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

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1721/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 12:52 AM, in Exactly what is "Lost"? Link
I found it really wierd when several posts by me were in a restricted forum. gj Yiffy Kitten, you can delete this post if you want to kill the forum even more.
Sukasa

Boomboom
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Level: 57

Posts: 1722/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 01:04 AM, in The Super Mario Bros. Arena! Link
Since bets are worth triple, if I bet 50 coins on both sides, I get a 50-coin return on my investment either way, except I can't do that. hmmm, I think I'll say 40 on the Burn Boyz, since the birdo is aloof, like you said. Besides, if she can't dodge too well, and dodging is the name of the game, she's in trouble.
Sukasa

Boomboom
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Posts: 1723/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 01:25 AM, in The Quest for the Ultimate Treasure Link
"Hey guys, stay here for a second, I hear yelling."

Sneaking up slowly, Snipes parted some of the bushes just enough to see through. Gasping, Snipes called over cyberaptor

"Cyberaptor, come here! You gotta see this!"
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1724/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 01:42 AM, in some various questions about SMW's controller ASM Link
If I disable controller input through the action register, will mario still be able to jump and move if custom blocks input controlelr data? Right now, the jump command (b button) is executed before custom block code, while other movement code is executed after. I just need to prevent that from happening, since I'm coding a section that requires complete control of mario's movements, no player interaction allowed, period.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1725/1981
EXP: 1446921
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 01:59 AM, in Release: HDMA package 1 Link
I keep forgetting your code doesn't have the limitations I'm used to. with BMF's, only 2 channels are safely usable, so it's prefereable to keep the channel number low.

If I could make a suggestion, perhaps your code could also be released, sicne it is apparently much mroe powerful and flexible.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1726/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 06:42 AM, in some various questions about SMW's controller ASM Link
None exist. I'll do that, it should work well. the death code shouldn't be very hard to find at all with the memory map having it's location. I know where to find the controller ASM as well, the only reason I asked was because I'd thuoght there might be another way. better to do this anyways, though. Mario can't die during this, it's for a new credits sequence that resets the SNES at the end of the loop, and I can easily place new ASM at the very beginning of the ROM, along with some... protections I've designed.

EDIT: are the TD&TSW/TM&TMW settings refreshed each frame? I'd like to remove the status bar in this special level, by removing layer 3 from both the sub screen and main screen, or even just masking it.

EDIT2: I forgot to ask, could a mod please rename this thread to "various questions about SMW's inner workings"? it isn't just about controller data.


(edited by Sukasa on 08-24-05 01:24 AM)
(edited by Sukasa on 08-24-05 02:11 AM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 1727/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 06:46 AM, in Scrolling problems from hell. Link
hmmm... try loading the scroll location, then SBC #$06 and store the result to both the RAM scroll reg and the corresponding PPU register byte($21xx), as well as the gameplay RAM byte. That's my only idea.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posts: 1728/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 07:46 AM, in Scrolling problems from hell. Link
You'd want $210E for vertical scroll, layer 1. My only suggestion would be to find your code with a hex editor, convert it to SNES LoROM format, subtract the 0x200 byte header, and place it as an execute breakpoint, and see what goes wrong. BTW, so do I. as another idea, insert another block like those regular ones, but act's like tile 100. random upwards scrolling (hopefully). try using 24-bit addresses for your memory locations, perhaps the direct page is off $7E or something. (replace LDA $96 with LDA $7E0096, etc...)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posts: 1729/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 11:10 AM, in The Quest for the Ultimate Treasure Link
"Phantron, you can stop now."

Rising, snipes walked in front of Phantron.

"The pirates aren't going anywhere, and neither are you. I don't like this, but I'll make you stay here if I have to. If you really want to be helped, then you'll listen to me."

Pulling out his pistol, Snipes held it at his side in an effort to coerce Phantron into staying where she was, and maybe have her nice self resume dominance.
Sukasa

Boomboom
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Posts: 1730/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 08-24-05 10:47 PM, in some various questions about SMW's controller ASM Link
eh, I don't really know too much about having to do with the irq, so that could be a small problem. I'll look up the irq stuff and see what I can figure out to make your idea work, I'll need to do it the way you mentioned for it to work properly for the sprites, but layer 3 can just stay off for the entire sequence, since the status bar shouldn't really appear in the credits sequence, should it? If you've got any advice, I would really appreciate it!
Sukasa

Boomboom
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Posts: 1731/1981
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Since: 02-06-05
From: *Shrug*

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Posted on 08-24-05 11:02 PM, in ASM hack requests Link
For that, change PC offset $112C to this sequence: 00 90 0C EA 18 AD BF 0D 38 A9 FF. That will make the coin counter not give you lives, but instead max out at FF, the maximun the counter can go to.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 08-24-05 11:45 PM, in ASM hack requests Link
Nope. Dunno how you'd do that though...
Sukasa

Boomboom
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Posted on 08-25-05 02:02 AM, in The Quest for the Ultimate Treasure Link
"No"

Taking the kick to his leg, Snipes lost his balance, and had to quickly shift his weight to avoid falling over. Instinctively reaching down to check his knee, Snipes flinched, but didn't move.

"I'm staying, and so are you."
Sukasa

Boomboom
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Posted on 08-25-05 02:13 AM, in We should have more threads in here... Link
I think it's when someone goes to a page that fabio has posted on, they have to view status.php for fabio to get the correct picture. I'm pretty sure that the way online.php works, it lists them as trying to use that page. Or something like that.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 08-25-05 02:19 AM, in Exactly what is "Lost"? Link
In response to the thread title, I think it's the spirit of LT that some people had. In reponse to Keikonium's current custom title, way to go. I get my custom title tomorrow.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 08-25-05 02:30 AM, in (What Kyouji said)Why don't we have a thread with a purpose in here. Link
LT got closed because of span, It'd be nice if it didn't this time.

If you could do one thing that would stop the forum from being closed again, what would it be? I'd put a bit more effort into post quality, I spammed my first time here. No more of that, I liked LT better when it wasn't closed.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 08-25-05 04:51 AM, in ASM -> Machine code guide? Link
Here: 65816REF.HLP
Sukasa

Boomboom
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From: *Shrug*

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Posted on 08-25-05 07:51 AM, in TPo100T: Delve Duo (Current Floor; A) Link
Sukasa walks out of the nearest tent.

Perhaps, but I hate to have to say that you probably won't get in. Hello guys, how're you doing?
Sukasa

Boomboom
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From: *Shrug*

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Posted on 08-25-05 07:52 AM, in I want sample rom of HDMA. Link
Actually, I can put together your sample HDMA-enabled ROM. Come back tomorrow, and if i've finished it by then I'll post the IPS. It'll only have one effect though.
Sukasa

Boomboom
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From: *Shrug*

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Posted on 08-25-05 08:02 AM, in The Quest for the Ultimate Treasure Link
"f*cking hell, Phantron!"

Smashed to the side by the force, Snipes cartwheeled sideways, before slamming down. Responding to Cyberaptor, Snipes asked him not to follow Phantron, but Cyberaptor had already left.

"Damn it, guys! If you get hurt I can't help you now!"

Pulling out his pistol, Snipes switched to power mode and clipped on his scope. His Snipes training wouold come in handy now... Taking aim, Snipes squeezed out multiple shots at the nightmare weed, his aim precise.

--Snipes' Stats--

HP: 86/100
MP: 20/20
Sniper ammo: 24/30
Pistol ammo: 12/12

-Items-
1x Sniper ammo reload
3x Pistol ammo reload
2x Grenade
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Acmlm's Board - I2 Archive - - Posts by Sukasa


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