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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by BMF98567
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BMF98567
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Posted on 11-13-04 12:40 PM, in So... I have an overlay on my harddrive. Link
I have a drive overlay on my older computer, and I can honestly say I've never had any problems with it. I think they use a negligible amount of system resources, and are pretty safe. Adding a smaller secondary drive shouldn't cause any problems, as the overlay only deals with the over-capacity drive(s).
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Posted on 11-13-04 01:01 PM, in SERVICE PACK 2, AGHHHH!! Link
Originally posted by FreeDOS
(though I know quite a few people anxious for SP5 in May)
Ooh, there's gonna be an SP5? Sweetness.
BMF98567
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Posted on 11-14-04 01:03 PM, in Have you been famous? Link
I was on CNN (and probably a few other channels) for a few seconds during the 1993 National Spelling Bee. I dunno if any channels actually had full coverage of it, but they did this little montage thing of video clips, and I'm certain I was in there.

There was also the local TV and newspaper coverage, of course (which I have copies of somewhere). What a crazy year that was...
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Posted on 11-15-04 12:30 PM, in Are sensitive (custom) blocks possible, like these in Super Metroid? Link
Correct. The custom block code is a subroutine, branched off from the main game code; while it's doing its stuff, nothing else is happening. The code must finish before the game can continue, which means you only have a single frame to do whatever you need to do (move Mario, change Map16, etc.) This code is repeated once for every frame Mario is touching the block, and stops running altogether when he's not.
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Posted on 11-15-04 12:55 PM, in Unused Graphics? Link
The exclamation point is used during one of the cinema scenes, I believe.

The blank tile is unchangeable, due to the way 16x16 SNES sprites are set up. (You *can* change it, but it'll mess up the smoke sprite.)

The arrow tile is modified by the game in real-time; it's a part of Mario, though I don't know exactly what. Probably his hand when he's holding shells, or his foot when he kicks them.

The Koopa sprite is used when it tries to crawl into an upside-down shell; it'll kick it right-side-up first, just like the ones in Mario Bros. do! This sprite obviously isn't seen too often, but it's an awfully cute little detail.

And...the 5UP sprite is unused? I had no idea...I guess I never paid enough attention.
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Posted on 11-15-04 01:21 PM, in Static sprites? Link
Hmm. The best way would be to find whatever code loads the tile number and insert your own subroutine that changes it based on certain criteria. The way I'd do it would be like so:

1) Check the current level number. If = Bowser's level, run the custom code; if not, make it look like a keyhole.
2) Check the sprite's X/Y position, and load a different tile number based on that (so you don't have to waste multiple sprite indexes for different background pieces). This would be easier than modifying the sprite to use a larger tile mapping, since that area's still pretty much unexplored. Alternatively, you could figure out how to use the Extra Info sprite attribute to change tiles, but that would give you only 4 different settings, and would most likely cause the sprites to not appear at all.
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Posted on 11-16-04 02:29 PM, in Unused Graphics? Link
Er, excuse me...that's not the smoke sprite, that's the splash sprite (used when Mario jumps in/out of water)!

And no, those tiles are NOT unused garbage, they are parts of Mario, even if they don't look like it. All the green ones (brown in Mario's palette) are his feet when he's swimming, and the white ones are used whenever his hand sticks out past his body. Mario is made of 1-4 16x16 sprites, depending on his status, while his hands and feet in certain poses are made of a single 8x8 sprite, "attached" to the 16x16 sprites. Example:



The sprite inside the yellow box is the one right next to the double arrow in GFX00.
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Posted on 11-16-04 02:55 PM, in Static sprites? Link
Remember, though, the SNES can handle up to 128 sprites. I highly doubt there's anywhere near that many in the Bowser battle. The floor uses 32-38 16x16 tiles, Mario probably uses 4 at most, the item box uses 5 (item + 4 corners of the box--it's not on layer 3 here), each Mechakoopa uses 4 (2 when hit), and the ball uses 10. Those are all the sprites most likely to be on the screen at the same time.

Of course, sprite memory is a different thing, and with everything going on in that battle, there might not be enough left to add a couple more. You could always get around this by using a palette ASM hack that writes directly to sprite RAM (like my underwater timer)...in fact, that would probably be the best thing to do. You might even be able to hack the routine that draws the floor and tack on a few extra sprites right there...
(restricted)
BMF98567
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Posted on 11-17-04 05:22 AM, in Ouch. DivX is really slow. Link
Hmm...that suggests to me that your hard drive/IDE controller couldn't keep up with the movie player. Movies are often cached in RAM as they play, which is much, much faster than a hard drive, so when you restarted it, it was playing from RAM instead of the hard drive. That probably boosted performance a lot.

How much RAM do you have, HH? Installing more *might* help playback a bit...
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Posted on 11-17-04 02:58 PM, in Unused Graphics? Link
Aha...try punching while climbing a fence. That's Mario's fist, right below the X.

(I was wondering why Nintendo used purple instead of red for Mario's sleeves, and I just now realized that those tiles are only 3bpp in the original ROM, and thus can only use the first 8 colors of the palette. How silly... )
BMF98567
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Posted on 11-17-04 03:26 PM, in Unused Graphics? Link
Stomp a blue Koopa and watch as he zips out of his shell.

There are no unused graphics in GFX00, aside from maybe the 5UP. I'm 100% sure of it.


(edited by BMF54123 on 11-17-04 06:43 AM)
BMF98567
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Posted on 11-18-04 12:44 PM, in Save and load routine [ASM Issue] Link
I can't recall where the code is, but look for writes to $700xxx (SRAM). That should lead you right to it.
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Posted on 11-18-04 12:54 PM, in Custom Block Request Link
Blah...I was in the process of making one, but I was looking at SRAM for the number of levels cleared (it's at $70008C for file A, $700239 for file B, and $7003E6 for file C). I'd say yours is much more efficient.
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Posted on 11-19-04 01:10 PM, in The Network Rules Link
I don't see a problem with any of these...they're pretty common sense, actually.

(Except for 2.5...what if the person really deserves it?

Just kidding...)
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Posted on 11-20-04 01:37 PM, in How do I fix a laptop CD/Floppy drive? Link
Methinks there's a good reason it was in a dumpster...
BMF98567
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Posted on 11-20-04 02:13 PM, in Need help with a small problem Link
Originally posted by MadMikeXP
also the tile size is 50 width by 48 height.


I...get the feeling you're going about this ExGFX thing entirely wrong. ExGFX files need to look something like this:



128 pixels wide, 64 pixels tall, 4bpp (16 colors) SNES graphics format, EXACTLY 4,096 bytes. Anything else will give you errors or do other nasty things.

To make sure YY-CHR saves it at the right size, copy all 128 tiles to the clipboard, make a new file, switch to 4bpp, re-paste the tiles in the top-left corner of the workspace, and save immediately.

If all else fails, go re-examine the help file, then check out the ExGFX Workshop thread for some good examples of valid ExGFX files.

[EDIT]
Er...of course, you don't want your file to be full of repeated tiles like that. That's just an example to show the dimensions and color depth the files need to be...


(edited by BMF54123 on 11-20-04 05:19 AM)
BMF98567
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Posted on 11-20-04 03:06 PM, in Weird Thing With a Profile on this Computer Link
Hmm. I sometimes use Win2K, and the same thing happened to the Administrator account (the main one I use). There's "Administrator" and "Administrator.ECLIPSE" (there's also "ADMINI~1~ECL," but I have no idea what that one is; all it contains is a few temp folders). "Administrator" contains a copy of the Start menu and other things as they appeared shortly after I installed the OS, while "Administrator.ECLIPSE" contains my current setup. I think it happened after I set up my network or installed SP4; maybe it appended the computer name for identification purposes, as part of its networking system.

I'd suggest you leave it alone; as odd as it may seem, it's apparently there for a reason. As long as Windows isn't saving two copies of each file (one in each folder), I wouldn't worry about it too much.
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Posted on 11-21-04 02:11 PM, in Lucid dreams are fun! Link
For some reason, I tend to spend that kind of dream just ogling the reality of my surroundings. Usually, If I try anything crazy (like flying), I wake up pretty quickly. The fun stuff only happens in my "normal" dreams.

Someon needs to invent a device that can detect when you're having a lucid dream, and inject/zap you with something to keep you asleep a while longer.
BMF98567
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Posted on 11-21-04 03:30 PM, in Lucid dreams are fun! Link
When you're having a lucid dream, you feel like you're awake and aware of yourself and your surroundings, but you're really still asleep. Basically, your consciousness wakes up, but the rest of your brain doesn't, and the dream world becomes the real world. You'll know such a dream when you experience it--it'll be radically different from any other dream you've had.
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