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

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

Posts: 1941/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 04:44 AM, in 65816 ASM not making any sens to me... Link
Hm. I went back and worked with the fixes you gave me, and got the red screen too (It was to let me know when the palette changes actually occurred correctly).

Now, my only problem is getting the MVN statement I've added in to work, since I need to copy 2048 bvytes from 02:9020 to 7F:1000. The problem is, nothign I try there works. Also, I used some pre-existing documents that I got when I downlaoded the "super nintendo starter kit" a year or so ago, and used them because they let me get a little jump start, so I didn't code that section. I'll remake the .rar with the latest files if you'd like. Also, I have to fix the palette file (I believe I mixed up the endian-format in it), but it should display the GFX in logo.bin, under "GFX". I also repointed the GFX addresses in VRAM to not waste space.
Sukasa

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

Posts: 1942/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 06:43 AM, in 65816 ASM not making any sens to me... Link
Huh. MVN 02 7F is how it appeared in the trace though, using geiger's SNES 9x debugger. Reading from a .Zstate, the only problem was that the tilemap was not being transferred to 7F:1000 in the RA, and hence the NMI procedure (in quicksetup.asm, "Vblank") was only transferring a load of zeroes to the tilemap in VRAM.

I also tried using MVP, and qwitching X and Y around (they were mixed up at one point...) but that didn't work either, but te problem seems to be the transfer of the raw tilemap from the ROM to the RAM not occurring correctly. I also tried using the WRAM registers for a memory-fill operation (Qwertie's SNES guide mentioned doing that, since it uses a RAM address), but that only made the DMA screw up (enabling DMA channel 5 with "lda #$01 (byte) sta $420B"... WTF.), although it still seemed to work for a little bit afterwards, and then the stack kinda screwed up in an RTS command, but removing the WRAM-memory-fill DMA code fixed that. Wierd, because I hadn't pushed or pulled anything in the code. Oh, and the code at the beginning is not actually mine. Cheap on my part, but it saved time, needing only a skim to find out where to place the VRAM addresses.
Sukasa

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

Posts: 1943/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 06:50 AM, in WACK-A-CLONE: (Custom) Long Game: Populous VS Mario & Luigi (Snowy Forest) Link
ooc: Sorry for the long wait time

Hit by the poison mushroom, luigi took some damage. Jumping up, Luigi then proceeded t try and come crashing down on Populous' head, on his outside where it would be much harder for him to hit luigi.

From on top of the mountain, Mario threw the shell, which was now homing in on populous at high speed.





-Health-

Pop (9) ||||||||||

-Enemies-

Mario |||------
Luigi |||||||---

-score-
2/2/0
9 Posts

-Enviroment-
Red homing shell coming at populous
Sukasa

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

Posts: 1944/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 06:53 AM, in WACK-A-CLONE: Standard Game: Fabio VS Mario (Glitzville arena) Link
Looking at Fabio, the three marios realized what would happen in ten turns. With an 'uh ooooooooohhhhhhhh' sort of look at each other, the three Marios turned back and began to rush Fabio.





-Health-
Fabio (9) ||||-----

-Enemies-

Mario 1 ||||||||||
Mario 2 ||||||||||
Mario 3 ||||||||||

-Score-

3/3/2
15 posts

10 turns until Supernova charged
Sukasa

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

Posts: 1945/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 06:57 AM, in "Kirby vs. Shy-Guy" returns! Link
kirby's eyes were perfect- I just laughed. God, he's pretty thick, isn't he? He hasn't even wondered where the bandit went!

Spoiler:
I could just see the fort (if they get one) being stolen too!
Sukasa

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

Posts: 1946/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 07:09 AM, in 65816 ASM not making any sens to me... Link
I don't think I added it in, and it sounds almost like you're stuck with a hex editor when it comes to working with this ROM... Do you want me to include the compiler/linker as well in a .rar? I use wla-65816.exe, if it's important. I'll keep your sidenote about block moves in mind, that'll help when it comes to moving more important data like gameplay tilemaps and that (yes, I have a lot more notes on the project, but they're all planning notes for the game itself, not the code as it is currently)

I suppose if I try a read breakpoint on $02:9020... Anyways, right now I'm back to the (useless) MVN opcode, but I'll keep trying as well. Thanks for taking so much time to help me out so far.

On a completely unrelated note... why is my minipic not showing up...? *goes off to check*
Sukasa

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

Posts: 1947/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 07:56 AM, in probably last pictures of COTMK 1 'til release Link
Well, I've got 14 images for you to look at and rate. Please give me any feedback on them, I'd appreciate it. NOTE: I received some suggestions from board members for the status bar, and am working on it right now. The leevels will have their names in the upper-left corner (most of them)













Sukasa

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

Posts: 1948/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-22-05 08:28 AM, in The Quest for the Ultimate Treasure Link
ooc: Shit, remind me never to have snipes get into a battle with phantron, zerodius. I wasn't actually caught by the vine, though. It must have just looked like that to phantron.

Rolling away from the vine, Snipes avoided Phantron's foot. Getting up, and then diving to get out of the way of her grenades, Snipes landed in front of phantron, and got up quickly, before smiling at phantron.

"Thanks, I appreciated that."

Then, taking aim with his pistol, Snipes fired off a few more rounds at the nives near Cyberaptor, still uable to see if the vine holding him had let go or not.

ooc: Cheesepie, when you get back, that's your cue.
Sukasa

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

Posts: 1949/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 01:50 AM, in 65816 ASM not making any sens to me... Link
Yea, the TCD was my fault. And yeah, I studied the files quite closely, as well as changed some oo the setting in them. Still, hanging on the WAI isn't going to be as much of a problem, since it's the last part of the ROM, some code meant to stop the SNES from skipping into random crap. so, the palette was uploading to one register only (they're supposed to), but the graphics weren't uploading correctly? Im pretty sure I fixed that, though.

Thanks for the help, I'll keep working on it with what you mentioned and try to get it working.
Sukasa

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

Posts: 1950/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 02:06 AM, in probably last pictures of COTMK 1 'til release Link
Noted, I'm, working on your suggestions.

In the meantime, one other shot...
Sukasa

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

Posts: 1951/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 02:34 AM, in Voting for the semi-annual SMW hacking awards Link
After it took me so long to get off my ass on this, I present to you the actual voting for the Semi-Annual SMW Hacking Awards. Unfortunately, only a few people sent me PM's nominating people, so the choices are a little limited. I've listed below the categories where there are two or more possible winners. Categories with no nomination or one nomination only have not been listed.


Best full hack: DWTLC, Rob-omb's Quest
Hack of the year: SMW 3: Bowser's return, SMBDX
Best hacker: Ice Man, Peter_ac, BMF98567
Hardest hack: Luigi's Adventure, MWX, Rob-omb's Quest
best level design: SMW 3: Bowser's Return, SMO
Best GFX - original: JAMH, Mario Chronicles 2
Best GFX - ripped: Super Ghetto World, SMW 3: Bowser's Return
Best level creativity: KT(NOTE: If anyone knows which hacks KT did, I would appreciate it), SMO
Best Storyline: SMW:alttp, SMO
Best OW: Keikonium(SAME HERE), Sunny Side world, SMO
Best Ripper: Ice man, peter_ac
Best Original GFX designer: JJ, BMF
Best ASM programmer: d4s, MikeyK, BMF98567
Most Helpful: d4s, HH, smallhacker, MikeyK
Best SMW utility - excluding LM: MWR, blocktool, lemetaal

Please PM me your votes, any votes actually posted here will be ignored.

Also, if it's not too much trouble, could a mod please sticky this, and off it as well?

EDIT: Fixed.


(edited by Sukasa on 10-22-05 06:50 PM)
Sukasa

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

Posts: 1952/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 02:49 AM, in Learning SMW ASM [ASM howto] Link
DL, try checking the frame rate counter in any SNES emu. it's 60.

Ghettoyouth, now change the frame number to use to 30 for twice a second, 60 for once a second (those are decimal values, BTW), or 120 for every 2 seconds.
Sukasa

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

Posts: 1953/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 03:49 AM, in Voting for the semi-annual SMW hacking awards Link


Damn, I shoulda slept in longer!
Sukasa

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

Posts: 1954/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 04:00 AM, in TSRP2 - Screens & Status Link
Originally posted by asdf

The problem is, as I've stated many times before, HDMA requires a whole new clean ROM. It can get fairly complicated to re-do everything, even with imprort/export options


Or, you could just use BMF's system. Sure, it's not perfect, but I have a couple ideas how to fix that, i just need to ask him for permission for a few things...
Sukasa

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

Posts: 1955/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 08:14 AM, in The Super Mario Bros. Arena! Link
Hey, I could ask schwa if I could handle it for him, too. I'm pretty good at writing, and I could always use more experience.
Sukasa

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

Posts: 1956/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 08:26 AM, in "Kirby vs. Shy-Guy" returns! Link
I only have M&L: SS on computer, not GBA. meh.

Spoiler:
I wonder if anything will happen to bandit during that party, like if kirby and yoshi were to some back... That'd be so funny...
Sukasa

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

Posts: 1957/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 11:56 PM, in probably last pictures of COTMK 1 'til release Link
Oh, right... I'll make some animated tiles for that. I also redid that status bar's Mario/Luigi counter, and finished the GFX for the item box, and it looks muuuuuch better. No screenies of it though, my other computer's off.
Sukasa

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

Posts: 1958/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-23-05 11:58 PM, in Making a one-way block Link
Well, you could use a combination of the one-way blocks and the on/off register set blocks for the animation. I did something like that before, so I know where you're coming from. If you don'tunderstand me fully, PM me and I'll explain it better.
Sukasa

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

Posts: 1959/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-24-05 12:01 AM, in Background problem Link
1. Click yes
2. Open the old (or super if you prefer it... I prefer the old one) GFX bypass.
3. Enable it, then for the BG1 slot (upper-right dropdown box)
4. Out of the available options, select number $0D.
5. Click Okay.
6. There you go

However, certain tilesets use graphics in that file for FG GFX, but that tilesat doesn't, as far as I remember.
Sukasa

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

Posts: 1960/1981
EXP: 1446921
For next: 39007

Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 10-24-05 12:02 AM, in SmallHacker's Status Bar Editor Link
Not lots... Just a\enough to check the Player 1/2 flag, then change the GFX tiles for he spots used by the status bar item box.lda $xxxx ; check player 1/2 flag
cmp #$yy ; is it player 1/2?
BEQ luigi: ;player 2
; player 1 code
BRa end
Luigi:
;player 2 code
end:
rtl/rts


EDIT: Whoa, it posted on it's won...


(edited by Sukasa on 10-23-05 03:03 PM)
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Acmlm's Board - I2 Archive - - Posts by Sukasa


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