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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 02-11-05 08:58 PM, in SNES Reassembler!<_< Link
As far as I know there is no real difference between .SMC, .SFC and .FIG, and the extension only depends on which copier software was used and what console the former cartridge was for (SMC=Super MagiCom=US SNES, SFC=Super FamiCom=JAP SNES,FIG=dunno). Then again, I might be wrong. Fact is that far not all .SMC ROMs have a header, neither they must have one, as Evil Peer / Geiger has proven with Temporal Flux and his general crusade against ROM headers.


(edited by blackhole89 on 02-11-05 04:59 PM)
(edited by blackhole89 on 02-11-05 05:00 PM)
blackhole89

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Posted on 02-12-05 09:31 PM, in how to extract smas graphics to lunar magic Link
Originally posted by Smallhacker
The ExGFX files can't be larger (or smaller) than 4MB. 4MB in SNES 4bpp format gives you the first 128 tiles (00 to 7F). Since the program accepted file #AC, it has got the exact size. In order to shrink the files to the correct sizes, open the fine in a HEX editor and delete everything from the address $1000 (4096) to the end so that the last byte is located at $0FFF (4095). Note that this will remove every single tile that's after tile #128.

Uhm... 4MB?
That sounds rather like an UT 2004 texture than like a SNES graphics block to me...
blackhole89

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Posted on 02-13-05 02:25 AM, in Geiger's Snes9x Debugger Mark 9 Link
Uh.

You really hate ROM headers, don't you. (At least I got really shocked by the hateful dialogue box I received when trying to start an SMW ROM) I never saw anyone launching such a propaganda machinery (I can't find a different term for it) to exterminate 200 bytes of descriptive, useless and mostly non-hindering stuff.
blackhole89

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Posted on 02-13-05 03:17 PM, in Custom Block request. Link
I suggest an easier version of the stuff you mentioned above.

- Somewhere in the unused space of the ROM you have a level number -> GFX indices table editable with a hex editor or something else.
- Somewhere else in the unused ROM space you keep non-compressed (!) GFX data to be loaded into the VRAM.
- The block routine, when called, reads out the corresponding GFX indices and copies the corresponding GFX data into the VRAM.

It would be much easier to code because I know as much as nothing about the compression algorithm SMW uses on the graphics (and, I believe, only few people besides FuSoYa do). Besides, you would spare yourself having to abuse your level's top left corner.

If you agree with the above, I might try to code such a block for you. Otherwise it would be beyond my possibilites.
blackhole89

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Posted on 02-13-05 09:30 PM, in Custom Block request. Link
As for the last question, it will be the sub-level number. The thing with three graphics sets per level is possible, too.
Well, I'll try to make such a block, mainly because it could be also of use for my own hack...
blackhole89

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Posted on 02-14-05 01:48 AM, in hey chris are u gonna let us download this hack(smw:the lost island) Link
Could you please stop generally being a lamer, an attention whore and one who thinks of the whole board being a playground for his dumbness and ignorance. Thanks in advance, although I doubt you'd listen to me.

I hereby request a permaban for him. He hasn't learned even a little from the few days he received before.

~Blacky.
blackhole89

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Posted on 02-15-05 02:46 PM, in Your ROM-hacking WishLists! Link
Originally posted by Keikonium
REALLY!! I had no clue it was possible to convert NES to SNES!! Thats cool, but it seems it will take alot of work so...

Another wish would be a program (windows, not DOS) that you can load a rom (or zsnes savestate) up in and extract a BG perfectly (assembled) and import it into SMW. Not BGMapper tho because to my knowing it doesn't extract a BG assembled for importing into SMW.

TILER. It loads a ZSNES savestate and displays the contents of VRAM and the tilemaps, with the feature to save the tilemaps in a proprietary format ( ) and the VRAM contents as PCX (which is particularly w00t for programs like tile layer pro which convert to SNES graphics formats).
blackhole89

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Posted on 02-15-05 07:49 PM, in edit music? Link
Thanks for pointing it out. Actually I was heading for the end of the winter holidays, but I landed a wrong guess at when it should be (not the 15th, but the 20th, if you want to be very exact), since it is still half a week to go.
(i.e. I did need about one more week for it when I wrote that, and I was in skiing holidays during the first of the two weeks of holidays we have over here)
blackhole89

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Posted on 02-16-05 02:03 PM, in Screenshots of My Super Mario 3 part II Link
Hmmm... the strong JPEG compression makes it absolutely impossible to detect whether this is a fake or not. Although I would -say- it is one because of the misplaced shoe. (Maybe some other parts of the picture are fake too, like the chained pac man on the lowest pic or whatever)
@Kario, as for your Yoshi thesis, it fails, since Mario is normally being drawn over Yoshi.

See?
blackhole89

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Posted on 02-16-05 02:16 PM, in Special World Music Link
Originally posted by skateboarder11
I'm wondering if the SMB1-remix part of this music is part of the SPC itself, or a separate SPC.

This phrase makes no sense to me. Do you want to ask whether the SMB1 remix music is a part of the special world track or what? If it is so, my answer is no. The SMB1 remix part of the track belongs to the same song in the SPC, so you won't come around changing the SPC data for it, although I predict you'd only have to change exactly two bytes (namely cutting off one index from the corresponding pattern table).
blackhole89

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Posted on 02-16-05 08:28 PM, in Special World Music Link
An "SPC" isn't a song. In my terms, an SPC can be
(a) the sound processor of the SNES (SPC-700, to be exact)
(b) a dump of the memory contents of this processor.

If you archivate these SPC dumps, you might end up with having every SPC (dump) playing back a different song, but technically, you absolutely can not call a song "an SPC". Besides, I already answered the question as you interpreted it, Kario.
blackhole89

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Posted on 02-19-05 07:14 PM, in where can i find rabbit ears for mario and extract them over to lunar magic graphics file Link
Originally posted by Ice Man
I think so, but can an admin BAN him? He's too stupid for this board.

I second that request.
blackhole89

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Posted on 02-22-05 04:55 PM, in Layer 3 Editing (maby using layer 4)? Link
Originally posted by HyperHacker
Plus you'd have to hack just about everything graphic-related to make it work. If you want rain, there's a few things you could do:

-Make it on layer 2 and don't have a BG (or have a fake BG on layer 1)
-Have a cloud span the entire level where the status bar is, and the rain come out from below that.

It'd take a lot of ASM to use all of layer 3 though, since you would have to write the data into VRAM yourself; the game only keeps a copy of the status bar area in memory.

It isn't as hard as it seems, I recommend using google to look up some SNES graphics tutorial using google (and yes, there -are- good ones).

^ Take this as a "proof of concept". The message box is on layer 3.

@Keikonium, the screen mode SMW is in doesn't allow layer 4 at all, and the only one that does have layer 4 limits -all- of the layers, including one and two, to 2bpp (4 colours) graphics. It was mainly thought for pseudo 3D geometry like in starfox, not for good-looking platformers.
blackhole89

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Posted on 02-25-05 06:12 PM, in Screenshots Link
Am I the only one so far who likes the tunnel tileset in the simplistic way it is?
blackhole89

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Posted on 02-28-05 01:02 AM, in does anyone have a link for the ips of dwtlc? Link
Next time, go to irc.acmlm.org #acmlm or ask some community oldbie who might have it. But, hell, please, I think we all are sorts of tired of non-constructive request posts like this one over here. Sorry, I don't mean to flame you in any way, but~

And, sorry, but it seems I can't find the IPS for it anymore, and my ROM copy's overworld is garbage (while the levels still work fine ).
blackhole89

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Posted on 02-28-05 01:55 AM, in Iggy / Reznor battle GFX editing program Link
The technical possibilities to do that already exist (L3 stuff), but it requires asm hacks, and the only way to spread them effectively is including them in LM, which fusoya doesn't develop any further.
And, either way, the top part of layer 3 is reserved by the status bar, which sucks for levels because it would hinder you from displaying layer 3 level data in that area.
blackhole89

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Posted on 03-02-05 12:29 AM, in Master Mario World! Ideas? Suggestions? Stuff to work with? Link
You shouldn't post threads about a hack you are doing which mainly consist out of a listing of features without posting a single screenshot.
</offtopic>

> I made Chargin' Chucks head a white box, [...]
Omfg, couldn't have thought of anything better? I sorts of foresee it is glitchy.

> [...] the notorious Frank!
So, how's "Frank" going to look like?
blackhole89

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Posted on 03-02-05 11:07 PM, in what job do you want to do when you are older Link
Hmm... dunno...

something with computers, definitively... either I'll become a system programmer, or I'll do something with computer graphics (like, 3D animation stuff or whatever). Sadly, SMW hackers aren't being paid for.
blackhole89

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Posted on 03-03-05 05:10 PM, in using layers 2 and 3 for background data... Link
First off, SMW doesn't support any level data on level 3, so dump the third one.
Second, you can turn off layer 2 collision detection by setting the appropriate level mode (Level -> Change Properties in Header -> SNES Registers and Level Modes -> 01).

Hope that helps.

~Blacky.
blackhole89

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Posted on 03-05-05 10:38 PM, in I what to put in costom music in a hack Link
Originally posted by smwedit
In order to put the custom music in, I need an spc inserter, and a midi2spc converter so I can use midis in my hack as the music.

None of these do exist.
And stop talking as if we all were your nasty little slaves. ;;; If you want to find out whether a certain tool or whatever exists or where you can download it, ask politely. And, most important, DO NOT USE CAPSLOCK.


(edited by blackhole89 on 03-05-05 01:41 PM)
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Acmlm's Board - I2 Archive - - Posts by blackhole89


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