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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 03-24-04 09:17 PM, in Super Mario World - A Link to the Past - Demo #1 [Download Screenshot] Link
@Houou: My fault. Will be fixed for next demo.
@Jesper: I don't have AIM. Nor MSN, ICQ or whatsoever. IRC and email is fine for me.

blackhole89

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Posted on 03-24-04 10:27 PM, in Super Mario World - A Link to the Past - Demo #1 [Download Screenshot] Link
@Escherial: I didn't interpret is as an offense. See again how poor my expressions are

Well, I'm currently working on submarine maps that's what really was meant by the
blackhole89

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Posted on 03-24-04 11:37 PM, in Super Mario World - A Link to the Past - Demo #1 [Download Screenshot] Link
Really? Did I? *digs out the old demo from the emulation folder* Oh, actually... All been melted together in my memory... 'll have to change that for Demo 2...

(room with the key) Which one do you mean? The first level is outsideish and has no rooms at all.
blackhole89

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Posted on 03-25-04 07:07 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
@MajinBlueDragon: Could you give me the SMW song pointers? I'd write a music editor for this and of course make it available for anyone.

@orynider: Which one?
blackhole89

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Posted on 03-27-04 12:15 AM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
First, thx again to BMF for his incredible work...

second, I ask for a simple thing: Which PPU register holds the backdrop colour? I mean the one of the no-BG-covered area, called "back area color" by Lunar Magic. I want to make gradient backgrounds
blackhole89

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Posted on 03-27-04 12:17 AM, in The "Big Top" [Screenshots] Link
It's ... hm ... gonna be called
blackhole89

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Posted on 03-27-04 12:20 AM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
@orynider: My music editor isn't yet that far to release... it only interprets a bunch of notes, almost no commands (except for INSTRUMENT) and is quite buggy. Besides to that, you wouldn't be able to understand my code...
and about the N-SPC editor: I meant that the music editor of Hyrule Magic is one. But I don't have got HM's source code (have you?). Else it would be just a change-of-pointers to make a SMW sound editor.

GreetZ
Blacky.
blackhole89

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Posted on 03-27-04 12:22 AM, in The "Big Top" [Screenshots] Link
@Coby: Follow the capitalized Custom Music Thread - although it doesn't look so, the progress done since its opening is immense. If you're good at composing - wait for release, and then - go on! You're first!
blackhole89

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Posted on 03-27-04 12:53 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
That's what I found too (SNES9x Search for new cheats function rulezzz!), but it seems to be rather kind of RAM mirror. And BMF's routine (I guess any HDMA thingy) will write only to the PPU registers ($21xx).

GreetZ
Blacky.
blackhole89

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Posted on 03-27-04 12:56 PM, in Super Mario World - A Link to the Past - Demo #1 [Download Screenshot] Link
@SM_Gamer: Overworld is not that complete yet. Levels, except for Lunar Fortress (not Castle!), are in pre-beta state. I'll watch out to release a second demo too

@Kyouji aka Blisseh: Levels - see above, Title screen - I'm currently working on inserting LoZ 3's famous sword inside (running short on palettes )

GreetZ
Blacky.
blackhole89

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Posted on 03-27-04 01:07 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
Anyone knows what's this thing's name?

This is an icon I found inside the LM executable. Maybe typing in its name will unfold another bunch of secrets...


(edited by blackhole89 on 03-27-04 04:11 AM)
blackhole89

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Posted on 03-27-04 05:38 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
How did you come to "poisson"? It's french for "fish", I believe...
blackhole89

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Posted on 03-27-04 05:46 PM, in New SMQ Screenshots Link
I ripped perfectly the same Yoshi Island background for my hack's caves, but the palette isn't half as good and I didn't rip the crystals (only the rock buckets).
blackhole89

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Posted on 03-27-04 06:44 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Ok. Could you give me the DW3 song pointers? Would be a great help. Thanks i.A.
blackhole89

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Posted on 03-27-04 07:09 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
1. What is SMA2?

2. That fish stuff fits perfectly into the "poisson" Code!

3. What is the "Amy is cute?" Code good for?
blackhole89

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Posted on 03-27-04 09:28 PM, in SNW:TNL released w/ 3 worlds! [update] Link
Is it a joke or something?
When applied to a raw ROM (513 KB in size), it hangs after the glitched stuff that should be the Nintendo sign.
When applied to DW3, it starts, but perfectly any piece of graphics consists of vertical, colourful stripes, while it seems to behave as usual.
blackhole89

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Posted on 03-29-04 07:46 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
I don't make an .SPC editor - I make an editor for N-SPC holding ROMs. It needs the ROM and a file with the pattern pointers inside an SPC dump to work; it finds the location of the corresponding data in the ROM on its own.

What I currently need are the pattern pointers from DW3. Not less, not more. Then, the program works so far.
blackhole89

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Posted on 03-29-04 09:31 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
No. Where?
blackhole89

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Posted on 04-01-04 08:38 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
Sample: great idea. Somehow reminds me of RM2k's "Roster scroll" screen fadein/fadeout effect.

I actually managed to make these gradient backgrounds like in Yoshi Island. The back area colour becomes palette entry 0 on runtime. For this, I used two HDMA channels: one mode 0 channel writing 0 to $2121 (palette index selection) over and over again and one mode 2 (1 reg write twice) channel for $2122 writing the colour values.
It's still a bit buggy and therefore I won't release it yet.

EDIT*bumps* - here's the screenshot:

Still, there won't be a public release until following problems are fixed:
- Crash when Mario leaves the screen, whatever way.
- Crash when pressing any key after Mario is being damaged.
- Crash when spin-jumping on bricks.
- Backdrop area is being added (CGADSUB gone mad!?) to the background image when transparency effects turned on.

EDIT.2 - No, that is not a joke. In case everybody thinks so I'd even release a crashy SMW ALttP alpha version with that feature inside. But I better won't

GreetZ
Blacky.


(edited by blackhole89 on 04-01-04 11:01 AM)
blackhole89

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Posted on 04-01-04 08:53 PM, in Super Kario World [Screenshots] Link
@all who say ghost house et al. have potential: The SNES VRAM wouldn't be big enough to carry that count of different tiles. And the palette's not enough either.

April fools... well... in our today's math lesson, the whole class was dressed exactly alike our maths teacher. In white, spoily chemistry jackets. Yes, _that_ is not a joke.
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Acmlm's Board - I2 Archive - - Posts by blackhole89


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