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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 12-01-04 04:19 PM, in Son of a Peach. Mature content. (A little) Link
omg ROFL
that was mean
blackhole89

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Posted on 12-01-04 06:46 PM, in A useful piece of block code for toggling the existance of a Layer 3 BG. [Download] Link
The code doesn't really disable layer 3 - it only disables it being displayed...
btw, there are no layer 3 platforms in SMW. You sure mean layer 2 platforms.
blackhole89

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Posted on 12-02-04 12:06 AM, in RPG code for SMW - there's some progress. Link
Hi.


^ seen here is the state-of-the-art output of the RPG code I explained in an earlier thread.
What you see is a message box replacement for SMW which resembles the text boxes from games like FFVI or Chrono Trigger, i.e. RPGs.
The gradient colour is done with HDMA; I'm going to have the blocky SMW font replaced by something nicer later on.

Just tell me what you think about it.

~Blacky.
blackhole89

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Posted on 12-02-04 12:15 AM, in RPG code for SMW - there's some progress. Link
@knuck, yeah, I am just unable dropping things, I guess. That's why they accumulate, for me.

@Smallhacker,
blackhole89

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Posted on 12-02-04 12:23 AM, in RPG code for SMW - there's some progress. Link
Don't have time for IRC right now, and neither do I have a new PM.
blackhole89

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Posted on 12-02-04 03:20 PM, in Whats your height and how do you find it? Link
189 Centimetres, or 6.20 feet, being the second tallest within my school. People look up to me *laughs evilly*
blackhole89

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Posted on 12-03-04 12:24 AM, in RPG code for SMW - there's some progress. Link
As for L3 water, it is faded out in the time the message box is displayed. There's nothing anyone could do about it, since it uses the same layer. Transparency is makeable, though (would use up another HDMA channel, because you'd otherwise make the status bar transparent either). Screenies shall follow as soon as I get home (my mom's HD at work crashed, and it seems I am the only one who could try repairing it )

[edit] Ok. Here we go:
- It is up to you whether you halt the game or not during display of the message box.
- The stuff is being written to the screen through direct VRAM access, since SMW seemingly doesn't care about updating anything below the status bar on layer 3.

[edit2]

^ This is an alpha of the font I want to use with this. It sucks, but, well, it is antialiased.
How do you like it?

Have fun,
~Blacky.
blackhole89

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Posted on 12-03-04 01:15 PM, in RPG code for SMW - there's some progress. Link
It never gets reset... there are some periods I take a break from continuing it, but there's always sorta progress on it...

@knuck, you're being rude, so stfu...

@JJ, sorry, but I rather thought of something thinner and more readable than SMW's original font... although yours looks good, I can't imagine myself reading a 20 lines monologue written in this...

@cpubasic13, I might or might not release a function-reduced version with the next demo of ALttP already...
blackhole89

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Posted on 12-03-04 02:00 PM, in Rain and Background? [Issue] Link
Not neccessary, here I am.

Well, you could use layer 3 for the rain, but I don't recommend it, since you'd either have to sacrifice the status bar (which, itself, blocks the upper part of layer 3) or your rain would have to start below the status bar, causing an ugly (and weird) effect of fakeness.
afaik layer 2 so far is the best deal for rain. If you can live with 4 colours per tile, I recommend you moving your BG to layer 3 instead.

~Blacky.
blackhole89

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Posted on 12-03-04 02:03 PM, in Hacking Backgrounds Link
Actually, nothing is loaded "in the background" or "in the foreground", since layer 1 and 2 use the same tileset in the SMW engine (nice name for it, eh^^). Means, you can as well use background tiles in the FG and vice versa.
What LM calls the four tilesets loaded only indicates how they were originally used in SMW. However, it's up to you whether you put your FG tiles in BG1 and your background in FG3 or whatever you might (or might not) want to do.

~Blacky.
blackhole89

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Posted on 12-03-04 02:12 PM, in Whats your height and how do you find it? Link
Originally posted by NSNick
~5.76 m @ ~61 kg.
Erm... are you entirely sure about it?
(lol)
Only to have it mentioned, 5.76m is ... no ... go find out yourself. *rofl*

Originally posted by Yoshi Dude
I don't like being shorter than most people I'm around. I also have a tendency to be attracted to taller people.
I guess this is predicted correctly by statistical law, considering that you are shorter than most people you're around...

btw, how exactly do you calculate this ... erm ... second number thingy... I mean this: 12'5" (this is just an example) - is it just me or doesn't it "wrap around" 10, that means, 5'10" isn't equal to 6'0"? If so, what is the modulus for it, then?
See, I have real problems with non-metric systems...


(edited by blackhole89 on 12-03-04 06:25 AM)
blackhole89

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Posted on 12-03-04 03:33 PM, in RPG code for SMW - there's some progress. Link
This one is quite nice, actually... can I have it in a gfx file (those with a .bin as an extension^^)?

Thanks in advance,
~Blacky.
blackhole89

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Posted on 12-03-04 06:34 PM, in RPG code for SMW - there's some progress. Link
Originally posted by knuck
Originally posted by blackhole89
@cpubasic13, I might or might not release a function-reduced version with the next demo of ALttP already...
And then no one will find your hack innovative because the rpg code will have been used as hell when you release it.
But in the end, it's your call...

It will be hard enough to use. At least not like "zomg i take t3h lunar magix type some lololol text and my hack rox". You'll need to know about hex hacking and how SNES tiles are set up, and I don't think more than 5 people in here know that. An overusage is hardly possible, therefore.
Besides, I said I was gonna release a limited version. What you'll see in SMW: ALttP will be much, much more. [/advertisment mode]

@BMF, kthx.

~Blacky.
blackhole89

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Posted on 12-03-04 06:55 PM, in IRC Good Time Quotes Link
blackhole89: actually, others spam me too
blackhole89: but you spam me most of all >_<;;
knuck: that's cuz there is <3
blackhole89: you're gay
blackhole89: !
knuck: !

edit: omg jesp why are your IRC logs so much better than mine


(edited by blackhole89 on 12-07-04 11:15 AM)
(edited by blackhole89 on 12-07-04 11:16 AM)
blackhole89

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Posted on 12-03-04 08:32 PM, in Rain and Background? [Issue] Link
Ok, listen up.
Drawing to Layer 4 means any/all of the following:
- changing the very screen mode SMW runs in
- reducing the colour depht of Layer 1 (level) and Layer 2 (background) to 2 bpp / 4 colours
- thus throwing away as much as all of SMW's drawing, decompression, tile management, ... ... ... code

Think about what you're doing. please.
blackhole89

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Posted on 12-03-04 08:37 PM, in RPG code for SMW - there's some progress. Link
Yeah, no ASM. At least as long as you don't want to add functions to it.
With SNES tiles I mean how SNES tiles are set up in the PPU, and, yes, I believe it's the same on SMW's RAM mirror for the status bar. And it isn't exactly "1st byte: Tile, 2nd byte: Settings", but
vhp???## ########, with v = vertical flip, h = horizontal flip, p = layer priority flag, ? = palette number and # (10 bits) = tile ID.
blackhole89

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Posted on 12-04-04 03:08 PM, in RPG code for SMW - there's some progress. Link
Originally posted by d4s
Originally posted by blackhole89
Transparency is makeable, though (would use up another HDMA channel, because you'd otherwise make the status bar transparent either).


although you dont seem to like me/respond to my messages(magst du deine landsleute etwa nicht? , i have to tell you one thing:


Why? I can't remember ever not having responded to you... zumindest nicht bei sinnvollen Posts...



there IS a way to make a gradient hdma translucent textbox with only ONE hdma channel!
how, you ask?
simple, dont rewrite the palette via hdma, but setup your hdmachannel to write
2 registers at once, and select the cgadsub designation reg ($2131) as target.
dont forget to set your fonts background to colour #0 (transparent).
since youre using a static hdma table, set it up like this:

;no cgadsub
.db $7f ;scanlines to count until textbox
.db $00 ;register $2131, disable cgadsub on all channels
.db $00 ;register $2132, set cgadsub color to black


;textbox
.db $04 ;first 4 scanlines of textbox
.db $3f ;enable cgadsub on all layers EXCEPT layer 3
.db $aa ;select color

.db $04
.db $3f
.db $ab ;and make a gradient


etc.


That won't work that easily because (1) SMW uses CGADSUB for the backdrop colour, (2) some of my levels use CGADSUB for the level itself (->translucent water) and therefore can't be just switched to fixed colour addition/subtraction that easily without garbaging the background behind the textbox.

However, I believe I still have an HDMA channel spare, so the progress of this thing is only limited by my laziness.

btw, I, in fact, never knew Breath of Fire 2 was translated to English... that's why I never played it
blackhole89

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Posted on 12-04-04 03:14 PM, in Rain and Background? [Issue] Link
@uncreative username + Someguy, SNES SMK graphically sucked.
The only SNES games that use the four layers are those with 3D geometry through the SuperFX2 chip (or whatever it was called), namely SMK and Starfox 1/2 (both of those had sucky graphics imho). They need the four layers for the 3D stuff.

@Koopa_Myster99, no, since I am quite sure you lack the basic knowledge to understand it. I don't mean to insult you in any way, but I am sorta tired of "what is ASM? is it edible?" noobs who keep asking others to teach them the [elitist bullshit]"high arts of ASM hacking"[/elitist bullshit].
blackhole89

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Posted on 12-04-04 03:16 PM, in Hacking Backgrounds Link
Originally posted by klemjohansen
On loan from Python's Grayle: Almighty God Himself.


SWEET++.
That was my favourite movie, and I wonder why no-one cared about making an SMW hack on that theme before.
blackhole89

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Posted on 12-04-04 09:59 PM, in Rain and Background? [Issue] Link
Nope.
What HDMA can do/u]
- Writing something to PPU registers after a certain scanline was drawn.

What HDMA can't do/u]
- Writing something to PPU after a certain graphics layer was drawn.

In other words, you could, say, make the upper halfter of your output mode 1 and the lower one mode 0.
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