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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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Since: 03-15-04
From: Blobaria
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Posted on 09-20-05 04:02 AM, in Name That Level! Link
Anyone who's played The Addams Family remembers the names given to each individual level:



Well, for the longest time, I've wanted to implement something similar in Super Mario Odyssey. I had all sorts of neat ideas for level and boss names, or even subtle hints as to how to pass an area. After a sudden burst of inspiration last night, and a tall can of super-sugary iced tea, I have succeeded! BEHOLD:



CUSTOM LEVEL NAMES!

It took a bit of work (relearning how VRAM uploads are handled, figuring out the current level number for "secondary" levels accessed from within the main level), but it's done and it works great. All 512 (0-1FF) levels have an associated name, accessed from an 8192-byte table, and each name is 16 characters long, and can use any tile in the first 2bpp page.

At the moment, it's heavily intertwined with my other custom ASM, but I should eventually be able to separate it and make an IPS patch (it's not too complex). Perhaps someone could even create a tool to make editing the names easier...
BMF98567
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Posted on 09-20-05 04:58 AM, in smb3 music request Link
Then what was the point?

Don't bother posting if you can't offer any help.
BMF98567
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From: Blobaria
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Posted on 09-20-05 05:46 AM, in Name That Level! Link
Originally posted by asdf
Yeah, I have that game. Good game, too. This looks very nice, although most people just use WORLDNAME # for their levels. Might encourage people to go the other way, though.
Well, yeah...you'll still use the "old" name format for the overworld (ex: Green Valley 1), but this will allow you to go into detail inside the levels themselves. For example, the main level name would be KOOPA'S STARSHIP, but you could have individual area names within, like AIRLOCK #4, SERVICE CORRIDOR, and MAIN BRIDGE. Or, as I suggested before, you could use the space for hints or instructions, like FIND 5 RED COINS.

[edit]
Whoa...I just realized that you could even change the text mid-level! Since the text is refreshed every frame, you could modify the level number (it's copied to a different address, so it's safe to change) via a custom block or other code, and a different message will be loaded! Perhaps I could even modify the code to load from RAM if a certain level number is used (say, 1FF), and then you could write whatever message you want to that part of RAM! Just imagine, a self-destruct timer, or a scrolling marquee! Hahahaha, sweeeeeeeeeeeet...


(edited by BMF54123 on 09-19-05 09:03 PM)
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 09-20-05 01:47 PM, in LevelASM v1.0 - the hacking marathon continues! Link
Using top-secret technology previously revealed in my "Name That Level!" thread, I have come up with a level-number-based successor to palette-based ASM: LevelASM!

Just call it "PALASM - The Next Generation."

RELEVANT LINKAGE

Complete instructions are in the README. Enjoy!
BMF98567
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Posted on 09-20-05 02:19 PM, in Recording video into a PC from a digital camera? Link
Originally posted by windwaker
Okay, so, I have a Gainward GeForce FX 5200, and it has s-video in, but it isnt recognizing it as a device.
Uh, are you sure that's an input, and not an output? I have an FX 5500, and the S-video port is output only. You need a dedicated video capture card (or an ATI All-In-Wonder) to import video.
BMF98567
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Posted on 09-20-05 02:30 PM, in LevelASM v1.0 - the hacking marathon continues! Link
Aww, I'm sorry.

In response to your post in my other thread: the levelnum.ips patch included in this package is all you need to get the current level number. The miniscule hack simply snags the number during the level loading routine, before it's erased, and stores it at $010B.

Knowing the current level number will allow me to overhaul practically everything in my hack...I can finally assign HDMA effects by level (as d4s's system does), or alter the message box code to load different messages for sub-levels...
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Posted on 09-21-05 04:06 PM, in LevelASM v1.0 - the hacking marathon continues! Link
Originally posted by d4s
am i wrong when i'm saying you got the inspiration for that level-based selection from my hdma pack? :>
anyway, cool stuff.
Well, maybe just a little. I knew I forgot to add something to the README...

Just out of curiosity, how did you find the current level number? The game temporarily writes it to $0E during the level-loading routine, so I just hacked it to write to $010B as well (which is never erased).


(edited by BMF54123 on 09-21-05 07:07 AM)
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 09-22-05 01:16 AM, in LevelASM v1.0 - the hacking marathon continues! Link
$010C. The level number's 16-bit.
BMF98567
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Posted on 09-22-05 01:29 PM, in Weird thing stuck on old CPU Link
Are you sure it's overheating? Something as slow as a Pentium 233 really shouldn't need a fan to stay cool (those Pentium IIs in the cartridges didn't). My K6-2 400 barely gets warm with a heatsink attached. I think the fan actually stopped spinning for a while a few years ago, and it ran fine the whole time (and is still running to this day).

If you still insist on installing a fan, you might try buying a small chipset/video card fan and screwing it directly into the fins on the heatsink.
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BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Posted on 09-26-05 02:57 PM, in Strange message that pops up after POST. Link
In other words, get an UltraATA/UltraDMA IDE cable (it'll say "Ultra" somewhere). As mrmenz mentioned, it'll have 80 wires instead of 40. I think it's the only kind they sell in stores anymore, so it shouldn't be hard to find.
BMF98567
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Posted on 09-26-05 03:06 PM, in PNG images do not load at all! Link
Originally posted by Kirby PopStar
AOL's browser
I'm going to risk being blatantly obvious and guess that you use AOL.

As I recall, AOL uses some kind of image compression to "speed up" page loading, which might be interfering with PNGs somehow. Try looking for an option to disable it. Unfortunately, I've only used AOL a few times at a friend's house, so I can't tell you exactly where it is, or if it even exists anymore...
BMF98567
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Since: 03-15-04
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Posted on 09-26-05 04:08 PM, in Lunar Magic Version 1.63 Released! Link
Originally posted by Sukasa
Oh, for one bug- I looked through the help file before writing this down (I may have missed something), but when animating entry 00 for the BG, in-game layer 2 doesn't show up, and neither does the colour change. I think you might be interested in that.
That's not a bug, it's just the way SMW is set up. It doesn't actually use palette entry #00 for the background color.
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BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 09-27-05 12:05 PM, in Strange message that pops up after POST. Link
I wonder...how come those newfangled rounded cables don't have interference problems? All they are is a standard 80-conductor cable crunched up and shoved into a narrow rubber tube. You'd think the data lines would get squished together and cause problems...
BMF98567
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Posted on 09-27-05 05:17 PM, in LevelNames v1.0! Link
It's late, and my brain is pretty much dead, so I'll spare the details and just point you to the file:

levelnames.zip

This is essentially the same thing I showed off here, but this version copies the level name to RAM, so you can modify it if you like.

As always, instructions are in the README; please read and follow them thoroughly so your ROM doesn't blow up (and if you do, and it still does, please let me know). Enjoy!
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
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Posted on 09-28-05 12:45 PM, in LevelNames v1.0! Link
Originally posted by Stinkoman 20X6
this version copies the level name to RAM, so you can modify it if you like.
Er, no. That's the difference between my original version of LevelNames and this public one.

LevelASM is used to execute custom ASM code once per frame (like a custom block, but you don't have to touch a block to activate it). LevelNames merely writes text to the top of the screen, and doesn't require any ASM knowledge. However, you can use LevelASM (or a custom block) to modify the level name in RAM...
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