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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 04-21-05 12:46 AM, in meh Link
Indeed. Far too often, people reformat their hard drive when their computer crashes, even though it wasn't the hard drive in the first place, or most of their files were still intact.

Please, PLEASE try to backup your files, if you can. Death of Skiff's projects = death of a little part of all of us.
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Posted on 04-21-05 01:16 AM, in Save select screen [ASM issue] Link
With all three save slots filled, you have 761 bytes of free SRAM space (starting at $507), which should be enough for...well, pretty much anything.

As for the save routine, look for writes to $700xxx.
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BMF98567
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Posted on 04-21-05 01:45 PM, in Right, Left... Link
I recall reading that at one time, children were FORCED to be right-handed, because left-handedness was considered evil or rebellious or something. I'm also certain I read that left-handedness is a (very, very slight) form of mental retardation, because humans are "naturally" right-handed.



...criminy, we righties really DO hate you lefties.
BMF98567
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Posted on 04-21-05 02:48 PM, in Shy guy imposters and basket balls! Link
Originally posted by peter_ac
edit the shyguy's GFX to make it look like the ball is in front of his face. ie delete the part of his face that appears over the ball.
But what about other "carry-able" sprites, like P-Switches and blocks? Won't it look funny if his face is carved out in a ball shape, even though he's carrying a square block?

The problem here is sprite priority--all sprites that Mario can carry are placed behind him. Unfortunately, I don't think this can be easily fixed, since (as far as I know) sprite-to-sprite priority is based on the order they're stored in OAM, rather than a simple flag. You'd probably have to rewrite the sprite routines to store either Mario or all carry-able objects elsewhere in OAM...
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BMF98567
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Posted on 04-22-05 02:51 AM, in Star Wars # 3: Will it Suck? Link
Lucas had been out of the directing/writing groove for far too long before he made Episode I, thus it sucked. He learned a bit from his mistakes and hired some additional help for Episode II's script, thus it was much better. Now, with six Star Wars flicks under his belt over the past three decades, tons of money and resources, and the unbelievable amount of hype and pressure to do the finale right, I think he's got his mojo back, and it'll totally rock you like a hurricane.
BMF98567
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Posted on 04-22-05 03:00 AM, in Would this be possible with ASM? Link
Originally posted by ||bass
I suspect that the graphical engine for SMW would require a signifigant rewrite in order to allow for an effect like the fuzzy effect.
Try "total overhaul."

Basically, if the game wasn't designed with the SuperFX in mind from the beginning, don't even bother. You'd need to learn a completely new programming language anyway, since the SuperFX is just a custom 16-bit CPU. I don't think any homebrew authors have ever attempted to use it...


(edited by BMF3PO on 04-21-05 10:05 AM)
BMF98567
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Posted on 04-22-05 03:18 AM, in Would this be possible with ASM? Link
No, that wavy effect was a simple HDMA trick, done by scrolling individual scanlines left and right. I put a similar effect in Super Mario Odyssey, in the Yellow Switch Palace.
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BMF98567
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Posted on 04-23-05 01:50 AM, in Not really rom hacking but still... Link
Woo! That music sounds awesome. Is it possible to increase the tempo, though? It's quite a bit slower than the original.
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BMF98567
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Posted on 04-23-05 12:51 PM, in Right, Left... Link
Originally posted by R2H2
I think everyone tends to stray to the left when they walk though.
Not me...I tend to stray downwards. My equilibrium is terrible.
BMF98567
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Posted on 04-23-05 01:13 PM, in Hard drive too big to install Windows Link
Originally posted by NeoTransSolo
Changing drive letter--not much you can do because it's the way "DOS" is laid out. By default, windows places all primary partitions first and then shows the remaining partitions in the extended partition.
Blech...so I guess there's no hope for my Athlon system's brain-damaged drive layout (C: and E: are on the primary master, and D: and F: are on the slave)...

It's not THAT big a deal, but it does make upgrading/replacing one of the drives an interesting experience.
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Posted on 04-23-05 02:18 PM, in can i add my favorite music to smw?!?!?!?!??!? Link
Hmm. This could easily be used during the end credits, when there are no sound effects, and you wouldn't have to worry about reloading the original engine.

I still think it would be awesome if someone modified ZSNES or SNES9X to play CD audio or WAV/MP3 tracks by writing the track number and desired command (play, stop, maybe fade in/out) to a special register. It doesn't seem like it would be incredibly tough to implement, especially simple CD audio commands. You could then make a "special edition" of a hack that includes real audio tracks without compromising the original sound effects. That would rock SO HARD. IIRC, someone already did it with Golden Axe in MAME...
BMF98567
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Posted on 04-24-05 12:41 AM, in New Final Fantasy 1 hack Link
Amateur graphics aside (since everybody else has already ripped on them well enough), if I'm going to get totally creamed within the first few battles because I can't level up, because I keep running away, because the enemies are (as you yourself put it) stupidly overpowered, the hack's going straight into the trash. You NEED to have a nice helping of stupidly underpowered enemies within a "safe zone" (like around the first town) in order to allow the player to level up a few times, even if they give you hardly any experience at all. It's a well-established RPG tradition.

Also, be sure to bring some pictures of the text (if that's the only other thing you changed) when you post the demo. You should also consider changing the old and tired maps to some extent. I can assure you that VERY few people are going to try this just for the monsters alone.
BMF98567
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Posted on 04-24-05 01:04 AM, in A good tile editor? Link
Blech. Why anyone would still use TLP, even when Tile Molester is available and is intended to be TLP's successor, is beyond me.

I personally use YY-CHR, which is the most stable tile editor ever released, aside from maybe the original Tile Layer. For really tough/unusual jobs, I use Bounty Tile Molester, due to its rather extensive list of supported formats.
BMF98567
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Posted on 04-24-05 01:14 AM, in Custom Mario/Luigi Palettes by Power Up Link
Originally posted by HabsoluteFate
The good news here is that mario/luigi use their own 8 color (16 bytes) palette therefore this code shouldn't affect any other characters in the game (although i havent really tested much it doesnt look like yoshi is using mario's palette so he's untouched)
Actually, quite a few brown sprites use the Mario/Luigi palette, such as blocks (the ? blocks right after you hit them, for example) and the ball-and-chain platforms (the ones that swing around when you jump on them).
BMF98567
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Posted on 04-24-05 03:52 PM, in can i add my favorite music to smw?!?!?!?!??!? Link
Originally posted by d4s
i think modifying the emulator to play custom music is like putting your bike into a train to make it go faster: it misses the point.
if im hacking a game, id at the very least want to play it on the real thing and not only on emulators.
Well, see, that's why I said "special edition." You'd also make a "regular edition" that uses SPC music, which can be played on a real SNES (and it's not like the special edition would crash a real SNES anyway; you're just writing a track number or command to either an unused register or a RAM address). It would be exactly the same game, it just wouldn't have the awesome CD music. Heck, if you wanted to, you could include a routine that checks whether or not you're running the game in the modified emulator and routes the music requests accordingly. You'd only need one release then.

I really don't see anything wrong with taking advantage of a PC's expanded capabilities to enhance the gameplay experience, so long as the hack remains fully compatible with the original hardware. A lot of licensed developers did essentially the same thing back in the 16-bit days; for example, Puggsy for the Sega CD was (for the most part) identical to the Genesis version, aside from the addition of FMV and CD audio. Just consider the PC an "unofficial" hardware upgrade for the SNES...
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