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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 07-19-04 01:43 AM, in A request for ASM hackers Link
It's quite easy, actually (just change a little JSR a the very beginning )... but I see no point at this, now that anyone knows what you're up to... the only thing you could sell it as is a challenge to all these l33t h4x0rz out there... "get past this to be able to play the hack!"
blackhole89

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Posted on 07-19-04 02:01 AM, in A request for ASM hackers Link
Sadly, many (too many) if these efforts put into making good hacks end up in the hacks being never released (yes, I'm speaking of you too, BMF ) and/or being dropped after some time. So why don't invest some time into fun/hoax hacks (remember SMW-'s success?), especially when we can be sure the time, otherwise, would be wasted for unneccessary things like eating, sleeping or breathing and there's still a difference between an absolute trash hack (e.g. DwORY: the best levels ) and a just-for-fun-so-bad-that-it-becomes-fun-again hack (e.g. SMW-).
blackhole89

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Posted on 07-19-04 05:29 PM, in The ExGFX there is a problem to the WorkShop!!! Link
Uhm... what?

Well, I interpret it rather as "the M3 Bonus Level BG isn't actually the correct M3 Bonus Level BG, only the floating sign (?) is from M3." Maybe I'm wrong, maybe not, but I can't tell too much about it. Maybe he hasn't understood that you have to arrange the tiles in the background tilemap editor in order to get a real BG and he's talking about the 16x16 editor screenshot.

Well, I tried...
Have fun,
Blacky.
blackhole89

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Posted on 07-20-04 01:44 AM, in SMW: ALTTP screenshots thread (bundled) Link
Hi,

blobby? If you mean smooth, I use the "Kreed's SuperEagle Mode" filter of Snes9x and am just too lazy to turn it off for making screenshots.

YI graphics just look good. SMAS isn't bad, but it just seems old and dusty along with YI. Besides to that, there's always a lot of work going with YI graphics implementation in SMW, like fitting the grass to pipes, blockses and so on.

The demo will still take some more time (I mainly need this for asmhacking, namely the RPG code), but will still go faster because I've recruited two new level designers from my class for making the "dirty" work like regular nothing-happens-plains levels. Together we now founded a w00t romhacking group called "hexagon romhacks". Well, as a little referee, Demo 1 featured world one (ending at Lunar Fortress / island secret area), while Demo 2 will be worlds 1-3 (ending at Ghastly Mountain (Blue Switch Point) / Specular Rock ). Well, I'll come up with some new screenshots soon...

Have fun,
Blacky.
blackhole89

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Posted on 07-20-04 01:59 AM, in is their a way to make a water level a non water level? Link
I think that was an option in one of the properties dialogues, either "Change Properties in Level Header" or "Change other Properties" or something alike. Nothing too heavy
...btw, I think we should have a single thread for all noob questions; that would help to keep the board more overviewable, say, prevent the "board messie syndrome" and could help against the same questions being asked twice or even more frequent. What about that?
blackhole89

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Posted on 07-20-04 02:01 AM, in is their a way to make a water level a non water level? Link
...or change it to "Normal (Cannot bring item)" along with unchecking the checkbox. Sorry. The first part of my previous post was rather wrong.


(edited by blackhole89 on 07-19-04 05:04 PM)
blackhole89

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Posted on 07-20-04 02:10 AM, in This is not a VGA 16 color PCX mode file. Link
I can't seriously imagine these BGs looking good with 16 colours for everything together... you'd have to split that into tiles before downmixing it if you want to get something got out of that, imho.
blackhole89

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Posted on 07-20-04 04:33 PM, in SMW: ALTTP screenshots thread (bundled) Link
Never heard of these guys.
Random correlation
blackhole89

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Posted on 07-20-04 05:10 PM, in This is not a VGA 16 color PCX mode file. Link
what are you talking about?
*doesn't understand anything*
Do you want to use many SNES PPU layers for this BG? (Utter madness!) Or many Supergfx Bypass Slots from LM? (No problem, at all, but has nothing to do with palettes / colour count, imo) In your place, I'd just use more than one palette row for the BG. Just watch for the status bar palette (colours 8..B of palette rows 0 and 1).
blackhole89

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Posted on 07-21-04 01:55 AM, in I have replaced the Bowser's Castle level with Bowser's own world. Link
Originally posted by Handish2000
Valley of Bowser, to me, is a Vanilla Dome knockoff. It will be in my hack, but only for the reason that it's part of Dinosaur Land and so I can have more levels.

And I'll let this image speak for itself.



The path marked in the second subpic (the one of Bowse Valley feat. Castle #7) actually exists...

and [back to topic] your palette looks crap, at least it does on the heavily overJPEGged screenshots. Yet, I like the idea.
blackhole89

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Posted on 07-21-04 02:29 AM, in The Legend of Zelda: Gates of Darkness (***image intense***) Link
Seriously, I love your Moon Pearl what about making the Quake Medallion having something in common with Quake (the game), at least optically... there surely is something typical about it...

Have fun,
Blacky.

PS, I'm progressing on the plot... I have a bit zeldaished it by replacing the nuke with some kind of spell...
blackhole89

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Posted on 07-21-04 04:44 PM, in Mario - Shiranai Tabi!!! Link
Looks quite good... that could be so far the best usage of the SMAS doomship set I've seen in an SMW hack. If there weren't the bullet bill guns. The flat, windows-3.x-looking SMW original GFX in many aspects don't fit well with the rather 3dish windows 95-like SMAS stuff... imo. Try making something new or rip the SMAS bullet bill launchers (use TILER).

@BMF


(edited by blackhole89 on 07-21-04 07:45 AM)
blackhole89

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Posted on 07-21-04 04:48 PM, in Over World Event Number Layer2 Edit? Link
Uhm... what?
Once again, please

Seriously, we should have a thread for all n00bish questions, in which you, exceptionally, could write in your own language too (hoping there is someone who understands) instead of the board being flooded with non-understandable statements like the one above.
blackhole89

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Posted on 07-22-04 04:30 PM, in About the Music Questions, guys.. Link
Well, that was my first idea with spc hacking, too, but that's, sadly, quite impossible. The reasons for that are the following:

- SPC loading is a stinky big amount of code.
- you'd have to change the original SMW SPC code to jump back to the SPC boot ROM on a certain command.
and, what's most important,
- Each game uses some kind of its own protocol for the communication to the loaded SPC "program" through the 4 byte broad bus. You surely can make SMW run an e.g. SD3 SPC "program", but it, in the best case, won't do anything at all first, still in the optimal case, you could make SMW set the song in "SD3 language". But the SFX protocol is hardcoded heavily and you won't be able to adapt that. In the worst case it'll just crash immediately.

Yet, you can shift songs between all N-SPC games (that is, all of Nintendo's) easily 'cause they all use a MOD-like format for the songs themself. And, I'm currently working on Squaresofts "S-SPC" format, which will probably result in a converter and free song porting from Squaresoft games like the FF and SoM series. If I success (or don't) I'll try to find out which format Enix/Quintet (Terranigma, IoG, Soul Blazer et al) and Taito/NoA (Lufia series) uses but that's still quite far away.
And yes, I'm just busy feeding SMAS-SMW with SoM and SD3 instruments. SPCTool does that for dumps, you just have to remap the result into the ROM

Have fun,
Blacky.
blackhole89

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Posted on 07-22-04 05:09 PM, in Old Hack-Chargin Chuck with HP? Link
...but it, in fact, is a quite simple ASM hack. You have to do basically two things: (1) gather control over the charging chuck's hit count address (in RAM, look up the memory locations thread to find out where) and make a HP routine control it and (2) prevent him being killed immediately by shells or cape strikes. That's at least what I did
blackhole89

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Posted on 07-22-04 05:12 PM, in A request for ASM hackers Link
*has an idea* What about a hack that is basically the original SMW in reverse order? That means, you start off in Bowser's castle, have to pass through inverse overworld events and H-mirrored levels to reach Yoshi's House (which could be a bit enlargened and actually holding Bowser). At least that would be something new :b
blackhole89

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Posted on 07-23-04 01:13 AM, in A request for ASM hackers Link
@HabsoluteFate: I think I said that, too... at least I meant to ("H-mirrored levels")...
@Oddgoo: I'm busy with SST and SMW: ALTTP for now, and I (or better, we (Hexagon Romhacks aka A Link to the Pasta House / probably we'll rename)) have quite exact plans what to do next... Go on and do it if you want
blackhole89

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Posted on 07-23-04 06:01 PM, in About the Music Questions, guys.. Link
Well, where to start...

- SMW's "program" format: We know it. N-SPC is the format of nearly all Nintendo games (that is, mario series, zelda series and some few others). AFAIK SMW itself is the only exception to this.
- WAV/MP3 import: Forget it. If it were possible, you had found a revolutionary compression algorithm that can shrink any song to 64 KB size. And that offends every elementary complexity rule on the world
- SPC dump import: If the dump is from an N-SPC game, this is quite simple. Means, possible.
- MIDI vs MOD: MIDI is aligned differently. MOD doesn't use stuff like the MIDI ticks and therefore is more like N-SPC (per-track alignment).
- Solar Soundtrack progress: Quite near to release, but well, for now I'm on the last day of a two week spain holiday, that means, I couldn't do anything about it in the last two weeks
- "finding each games SPC code" (Keikonium): Quite easy. N-SPC, and any of its derivates (including SMW), init their SPC program with "20 CD CF" (hex). The two bytes before it indicate the length of the following chunk, that is, for the SPC loader. After the block some more blocks alike this follow, and when you encounter a zero length identifier, you're ready with reading and can build your own SPC dump out of the ROM.
- Solar Soundtrack import methods: You can import from any N-SPC ROM and any SPC dump of those. As I already said, I'm also close to make Squaresoft "S-SPC" tracks importable, that is, FFIV..VI, SoM, SD3, Chrono Trigger and many others.

Have I missed anything?

Have fun,
Blacky.
blackhole89

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Posted on 07-24-04 01:08 AM, in About the Music Questions, guys.. Link
module import? wtf, explain that please what do you mean with "modules"?
blackhole89

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Posted on 07-24-04 01:10 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Originally posted by Hidden Mario
Originally posted by Keikonium
OMG MARIO HAS INVADED WINDOWS 98!!!!! AHHHHH....

Anyway, I made a new tileset by taking pics of my win98 system....and editing them in YY-CHR.
Here is a shot:


Really the only things I took from the 98 system was the BACK and FORWARD buttons. The rest I designed my self in yy. In my level all of the 0 and 1 say something. I even have a webpage (not in this shot) type layout that mario will need to read to access a special area in my hack. This level is VERY secret. I will upload the file in a sec. I have no idea what to do exacty so I will need to read the first page. Hopefully you people like it.

EDIT: Here is a link, it contains a bunch of files, you only need 3 (maby 4). You will know which ones you need. Here is the windows 98 tileset.
You have stolen my idea, I wanted to do the same, but I use Windows XP GFX in my next hack, which is called Super Microsoft World.

Super Microsoft World? I once thought of making Microsoft Super Mario Word, with a word 98 window on Layer 2 framing the level
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