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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 04-01-04 09:04 PM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Bah. Now, I am tired of all that.
Maybe we should rename 04/01 into "DOC" (Day Of Counterproductivity) after all...
blackhole89

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Posted on 04-01-04 11:26 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
No. Change the register# affected by the HDMA. Search Google for "SNES register", you'll find a lot of manuals. I think BMF well described what in particular you should change. (Exchange L2 HSCROLL with L1 HSCROLL register).

And I think YI's fuzzy effect was waving horizontally. It won't work that way unless there's something like "VDMA".

GreetZ
Blacky.
blackhole89

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Posted on 04-01-04 11:38 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Uhm... I vaguely can recall having seen it already somethere...
*digs in the paper stack*
Ah yes. Here it is:

*quotes*
SPC 700 Documentation

Written by Gau of the Veldt
For the general Famidev community

*ends quoting*
The rest can be read out from "orynider's" document. Shame on you. Dirty methods, aren't they.

*googles*

As a prove, also look up the original document here:
http://emureview.ztnet.com/developerscorner/SoundCPU/spc.htm

Not good. Didn't expect such things even out here.
blackhole89

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Posted on 04-02-04 06:05 PM, in What programs do you use? Link
2. SNES ASMDEV
3. MrClick's TileEd
4. XVI32
7. Corel Photopaint & 3ds max
8. Snes9x
9. N/A
10. XVI32
blackhole89

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Posted on 04-02-04 06:08 PM, in Three questions about editing SMW. Link
@Atma X et al.: It is an easy to asmhack SMW to use more OV maps (even multiple overworld-sized), but LM isn't set up to edit them anymore. Tilemaps can be easily edited with a hex editor, but events or L1 (level tiles etc.) are much harder. Fusoya should insert some customization features as editing the tile map at a given ROM adress.

GreetZ
Blacky.
blackhole89

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Posted on 04-02-04 07:47 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
@BMF: Now I've got a real problem. I am using HDMA chans #2 and #3 together for background gradients (as described above). #2 works on $2121 and #3 on $2122, so I basically edit the palette.
It looks ok, but is heavily unstable (as described above). If you can help me, I'll mail you the ROM.

GreetZ & thanks in advance,
Blacky.
blackhole89

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Posted on 04-02-04 08:47 PM, in Gah! I need help >_< Link
As for the cloud, you can use ExGFX ... can't you?
blackhole89

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Posted on 04-02-04 11:51 PM, in What programs do you use? Link
Now if that isn't a good idea for a hack...
blackhole89

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Posted on 04-03-04 07:27 PM, in JAMH: Near Completion Edition [Screenshots] Link
Well yes... impressive as always... I'd apply for beta testing too.
blackhole89

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Posted on 04-03-04 10:20 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
It's quite good (used this one too), but this one's even better:
http://www.geocities.com/Qwertie256/attic/snesemu/qsnesdoc.html#DMATransfers
Can be also used as a reference.
As for assembly, I recommend you to google around a bit.

GreetZ
Blacky.
blackhole89

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Posted on 04-03-04 10:27 PM, in DwOry: "The best levels" EASTER Edition [Screenshots, download] Link
Yet, I don't understand what the topic's title - >>> get the SMW hacks here <<< stands for... there's only one hack - yours -, right, so why is it "hacks"? And it's, not to say trashy, in no way better than others', is it? So what the heck should the arrows (">>>", "<<<") highlight? If you were able to, you'd sticky all of your posts, am I right?

Speaking of "The best levels" - in your place I'd think about it a little... what about "These were the best levels, until I came and trashed them"?

EDIT - here a little of proof. It seems he just took DW3 levels and scrambled them to death.

What are the mud tiles amidst the water good for? And what the hell does the midway point bar above ugly brown water tiles!?

This one looks somehow like what I got on HDMA crashes caused by VRAM pointers going havoc... didn't know there is a way to convert glitched screens to SMW levels


(edited by blackhole89 on 04-03-04 12:46 PM)
(edited by blackhole89 on 04-03-04 12:48 PM)
blackhole89

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Posted on 04-03-04 11:11 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
There are two ways in general.

(1) assembly.
(2) the SNES9x cheat function (think ZSNES has kind of this too)

means, you won't come around asm when you wanna insert it in your hack. (2) can be used for some little experiments. If you wanna try, I'd post a list with about 15 game genie codes to be used at once.
blackhole89

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Posted on 04-04-04 04:49 PM, in Welcome SFX[Help] Link
Boss End Sequence Music: $16B3 (=$15) in ROM
Title Screen Music: $18C7 (=$15) in ROM

Both are PC adresses.

GreetZ
Blacky.
blackhole89

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Posted on 04-04-04 09:26 PM, in Alms for the NeoPhite Link
@Gandalf: 65816 isn't the version. It's the processor's number. (like modern windows programs are in 80386 resp. 486, 586 assembly). If you take it that exact, it's 65c816, 'cause the SNES has a CMOS - not TTL - version of the processor.

GreetZ
Blacky.
blackhole89

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Posted on 04-04-04 11:48 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
As I said, I just can't find the pattern pointers in SDW3... the rest's done so far.

GreetZ
Blacky.
blackhole89

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Posted on 04-05-04 08:25 PM, in Super Mario World - ALTTP - screenshots! Link
Here are two new screenies. Yes, work goes on


Prehistoric Island 4. All of Prehistoric Island is now being redesigned with Yoshi's Island (or SMW2, as FuSoYa likes to call it ) graphics.


No-way-out situation...

In both screenies you also can see what I've done out of BMF's HDMA routine (expanded a bit for two channels, write-once registers etc., short: for palette manipulation). The gradient is no part of the background image but rather of the backdrop area.

And now... an exclusive behind-the-scenes info ( ):
While Lunar Fortress's Yoshi Island graphics were completely reconstructed from Screenshots and converted to SNES graphics using a proggie called Mr Click's TileEd, all of these Yoshi
blackhole89

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Posted on 04-05-04 11:53 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
WAV2SPC - unrealistic. Just the same problem as WAV2MOD, but with heavily limited space and therefore impossible.
(@others) N-SPC is mostly alike the MOD format.
I surely won't make an editor for non-SNES games, but yet, it's much better than HM, 'cause it has graphical output like the better MIDI editors. Playback doesn't work yet because I don't know how to stream a software buffer with DirectSound and neither understand BRR compression.

MP32SPC - same.

MIDI2SPC - possible, as you said. You can BRR-compress a subset of the wavetable and insert it into the ROM, and easily convert the MIDI events into N-SPC events.

FuSoYa implementing that in LM - unrealistic. He doesn't develop it any further and, also, I think that a bit of diversity instead of FuSoYa-Lunar-monopolism would be good. (development title of my program:
blackhole89

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Posted on 04-06-04 12:02 AM, in DwOry: "The best levels" EASTER Edition [Screenshots, download] Link
(1st line) What did you say? Don't understand a word.
(2nd line) Very funny, aren't you.
blackhole89

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Posted on 04-06-04 12:04 AM, in Welcome SFX[Help] Link
No, not exactly. The boss end sequence and start sequence music use up the same patterns, but the start sequence doesn't have this one-channel quiet triller in front.
blackhole89

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Posted on 04-06-04 11:37 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
This screenshot is a photomontage, isn't it? If not, where are the scrollbars, and how does "8va" come into SPC data? Waito... yes, I found a prove that it's a joke. Look at the end of the 2nd part of track 1, there are two notes above each other. But, as anyone knows, SPC means only one note at once per track. Neither the mouse pointer is true, cause only Win2k and XP support coloured ones. And this is definitively not a Win2k/XP screenshot.
Well orynider, nice try. But not really solid.
Other stuff too ->
(1) Show me a version of DirectSound that is not for x86.
(2) Show me an SPC playing engine for win3.11.
(3) What the heck is a "Windows module player"!?

Admit, you have neither a clue of programming nor of SPC nor of romhacking.

And yes, I've already rated you. With a
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