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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 04-05-04 01:00 AM, in Lunar Magic interface flaws/issues Link
You hit the nail right on the head, there. #1 is the primary reason it takes me so long to make a level.

One suggestion that was brought up in the past was to make a large dialog with all the available objects laid out visually, and organized by type (item blocks, coins/collectible items, ledges and slopes, etc.) They wouldn't even need to be full-size, they could be shrunk down to half-size and still be recognizable for the most part. In response, FuSoYa said you could make a level with all the available objects and sprites and open it in a new Lunar Magic window, since copy+paste uses the standard Windows clipboard. I may actually do that, myself, and make it available for download.

Also, someone (me, I think) suggested that LM allow objects to be pasted into the blank area below the level, kind of like a temporary clipboard (the objects wouldn't be saved with the level). That way, you could arrange common level structures and keep them readily available instead of having to scroll back and forth in the level, looking for the right pieces.

[EDIT]
Alright, I've made a template level with lots of commonly-used objects, as well as a few sprites. This doesn't contain any tileset-specific objects, since the list always changes, but it does contain a large number of extended objects, including the hard-to-find corner tiles. Enjoy!


(edited by BMF54123 on 04-04-04 05:23 PM)
BMF98567
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Posted on 04-05-04 08:22 AM, in The shell of doom! [ASM issue] Link
Did you already try tracing the code? Just set a breakpoint on the code's starting address right before the shell hits it, let it snap a few times until the shell hits, then find the crash point from there. Easy.
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Posted on 04-06-04 12:34 AM, in Let me do your "Presents" GFX! Link
The intro uses Mario's palette (actually, just the brown part; the rest of the colors are filled in later), so changing that changes a LOT of other stuff. I think you could safely use the last 8 colors of the palette, but you'd probably have to change them with a hex editor, since LM replaces them with Mario's colors. What I ended up doing, IIRC, was hooking part of the intro routine to write my own palette to the second sprite palette, and then remapping the sprites to use that palette. I'd have to trace through the code to find out exactly what I did...
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Posted on 04-06-04 01:02 AM, in Do you have digital cable? Link
All I really need is Cartoon Network and Comedy Central (and, on rare occasions, Nickelodeon and Disney), and my local channels. I'll stick with ordinary analog for now, thanks.
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Posted on 04-06-04 09:51 AM, in Lamer insult/impersonating thread, featuring wacky layouts! (Originally Link
I hereby declare the staff--and this thread--FUBARed.

*stamps giant FUBAR on the board*
BMF98567
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Posted on 04-06-04 10:46 AM, in Let me do your "Presents" GFX! Link
Because hacking a routine that already draws sprites to the screen is much easier than coding a whole new routine that writes to layer 1, that's why.
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Posted on 04-06-04 10:59 AM, in Can some one help me out with my hack? (I can send it) Link
Originally posted by playstation3
I started off with the Original SMW ROM and it wouldn't expand like I had to expand SDW: TLC so I tried the other ones thats why I expanded it how I did.
There's absolutely no need to expand your ROM manually; LM will do it automatically if necessary, up to 4MB (I think). I really can't imagine anyone exceeding that limit...not even DW:TLC did (Fu expanded the ROM for some other reason).
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Posted on 04-08-04 12:09 PM, in ·•· CODE ·•· Link
so watered down your feelings have turned to mush

Not too hard...just rotate the whole string left 4 bits (or, in a hex editor, type in the hex starting from the second character of the first hex value).


(edited by BMF54123 on 04-08-04 03:15 AM)
BMF98567
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Posted on 04-08-04 12:29 PM, in ·•· CODE ·•· Link
love everybody is destroying the value of

Subtract 1 from first hex digit, add 1 to second hex digit. Roll around to 0 or F if necessary. (so 3F becomes 20, 75 becomes 66)


(edited by BMF54123 on 04-08-04 03:30 AM)
BMF98567
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Posted on 04-08-04 01:13 PM, in Overworld Pallete Problem [Issue/Gfx] Link
Originally posted by Atma X
Do one of you ASM hackers think that a Custom OV Palette is easy to create? Or is it too much work.
Well, it would be relatively trivial to create a routine that writes a new palette when overworld number = x...it's just a matter of finding the right place to insert the code. You'd also have to insert and link to the palette manually via a hex editor.
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Posted on 04-08-04 01:26 PM, in Can't edit extracted graphics Link
I think a lot of people are still scared to use YY-CHR because of that filesize-expanding problem a few versions back.

The latest version works perfectly fine, as long as you don't draw/paste outside the boundaries of the original file (beyond tile 0x7F in a standard ExGFX file).
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Posted on 04-08-04 01:42 PM, in Smb3 enemys in smw? Link
Originally posted by mikepjr
Well i dont know about all that but i wish somone would make a smas editor cause smw just too damn well limited.
Limited? How? Please, enlighten me.

Considering all the advancements that have been made in SMW hacking in the past few years (heck, the past few months), I don't see how you can call the game "limited." I challenge anyone to show me a console game that has been hacked beyond its original limitations to the extent that SMW has...
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BMF98567
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Posted on 04-09-04 02:07 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
Just a quick little update: I've decided to rewrite my HDMA-handling system from scratch, due to stupid limitations and a couple of bugs blackhole89 brought up. The new version will be able to handle multiple HDMA channels, and you'll have full control over which register each channel writes to, and what write method is used (the current version forces mode 02). If all goes as planned, it should be available before next week.
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Posted on 04-09-04 02:40 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
I really don't think that was the main problem with it...as we both know, it just clears the area of RAM reserved for sprite data (which is later copied to actual OAM memory). Doing so at the wrong time shouldn't cause a crash, unless there are some freaky timing issues going on elsewhere in the hardware.

Anyway, it doesn't really matter anymore, as I'm probably going to hook a different part of the code in the next release.
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Posted on 04-10-04 02:30 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
Alright, new version is available here. There are some major changes this time around, so please read this carefully...

First, you'll need to insert hdmamainv2.bin, just like you did hdmamain.bin. However, this one hooks a different part of the code (in the NMI routine, actually), so you'll need to restore the old JSL @ $2495 (should be 22 00 80 7F) and make the following change at $03AA:

22 xx xx xx EA EA EA EA (where xx xx xx is the 24-bit address of hdmamainv2.bin)

In this version, there are 8 reserved sections of memory, one for each HDMA channel. Your palette-based code will write the HDMA parameters here. Each section is 8 bytes long, though the last 2 bytes are currently unused. They are set up as follows:

HDMA 0: $7FFF00
HDMA 1: $7FFF08
HDMA 2: $7FFF10
HDMA 3: $7FFF18
HDMA 4: $7FFF20
HDMA 5: $7FFF28
HDMA 6: $7FFF30
HDMA 7: $7FFF38

Each set of parameters has the following format:

CC PP RR AA AA AA xx xx

CC: HDMA channel enable flag. This must correspond to the channel number of the memory section you're using:

HDMA 1: 01
HDMA 2: 02
HDMA 3: 04
HDMA 4: 08
HDMA 5: 10
HDMA 6: 20
HDMA 7: 40
HDMA 8: 80

PP: HDMA parameters (register $43x0).

RR: PPU register to be altered by this HDMA channel.

AA AA AA: 24-bit address of your HDMA table.

xx: Currently unused.

Unused sections (those starting with a zero byte) will be bypassed, and the corresponding HDMA channel will be left untouched.

NOTE: Although you can configure up to 8 channels simultaneously, please note that only channels 3 and 4 appear to be entirely unused. The rest are used for other HDMA effects and general-purpose DMA. Use them at your own risk!

Now, a rundown of the new palette-activated hdmasubv2.bin example file:

$01, $10: These 24-bit addresses point to one of the 8 memory sections described above. In the example file, they're set to channel 3 ($7FFF18).
$0D: 16-bit address of HDMA parameters.
$17: Size of HDMA table, minus 1.
$19: 16-bit address of HDMA table.
$1C: 24-bit RAM address HDMA table will be copied to. Set to $7FFF40 by default.
$40: HDMA parameters, 6 bytes. This is copied to the memory section specified at $01 and $10. In the example file, it's set to channel 3, write mode 02 (write twice), PPU register $210F, table address $7FFF40.
$46: HDMA table. This is copied to the RAM address specified at $1C.

Okay, I'm very tired and this post is making less and less sense each time I read it. In summary, all you need to do to use an HDMA channel in this version is write the necessary parameters to the appropriate memory section (so, if you want to use channel 3, write the parameters to $7FFF18; for channel 4, $7FFF20; etc.). The code will take care of the rest for you.

To activate HDMA channel 4, using write mode 02, PPU register $210F, and HDMA table at $7FFF80, write the following to $7FFF20-$7FFF26:

10 02 0F 80 FF 7F

Please note that I haven't tried using multiple channels at once with this code, though it *should* work. If not, let me know.

Any questions, please don't hesitate to ask. I can probably explain things better once I've had a good night's sleep...
BMF98567
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Posted on 04-11-04 07:11 AM, in Anyone feel like hosting my pics? Link
1. Go to www.google.com
2. Search for "free website hosting"

And Kyouji, you need to chill out big-time. If you have such a major problem with the guy, don't respond to his posts. This crap doesn't belong in a ROM hacking forum.

*closed*
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Posted on 04-11-04 08:21 AM, in Super Kario World [Screenshots] Link
ATTENTION: SUPER KARIO WORLD IS FAKE. AN APRIL FOOL'S JOKE. DISREGARD THIS THREAD AND GO ABOUT YOUR USUAL BUSINESS. THANK YOU.
BMF98567
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Posted on 04-11-04 08:24 AM, in Smb3 enemys in smw? Link
This thread will remain open until it gets out of hand, or I get enough requests to close it. It's been a very interesting read so far. I like to see intelligent debate in here once in a while.
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Acmlm's Board - I2 Archive - - Posts by BMF98567


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