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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Escherial
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Escherial

Shyguy
Level: 17

Posts: 21/90
EXP: 20866
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Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-03-04 12:00 AM, in What file(s) of Block Inserter's do I edit to Program my own Custom Blocks? Link
It doesn't really matter, but the convention is .bin (you're going to specify the exact filename when you create a profile for the block in Block Inserter, anyway *shrug*).

There are quite a few compilers out there, some more mediocre than others. I still haven't found one that I'm totally happy with, but SNASM will do the trick, more or less.
Escherial

Shyguy
Level: 17

Posts: 22/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-15-04 09:58 PM, in SPC hacking - SMAS music format revealed! Link
So, just out of curiousity, will we be able to create tracks that are longer than the original songs in the game?

Also, good job on this, blackhole. I'm truly impressed that someone has not only gone through the trouble of figuring out SMW's music engine, but has dolled it up with such a pretty GUI

Very nice work, all in all; I can't wait for a release.
Escherial

Shyguy
Level: 17

Posts: 23/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-17-04 11:06 AM, in Is the creation of Lunar Magic a good thing? Link
The elitism in this thread's a bit depressing. If bad designers can create bad hacks easily, what difference does that make to you? Simply don't play them. That the mere existence of bad hackers lowers the discipline of hacking seems illogical to me.

Here's an analogy: anyone can pick up a pencil and draw, but people only pay attention to decent artists. Should pencils be regulated because there are bad artists in the world?
Escherial

Shyguy
Level: 17

Posts: 24/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-19-04 11:33 AM, in Is the creation of Lunar Magic a good thing? Link
Just because you can mix colors doesn't mean that you can do it well. Just because a tool is good doesn't mean that you can't produce garbage with it. Actually, it becomes that much more embarrassing to create garbage, because the tools are obviously not the problem.

A tool is just a tool; it can't enable you to design well or badly, it just amplifies the qualities of the author. Heh, unless I'm deeply mistaken and there's a "generate awesome level" button in Lunar Magic someplace.
Escherial

Shyguy
Level: 17

Posts: 25/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-19-04 11:07 PM, in Is the creation of Lunar Magic a good thing? Link
I can agree with that, I suppose. I mean, I think we're looking at two different values here: there's one, the hacking skill of the creator of a hack and two, the actual amount of useful modification one can do to the game. Certainly, if the tool does most of the work for you, then you're not much of a hacker, but that has no bearing on whether or not your hack is any good. Likewise, you could be an amazing hacker and still create a bad hack simply because your ideas aren't very interesting.

I agree with DarkDaihz that a tool like Lunar Magic makes editing more accessible to the masses and consequently raises the bar for real hackers. I don't agree that this is necessarily a bad thing, probably because I'm not one of the original hackers who's seeing themselves swarmed by people who don't know the first thing about hacking creating roughly what the original hackers created with far more effort and intelligence.

Being that DarkDaihz is an original hacker who actually put the effort into his hacks that Lunar Magic makes us take for granted, I completely understand where he's coming from now.


(edited by Escherial on 06-19-04 02:08 PM)
Escherial

Shyguy
Level: 17

Posts: 26/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-25-04 10:07 AM, in Enhancement chips? Link
I would assume that the inputs/outputs of any chip supported by the emulator would be mapped to a usable address, regardless of the ROM.

I have a sketchy understanding of memory-mapped IO, so this is a bit of a guess.
Escherial

Shyguy
Level: 17

Posts: 27/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-25-04 10:34 PM, in Enhancement chips? Link
Huh, you're right, of course; I actually did some research on the subject and came up with this table. This byte is located one byte after the game title, which is 21 bytes (the byte in between is the ROM type byte - either LoROM, HiROM, FastROM, SloROM, etc.):

Byte ROM type
0 ROM only
1 ROM and RAM
2 ROM and Save RAM
3 ROM and DSP1 chip
4 ROM, RAM and DSP1 chip
5 ROM, Save RAM and DSP1 chip
19 ROM and Super FX chip
227 ROM, RAM and GameBoy data
246 ROM and DSP2 chip
I hope that helps; my apologies for my previously uneducated post. As far as messing things up goes, trying can't hurt just make sure it's with an expendable ROM, heh.

EDIT:
Also, I read something in the ZSNES changelist that mentioned that SFX support was autodetected from the ROM header.


(edited by Escherial on 06-25-04 06:30 PM)
Escherial

Shyguy
Level: 17

Posts: 28/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-27-04 07:48 AM, in Enhancement chips? Link
Yeah, can't really vouch for the correctness of that particular list; I found it on an ancient document describing the memory map of some game. Anyhow, interesting findings there -- I'm interested in any other information on the subject, so keep posting, please

Just out of curiousity, what do you plan to do with an SFX chip in SMW (or any of the other enhancement chips, for that matter)? Sounds pretty exciting, at any rate keep it up, whatever it is.
Escherial

Shyguy
Level: 17

Posts: 29/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-29-04 05:07 AM, in A bug [custom block related] Link
Eh? Since when is Blocktool under the GPL? If it were, I would've fixed the *tiny* description fields long, long ago.
Escherial

Shyguy
Level: 17

Posts: 30/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 07-07-04 09:47 PM, in RELEASE: Block Inserter v2.0 Slowdown Fix Link
I have that package here, but I can't promise that it'll be reliably available. I'd appreciate it if someone would mirror it.

http://somnolence.ath.cx/temp/Custom1.zip

Enjoy!
Escherial

Shyguy
Level: 17

Posts: 31/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 07-08-04 11:07 PM, in SPC hacking - SMAS music format revealed! Link
Sorry for the bump, but I hope this project doesn't fade away. Blacky, take your time, but I hope you know that we're all eager for a release or at least more news .

Just let us know this isn't dead, if nothing else.
Escherial

Shyguy
Level: 17

Posts: 32/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 07-13-04 12:44 AM, in SPC hacking - SMAS music format revealed! Link
Here's a sprited version of that little angry sun:



It's a bit small for an icon, but it could work if you took it scaled with Eagle engine enabled or something *shrug*.
Escherial

Shyguy
Level: 17

Posts: 33/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 07-23-04 07:03 AM, in About the Music Questions, guys.. Link
Hey, speaking of this topic, how's the editor coming along, blackhole? Not to pressure you or anything; I'm just curious on it's progress.
Escherial

Shyguy
Level: 17

Posts: 34/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 07-23-04 09:28 PM, in Aligning a background when moving vertically? (shots) Link
Kyouji, his idea seems to involve getting rid of the normal status bar, if possible, so I don't think he's overly concerned with the current one.

What I'd try doing is modifying the standard status bar so that it looks like the SMB3 one (although it might be a bit narrow). You'll have to provide some extra ASM if you want all the fields on it to work as well as to change the locations of the existing fields.

All in all, sounds like a real pain in the ass, but I'm sure it's doable. There are a number of people on the board whom I recall modified the status bar quite a bit; you should ask them how it's done.

------

EDIT: Right, sorry, good call, Kyouji. I didn't notice that he wanted it on just one level.


(edited by Escherial on 07-23-04 02:46 PM)
Escherial

Shyguy
Level: 17

Posts: 35/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 07-28-04 10:04 AM, in SMW Bermuda Triangle Edition! Link
If it requires a "star + floating mario" cheat to beat, don't you think that's saying something negative about your hack?

I've finished the first two pipes, stuck on the big boo + six levels of empty boxes level. As far as I can see, the glitchy graphics and overall sparse level design make for a fairly uninteresting hack, although I did enjoy the concrete boo + spiky tunnel puzzle.

Also, your post layout is almost totally illegible; I need to select your posts to see what you're saying.
Escherial

Shyguy
Level: 17

Posts: 36/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 07-30-04 02:48 AM, in Interesting trick to look out for Link
So, knuck, you're not so much against the fact that Juggling Joker is bringing this up as you are against the fact that people make "impossible" hacks. If that's the issue, why bother flaming Juggling Joker for bringing up a perfectly valid loophole in which those people may be interested? Why not flame the people actually making the hard hacks?

What you seem to be saying is that people shouldn't have the freedom to control the way that their hack is played. If it's meant to be hard, these loopholes should be known and counteracted so that the intent of the designer is correctly translated into their work. Doesn't that sound fair?
Escherial

Shyguy
Level: 17

Posts: 37/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 08-01-04 10:55 AM, in questions of a begginer Link
C: SMW, like all SNES ROMs, is coded in 65c816 assembly. To modify the game's code, you can either disassemble it to get readable instructions or you can go the way of more experienced people here and hex edit the ROM without disassembly. Right now, the most popular ASM hacks in the community are blocks with custom behavior, as jonwill's Block Inserter and FuSoYa's hacking of extended support for custom blocks make the process of adding them pretty straightforward. Little is known about how sprites are implemented, although it is known how to add sprites dynamically now, thanks to BMF (aka Neko) and others (sorry others for not naming you personally).

If you're interested, you should check out:
Useful resources for SMW hackers.

Get a copy of an SNES assembler, Block Inserter, and take a look at the custom block documentation in Lunar Magic and you should be good to go. Oh, learning 65c816 assembly could help, too; there's plenty of documentation on Zophar's Domain for that.

I'm pretty much a beginner to the realm of SNES ASM hacking myself, but that's what I've gathered. Good luck
Escherial

Shyguy
Level: 17

Posts: 38/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 08-03-04 01:16 AM, in Restarting work on the SMW Memory Map Link
I've recently managed to marshal some free time together, so I've decided to start working on the SMW Memory Map site again. For those who don't remember, it looks like this:

SMW Memory Map

I haven't actually changed anything yet, but I'd like to ask the community for suggestions regarding how things should work on it.

- Should there be a name/password system so that people can post descriptions of memory addresses in their own name? This'll add a bit more complexity, but shouldn't be insurmountably difficult to write.
- How should ranges of addresses be handled? I've noticed that the current system is a bit confusing. Also, what format would be best for entering addresses (i.e. 007E1490, 7E1490, or just 1490)?
- Is there anything else confusing about the interface? Is there anything else I've forgotten to address?

I look forward to your input; thanks for reading
Escherial

Shyguy
Level: 17

Posts: 39/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 08-03-04 01:41 AM, in Restarting work on the SMW Memory Map Link
There, done; see that's an issue I need to figure out. What would be the easiest way to enter addresses?

[edit]: please note that the site probably won't be working much as I work on it. Your patience is appreciated, all three of you


(edited by Escherial on 08-02-04 05:45 PM)
Escherial

Shyguy
Level: 17

Posts: 40/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 08-03-04 06:41 AM, in Restarting work on the SMW Memory Map Link
Thanks for the ramlist; I've successfully added all the values present there.

On a broader scope, I've added the namepass posting system as well as reduced the size of an address to 6 characters. If you enter less, it'll strip off the last four characters and stick "7E" in front of it; if you enter less than that, it left-pads the entry with 0's.

I'm currently working on allowing description multiple postings to the same address, which should be done sometime later today. I'm also planning on a graphical view of the ROM (with different memory locations shaded in and hyperlinked to the list); should be done soon, too.

If anyone has any more suggestions or helpful tips, I'd love to hear them . I'm just hoping that we can get the community back to how it was before the board committed temporary suicide...I'm a little saddened by the dearth of interesting ASM in the community.


(edited by Escherial on 08-02-04 09:41 PM)
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Acmlm's Board - I2 Archive - - Posts by Escherial


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