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Acmlm's Board - I2 Archive - - Posts by blackhole89 |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 586/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Uh... I just learned something. It is not good to modify message handler routines in the MFC, like giving OnLoad() an additional parameter. Anyway, the problem seems fixed now, but, I sure will need your help at some point... I'm not exactly experienced at the windows API |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 587/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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There -is- a possibility, and SMW "supports" it, too (just look at Iggy's platform). But I don't think anyone among us knows how to program the SuperFX chip. We just aren't that far ... yet | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 588/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Red Piranha Plants: ASM, namely adding a map16 block handler routine. "Yoshi Fire" from Fire Mario (if you mean that): Definitively ASM. And, how exactly do you think he could have used Layer 2 for it? What does Layer 2 have to do with custom blocks and sprites, anyway? (edited by blackhole89 on 03-19-05 02:40 PM) |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 589/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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You, of course, need to reassemble the background tile map using (Editors -> Background Tile Map Editor Window). | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 590/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Originally posted by turtleman Like, HTML? ^^ okok, that was mean of me... it's just like, assembler isn't like the other programming languages. If you want to add two numbers, you don't do something like a+b, but LDA $sourceaddress1 ADC $sourceaddress2 STA $targetaddress etc. If you really want to learn it, I'd recommend to use Google. Search for 65c816 assembler tutorial or whatever. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 591/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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No. That's a feature of Lunar Magic. | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 592/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Originally posted by peter_ac I dunno, it mainly depends on whether DKC2's sound engine is N-SPC compatible. I never played DKC2, so I can't tell @Darkflight, yeah, that will be possible, of course, although I am not exactly sure why you would want to do that. And, it's definitively wrong to call single songs "SPCs". SPCs are either multiple SNES sound chips or multiple SPC dumps (which have the extension SPCs). For instance, one SMAS "SPC" contains all the songs of the song bank the song you'll actually hear when you play/execute it is in. Like, land1.spc also contains the bowser battle song, the coin heaven theme and whatever there is else. (edited by blackhole89 on 03-20-05 06:14 AM) (edited by blackhole89 on 03-20-05 06:15 AM) |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 593/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Uh... what did you say? I can't seem to understand your point at all... And, why have you picked "Sticky: Help" as a topic? |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 594/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Uh, the fonts are designed for Layer 3 and therefore only have 2 bpp. If you load the font's GFX file in 4 bpp mode, the two letters will appear as one, because the 2 bpp of the adjacent letters will be read out as different bitplanes for one tile. | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 595/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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I commonly load the ROM at some address above bank 3 (it's -extremely- improbable to encounter anything but code below that point) and then start looking for any kind of patterns using page-down. If I encounter anything that looks suitable, I write a little program to just render the blocks at this point and see if I recognize the pattern. This method actually also works on rather "modern" games... I did the same thing when figuring out the island data format for 1503 A.D. (yeah, it must have been aeons ago when I wrote an editor for that game) and when writing my RO .gat file editor (which still isn't released). If that doesn't work, I used to do some tracing. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 596/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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SWEET. I have to try this out right when I get home. The only problem I see with that is that BMF's palette controlled asm hack caller system hooks to the NMI. I am more or less sure it won't work anymore with this. Anyway, how exactly does fastrom work? I just -need- to know... |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 597/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Uh... no. It didn't crash or anything, but it didn't execute BMF's code either. I guess the only thing I can do with that is upgrading my RPG code (copying about 100 tiles to VRAM using a loop every frame because of inefficient coding and my general inability to find a free DMA channel ) with this. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 598/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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hmm... do DMA transfers occur on vblank or right at the moment you write the control data to the registers, in other words, do I have to wait for vblank to start the transfer? I am not experienced with plain DMA, sadly And, if I want to convert the whole ROM to fastrom, is it enough to add 80h to the bank number of all 24bit jumps (using, say, a substition program which knows the length of 65c816 instructions) and hook a routine which writes $01 to $420D to the NMI or whatever is executed at the ROM's start (NMI isn't optimal, I know, since it executes every frame, though)? |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 599/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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HDMA doesn't have much to do with transparency, actually. If you can make sure that your door never overlaps the status bar on screen, you can place the transparent part of the door on layer 3 and make everything below the status bar follow BG1 and use additive blending with some minor asm hacking. | |||
blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 600/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Originally posted by blackhole89 What I meant by that is some sort of internal "disassemble, modify 24 bit jumps, reassemble" stuff. Hmm... so there isn't any delay with the DMA transfers? That means I have to spend one frame (in the worst case) waiting for vblank whenever uploading message box data to the screen? (ok, one frame isn't -that- bad, but I am not quite sure whether this might mess up with the original SMW code) |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 601/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Actually, with a certain amount of assembly hacking, you could achieve every level to have one more gfx slot for FG and three more for BG. The only limitation you would have to bear is that you couldn't use BG tiles in FG anymore and vice versa. Here is a little explanation of what you'd have to do: (Current state of VRAM memory layout) - L1(FG) tiles pointer points here - - L2(BG) tiles pointer points here - FG1 FG2 BG1 FG3 - Sprite tiles pointer points here - SP1 SP2 SP3 SP4 lots of empty space unknown (garbage?) stuff lots of empty space layer 3 gfx (What you would end up with) - L1(FG) tiles pointer points here - FG1 FG2 FG3 FG4 - L2(BG) tiles pointer points here - BG1 BG2 BG3 BG4 - Sprite data pointer points here - SP1 SP2 SP3 SP4 probably some empty space left here garbage or HDMA-compressed data lots of empty space layer 3 gfx I'm not quite sure whether I placed the sprite data correctly, but it isn't the thing that matters about the schemata anyway... I am quite sure this won't be that easy, but it is definitively not impossible. If I ever come to need more gfx space in my hack and code the required stuff, I'll certainly release it here. Regards, ~blackhole89. (edited by blackhole89 on 03-25-05 05:57 AM) (edited by blackhole89 on 03-25-05 05:58 AM) |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 602/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Ah... right... I totally forgot about the tilemaps Anyway, I am quite sure there should be enough space for at least 1-2 more graphics slots. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 603/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Originally posted by HyperHacker First off, it is the other way around, in other words, the blue colour component is the highest one. Second, you have to act a little bit different if you want to convert a 24-bit RGB colour to SNES. S = ((R & 248) >> 3) ^ ((G & 248) << 2) ^ ((R & 248) << 7). This one should be right. |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 604/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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Well, I took a glance at the ROM for BSZ3/part1, and here are some of the things I found out... (1) Large parts of the ROM are filled with similar hex characters, so it is more than likely some errors occured on the attempt to dump it. (2) The outdoor area works more or less flawless besides to a few palette bugs. (3) The indoor areas can be categorized into four groups: - Areas that work fine, but miss any kind of walls or whatever boundaries. - Areas that contain nothing at all. - Areas that crash with random tilemap output. - Areas which contain some weird (but not glitched) spell animation-like effects that definitively didn't exist in ALttP, followed by the zelda-typical "riddle solved" jingle. As for the latter, I recorded an AVI of that, but I wasn't able to find a place to put it online due to 6.8 MB of size (DivX). |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 605/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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First off, why the heck do you always put "FAQ" in your thread title? ;;; Second, if you say you want a custom block without asm, you are looking for a custom block which does nothing at all. Custom blocks are done with asm. Third, it would be quite easy to do if you use asm. So I don't see any reason why not. |
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Acmlm's Board - I2 Archive - - Posts by blackhole89 |