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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by blackhole89
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blackhole89

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Posted on 03-15-04 04:21 PM, in The Memory Locations thread has returned... Kind Of.... Link
Board and thread have returned... well...

1. Speaking of useful memory locations: Anyone found a way to edit those
blackhole89

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Posted on 03-15-04 04:24 PM, in Super Mario World - ALTTP - screenshots! Link
Well, here it returns, the great, incredible SMW-ALTTP screenies thread!
Nothing new yet, still, I hope I can add something later on today.
These are the older pics:


The title screen.

A level screenshot. The bob-ombs in here are ripped from Yoshi's island, where they were dummied, though.

A (secret) geothermally active area.

An older overworld shot.

EDIT - all pics so far now online.
EDIT#2 - updated the bob-omby level shot.

I'm still unsure whether I shall call it


(edited by blackhole89 on 03-15-04 07:24 AM)
(edited by blackhole89 on 03-15-04 10:33 AM)
(edited by blackhole89 on 03-15-04 12:10 PM)
blackhole89

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Posted on 03-15-04 08:01 PM, in Screenshots of Super Mario's Quest Link
Outside shots - incredible.
Cave shots - passable.
The stony stuff - incredible.
Castle shot - gorgeous, fantastic, ...
Overworld shots - Not good. To linear / boring.

All in all, when you do a better overworld, it won't be to beat.

GreetZ
Blacky.
blackhole89

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Posted on 03-15-04 08:52 PM, in Super Mario World - ALTTP - screenshots! Link
One more screenie...



This one's showing an early, not-yet-perfect test of the ASMed lighting engine in an early, demoish level. But there's something to show, still.

GreetZ
Blacky.


(edited by blackhole89 on 03-15-04 11:53 AM)
blackhole89

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Posted on 03-15-04 09:09 PM, in Super Mario World - ALTTP - screenshots! Link
This actually is Layer 2, but ASM-controlled. Yes, I was inspired by BMF, I still think he's the best among us. (Still using his palette ASM routine! )

I've not managed yet to make Layer 2 non-scrolling, just like L3, for doing the same thing BMF did (light spot in a dark level) or scrolling the same speed as L1 to make the thing I didn't yet get working in levels with more than one SMW-screen(shotties coming soon). But - CGADSUB rulezzzzz!

GreetZ
Blacky.
blackhole89

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Posted on 03-15-04 09:33 PM, in Super Mario World - ALTTP - screenshots! Link
So here's the promised picture of the intentional use of the lighting engine... but I neither yet managed to afflict sprites by the light nor to make L2 scroll the same speed as L1.



GreetZ
Blacky.


(edited by blackhole89 on 03-15-04 12:34 PM)
blackhole89

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Posted on 03-16-04 05:38 PM, in The Lunar Magic Codes Documentary Link
ChibiMoon code: Open the overworld window and type in
blackhole89

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Posted on 03-17-04 09:46 PM, in Super Mario World - ALTTP - screenshots! Link
The screenshot version completely disables L2. Very uneffective.

@Golden Yoshi: Talked about that already in the old board. Done, but screenie's old.

@Edsgravy0: Yes, there will be some of the nifty ALTTP enemies.

And well, here one more screenie:



That's the almost-final version of Lunar Fortress.
The ripped Yoshi's island GFX use up both BG palettes: One for the ledges, one for the bricks.

Now, two more levels to be done and the one world demo will be released.

EDIT - Ah yes, @Geno. The layer priority stuff was effectless. More than that. The foreground bushes actually have layer priority disabled. Blurp.

GreetZ
Blacky.


(edited by blackhole89 on 03-17-04 12:48 PM)
(edited by blackhole89 on 03-17-04 01:24 PM)
blackhole89

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Posted on 03-17-04 10:37 PM, in Do you insert custom blocks? Link
Custom Blocks yes, Blocktool no. Blocktool blocks grew, just like SMAS music, even more usual in hacks than the original stuff and therefore are boring. Do it yourself.
blackhole89

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Posted on 03-17-04 11:36 PM, in Mario Legacy: Super Mario World 0.1 Link
Well...
better than the previous.
To see the good sides, I personally like the message box texts. Tryin' to give the senseemptied SMW an RPG aspect, eh? *g*

GreetZ
Blacky.
blackhole89

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Posted on 03-17-04 11:39 PM, in Idea pool Link
For my new hack, I'm gonna rip graphics from Yoshi's Story (from N64) - it actually has some pretty neat stuff among the textures, which are perfectly the same as the SNES tiles...
Hard piece of work, though. And very... colour-hungry.

GreetZ
Blacky.
blackhole89

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Posted on 03-18-04 08:46 PM, in SNES programming question. Link
Hello out there.
I'm trying to make a level which's mostly darkened, but has some lighter spots (around lamps). Doing this with a layer two on top and colour subtraction. Only problem: While the subtraction works fine, the screen content's being inverted. When Layer 2 is in the back, anything works fine. Anyone knows what to do against?

GreetZ
Blacky.
blackhole89

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Posted on 03-18-04 10:04 PM, in SNES programming question. Link
No.
LM - any version - won't be able to make the SMW Engine things it can't. I assemblered it, of course.

So that's what I figured out so far: The strange misbehaviour has something to do with subscreens, a really s... tty element of SNES programming. CGADSUB doesn't work for these as it should.

GreetZ
Blacky.
blackhole89

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Posted on 03-19-04 05:59 PM, in SNES programming question. Link
But what I want is no layer 3 spotlight but rather an L2 lighting which is bound to the level itself and affects sprites too. Just like a dark dungeon with some few light spots.
What I'm currently asking is:
(a) Is there any way to invert the screen content
or
(b) Is there any easy way to change the Sprite Layer and the position of layers to each other in ASM?

One of the two will do.

And, ah yes, I just understood SMW's SPC loading routine. I even found it. Free to change the noisy stuff.

EDIT - Now I know what my problem is. It has something to do with TD & TSW (Subscreen selection) and TM & TMW (Mainscreen selection). With CGADSUB addition it doesn't matter, but with subtraction it's always (TM&TMW final colour) - (TD&TSW final colour).
Mode 1F (which I used) has TD&TSW=15h=00010101L=Sprites+BG3+BG1, and TD&TSW=02h=00000010L=BG2, that means, Sprites+BG3+BG1 are being subtracted from BG2, thus making them negative = inverting them. I have to find a working mode with TD&TSW=02h and TM&TMW=15h, but the rest like 1F. Dammit.

GreetZ
Blacky.




(edited by blackhole89 on 03-19-04 10:02 AM)
blackhole89

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Posted on 03-19-04 09:22 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
I'm just before... the final breakthrough... that means, a program and an asm hack that can play any music given as an SPC dump, in any possible count, controlled by the level palette... the only problem now is that any SPC sound has to be asmhacked itself to call the SPC boot rom on communication register change... as for now, it only works for a single piece of sound...
blackhole89

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Posted on 03-19-04 11:05 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Good god... can anyone in here tell me why the SPC loader has problems in reading ROM bank #7E!!?
blackhole89

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Posted on 03-19-04 11:08 PM, in Memory-related questions Link
6) - Yes. But not by the SNES but rather hardcoded in SMW. Way better that way.
3) - Find out yourself. Make a horizontal level, place some objects, then turn it into vertical and have a look where which objects have landed.

GreetZ
Blacky.
blackhole89

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Posted on 03-20-04 12:58 PM, in SNES programming question. Link
Did it... well, it works, but in a strange way... applied to mode 1F, some of the sprites are affected. As follows:
* Mario: not affected.
* Goombas: not affected.
* Spring-board(portable~): affected.
* Koopas: affected.
* Koopas without shell: not affected.
* Paratroopas: The koopas are affected, but their wings aren't. Kinda weirdo in darker regions, where the wings glow like lamps. Seems even somehow epic
and so on...

Also try out this one:

TM&TMW=15h
TD&TSW=12h

Whereever there's colour #0 (transparent) on L2, the sprites noted as affected above will appear as black silhouettes. Now if that isn't useful screenshot follows:


GreetZ
Blacky.
blackhole89

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Posted on 03-20-04 01:00 PM, in Uncle Mario World Link
The cave's background is boring, as is the title screen.
The rest is nice, therefore this hacks receives graphics mark 1- by me. Didn't yet invalue the gameplay.

GreetZ
Blacky.
blackhole89

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Posted on 03-20-04 01:11 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
So now I know why it always hung at the very game's start... I messed a lot around with non-N-SPC music, trying to insert Soul Blazer's pretty intro track instead of SMW's intro music, just forgetting that SMW won't go any further at boot before it receives 0xBB and 0xAA from the SPC (what the hell is that for?)... well, I'd better try with Yoshi's island.

EDIT - I wrote a little program that collects information about N-SPC chunks in a ROM file. Here's the output it generated for SMW:

N-SPC TraceRoute: E:\emulate\snes\smw-alttp.smc
Start offset: 459264
Chunk 1: L=0xE3E A=0x500
Chunk 2: L=0xA6B A=0x5570
Chunk 3: L=0x161D A=0x1360
Start adress: 0x500

L means length, A means target adress.
Yoshi's island's list is already much longer:

N-SPC TraceRoute: E:\emulate\snes\yoshi.smc
Start offset: 1050020
Chunk 1: L=0xAA3 A=0x400
Chunk 2: L=0xCF A=0x3EBB
Chunk 3: L=0x145E A=0xEB0
Chunk 4: L=0x9B A=0x3E20
Chunk 5: L=0xC51 A=0xD000
Chunk 6: L=0x6 A=0xFF90
Chunk 7: L=0x30 A=0x3C00
Chunk 8: L=0x8340 A=0x4000
Start adress: 0x400

Another function also revealed that SMW's N-SPC offspring stores its song number at adress 07h in SPC ram (107h / 263 in SPC dumps).

I'd see whether I'd manage to replace any of the songs...

So long,
Blacky.


(edited by blackhole89 on 03-20-04 04:56 AM)
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