when you defeat him.


ANPxxxx:yyyy:zzzz Animate entity with TSC script X, but how?

CNP0400:0012:0000 ANP0400:0020:0004 in BARR.TSC changes
Balrog into Beaten Balrog and calls ANP to make him fly
away. A message is shown right after, which pauses the
animation.



(edited by Kawa-oneechan on 04-21-05 12:35 AM)
blackhole89

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Posted on 04-21-05 07:38 PM Link | Quote
Nice work.

Anyway, it might be a little offtopic, but it concerns Cave Story, and it is not that important that it would be worth a separate thread - I hereby declare that I managed to write a little conversion program that converts music from Cave Story's ORG format to N-SPC, thus making it possible to put cave story music into any SMW hack with SMAS music, as well as any other game with the N-SPC engine. Here is a demonstration of the inhuman powers I wield now.
(The song in that SPC is the title theme, which is as well played in the Plantation level.)
The limitations of it, by now, are the following ones:
- At its current state, there's hardly any use of it for a hack, because, as an example, the song downloadable above already takes up 10 out of the 13k of song data in that song bank, and for making it fit in there, I had to crush 90% of the other songs, so even things like the mario death jingle make the SPC crash now. The reason for that is that it lacks any ability to intelligently reduce the amount of settings used. It could be best compared with a HTML page which has a <font color=... size=... face=... ...> before every character. I am going to fix that later. I guess you could reduce the size of an average song to 50% of the uncompressed size and below.
- If there are more than 8 tracks used in the .org file, it will ignore the missing ones.
- Many things are just being ignored at conversion by now, like panning and volume.
- Few cave story instruments have appropriate-sounding counterparts in SMAS. That especially applies to the percussion samples.

btw - @Kawachan - it's fine that you actually could use some of my object descriptions, but why have you thrown some of the data away again? Like, the neko ghost that vertically floats at Outer Wall while spitting ghost mice at you (a cave story fansite says its actual name is Night Spirit) that was replaced with "???", while the lobster-like guys who hop horizontally in the same level were completely removed from the list.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Posted on 04-21-05 10:47 PM Link | Quote
Originally posted by blackhole89

it's fine that you actually could use some of my object descriptions, but why have you thrown some of the data away again?
Because I couldn't verify them. Instead of adding new entries, let's try adding which sprite set they're in instead, like having "Mahin (regular)" instead of just "Mahin".
blackhole89

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Posted on 04-21-05 11:11 PM Link | Quote
Ok, for the Neko Ghost and the horizontally jumping lobster, it would be Moon.pbm, so it's 213 Night Spirit (Moon) etc., right?
Kyoufu Kawa
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Posted on 04-21-05 11:19 PM Link | Quote
Originally posted by blackhole89

Ok, for the Neko Ghost and the horizontally jumping lobster, it would be Moon.pbm, so it's 213 Night Spirit (Moon) etc., right?
Eggsackly.
hhallahh

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Posted on 04-22-05 01:01 PM Link | Quote
Originally posted by blackhole89
Nice work.

Anyway, it might be a little offtopic, but it concerns Cave Story, and it is not that important that it would be worth a separate thread - I hereby declare that I managed to write a little conversion program that converts music from Cave Story's ORG format to N-SPC, thus making it possible to put cave story music into any SMW hack with SMAS music, as well as any other game with the N-SPC engine. Here is a demonstration of the inhuman powers I wield now.
(The song in that SPC is the title theme, which is as well played in the Plantation level.)
The limitations of it, by now, are the following ones:
- At its current state, there's hardly any use of it for a hack, because, as an example, the song downloadable above already takes up 10 out of the 13k of song data in that song bank, and for making it fit in there, I had to crush 90% of the other songs, so even things like the mario death jingle make the SPC crash now. The reason for that is that it lacks any ability to intelligently reduce the amount of settings used. It could be best compared with a HTML page which has a <font color=... size=... face=... ...> before every character. I am going to fix that later. I guess you could reduce the size of an average song to 50% of the uncompressed size and below.
- If there are more than 8 tracks used in the .org file, it will ignore the missing ones.
- Many things are just being ignored at conversion by now, like panning and volume.
- Few cave story instruments have appropriate-sounding counterparts in SMAS. That especially applies to the percussion samples.

btw - @Kawachan - it's fine that you actually could use some of my object descriptions, but why have you thrown some of the data away again? Like, the neko ghost that vertically floats at Outer Wall while spitting ghost mice at you (a cave story fansite says its actual name is Night Spirit) that was replaced with "???", while the lobster-like guys who hop horizontally in the same level were completely removed from the list.


Someone had seriously better put the Cave Story music into a Mario hack. Cave Story's soundtrack is one of the greatest of all time.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Posted on 04-22-05 05:53 PM Link | Quote
New version uploading right now. Includes better safeguard against EXE writage including a better choice of error words, better type list including sprite set to use and more TSC commands in the help file.
blackhole89

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Posted on 04-22-05 08:46 PM Link | Quote
Originally posted by hhallahh
Originally posted by blackhole89
Nice work.

Anyway, it might be a little offtopic, but it concerns Cave Story, and it is not that important that it would be worth a separate thread - I hereby declare that I managed to write a little conversion program that converts music from Cave Story's ORG format to N-SPC, thus making it possible to put cave story music into any SMW hack with SMAS music, as well as any other game with the N-SPC engine. Here is a demonstration of the inhuman powers I wield now.
(The song in that SPC is the title theme, which is as well played in the Plantation level.)
The limitations of it, by now, are the following ones:
- At its current state, there's hardly any use of it for a hack, because, as an example, the song downloadable above already takes up 10 out of the 13k of song data in that song bank, and for making it fit in there, I had to crush 90% of the other songs, so even things like the mario death jingle make the SPC crash now. The reason for that is that it lacks any ability to intelligently reduce the amount of settings used. It could be best compared with a HTML page which has a <font color=... size=... face=... ...> before every character. I am going to fix that later. I guess you could reduce the size of an average song to 50% of the uncompressed size and below.
- If there are more than 8 tracks used in the .org file, it will ignore the missing ones.
- Many things are just being ignored at conversion by now, like panning and volume.
- Few cave story instruments have appropriate-sounding counterparts in SMAS. That especially applies to the percussion samples.

btw - @Kawachan - it's fine that you actually could use some of my object descriptions, but why have you thrown some of the data away again? Like, the neko ghost that vertically floats at Outer Wall while spitting ghost mice at you (a cave story fansite says its actual name is Night Spirit) that was replaced with "???", while the lobster-like guys who hop horizontally in the same level were completely removed from the list.


Someone had seriously better put the Cave Story music into a Mario hack. Cave Story's soundtrack is one of the greatest of all time.

Yeah, I agree.
Anyway, if you can live with an SMW hack that has no sound effects for dying, passing the goal etc. (I can disable the crashes, but not restore the corresponding tracks), PM me and I'll send you a working copy of Demo World 3 with that cave story track (or any different one of your choice, my proggie works for all of them) inside right away. I don't feel in any way protective over the tracks or the method I used, it won't be possible to preserve an N-SPC SPC dump from being inserted into an SMW hack by anyone once SST is out anyway.
Dwedit

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Posted on 04-22-05 09:49 PM Link | Quote
The converted SNES music sounds more like Sim City than Super Mario World.
blackhole89

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Posted on 04-22-05 09:52 PM Link | Quote
Actually, that is SMAS. Or, to be exact, DJ Bouche's patch that makes SMW use the SMAS sound engine.
Sim City? omfg, save me. Crappiest. SNES. Soundtrack. Ever. ;;; Was that meant as an insult?
Sukasa

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Posted on 04-22-05 10:51 PM Link | Quote
Hey, I liked the music in that game, so sue me.
turtleman

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Posted on 04-22-05 11:26 PM Link | Quote
hey Kawa-oneechan
I really like what ur doing for us all

but what the heck is with all these errors?

is it just my copmuter or somitnhg?

So far I cant:

-Save
-Change entity properties
-exitr a smallwindow or press a cancel button

I cant do any of the above without errors o.O


(edited by turtleman on 04-22-05 06:28 AM)
Kyoufu Kawa
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Posted on 04-23-05 12:08 AM Link | Quote
Error-causing bugs are being fixed on a daily basis. Make sure you redownload on a daily basis too.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 04-23-05 01:50 AM Link | Quote
Woo! That music sounds awesome. Is it possible to increase the tempo, though? It's quite a bit slower than the original.
blackhole89

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Posted on 04-23-05 02:57 PM Link | Quote
Yeah, it is. I even did so before uploading it, but I fucked up with the different versions of it I had on my HD, ending up having the wrong file uploaded.
http://a3o.attrib.org/csinsmw4.spc
^ Here it goes. I have adjusted the volume proportionality a little further, and adapted the speed. One ORG tick is now being converted to 8 N-SPC ticks, and N-SPC speed is set to 0x2A, so the speed is almost identical to the original one. The new file, though, isn't ID666 tagged anymore - not that it would matter
Kyoufu Kawa
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Posted on 04-23-05 03:06 PM Link | Quote
Very muchly impressive, Black, even though I prefer the original Organya sound.
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