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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 03-30-05 02:19 PM, in SMW Dev Env V0.1 Released Import/Export code/data Link
A RATS Tag (STAR written backwards, basically - yet, I don't know what either of them stands for, presuming it is an abbrievation) is just the string STAR and some hex number n (I can't remember whether it was 2, 3 or 4 bytes long, though) that tells LM to reserve the following n bytes, thus not moving any overworld/exgfx/level/whatever data there.
It isn't really neccessary for BMF's PALASM, but it happens to be quite useful when you keep your code in a rather low ROM bank. (I had my code in bank 14h first - without a RATS tag - and it got surrounded by overworld data, making it impossible to add anything)
Currently, I have the code in bank 34h, I don't use RATS, and it doesn't make me any problems.
blackhole89

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Posted on 03-31-05 07:22 PM, in breath of fire 2, take two Link
Originally posted by Ice Man
Ich liebe diese Screenies, einfach zu gut um etwas zu sagen. Keep it up.

Wieso sagst du dann was?

@d4s, this looks like a whole lot of work. Where the heck did you find enough free space in the ROM for placing all the tile data required for the pictures?
Anyway, this might even get me to play BoF2 when it is released. I used to listen to the soundtrack first and play the game it's from when I like it, and BoF2's soundtrack sorta turned me off (lack of any kind of dynamics, crappy samples, crappy melodies, crappy instrumentalization), but...well...yeah.

@dormento, that isn't Dutch. That's German.

@Heian-794, did you use Google translation or do you happen to be the first Japanese I know who speaks German?
blackhole89

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Posted on 04-02-05 02:01 PM, in breath of fire 2, take two Link
Originally posted by d4s

i expanded the rom from 24 to 32mbits, but there were like 3 completely free hirom banks in the original game, this game might've also fit on a 16mbit cart with a compressed script.

the part that occupies (wastes is probably more appropriate) the most space is the music, 6mbit.
im constantly streaming brr samples at 11025hz, mono.
actually, im making the dsp play a single looped sample thats constantly rewritten,
one could say im using some kind of primitive sound buffer.
was damn hard to get the syncing right and to make it sound right without clicks and pops.
i adapted the technique from a pd slideshow.
to simplify the conversion process, the whole song is one big brr sample and i set the loop and end flags during runtime when needed.

the graphics are only 3mbits in size, but the hdma and sinetables for the intro occupy 1 hirom bank alone.

it wasnt that much work, the intro took me two weeks to make.(however, i had the sound running already, the sound engine should have appeared in my zelda 3 hack in the first place.).
i had a good concept, programmed all the needed routines (including a primitive event handler to simplify the actual designing process) in 2 days and spent
the rest of the time designing the intro.
i tried to code all the routines as flexible as possible.

actually, i like bof2s songs pretty much, im a whore for the capcom lead guitars.

btw, blackhole:
did you know theres a nintendo convention taking place in bad m
blackhole89

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Posted on 04-04-05 12:58 AM, in My hack, coming soon Link
He isn't joking. His hack doesn't look much better, yet he thinks he's an SMW hacking genius or something.
blackhole89

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Posted on 04-04-05 01:07 AM, in My hack, coming soon Link
Originally posted by Master M
Originally posted by blackhole89
He isn't joking. His hack doesn't look much better, yet he thinks he's an SMW hacking genius or something.
No, I think it is good for a FIRST (1st) (#1) (newbie) (Jes' got hea) TIMER!

No, it isn't. I know of first timers who did hacks that actually
* had good level design
* weren't profitable for people who sell glasses
* did use real (!) ExGFX

Ok, alright. There sure is something like constructive criticism, but Bowser_k has already proven he pays absolutely no attention to it, but instead prefers to flame everyone who criticises him down. In other words, I don't think he deserves any further constructive criticism unless there's a feelable improvement about that.
And, I think this thread deserves to get closed. There's no point at it anymore.
blackhole89

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Posted on 04-04-05 01:09 AM, in Luigi's Adventure Link
No, I guess not. Things like hack translations are perfectly non-existant nowadays (noone knows why).
Anyway, LAdv is perfectly playable without understanding the text, at least, that's what I experienced when playing it.
blackhole89

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Posted on 04-04-05 12:22 PM, in My hack, coming soon Link
First off, you do not know everything about SMW hacking. Nobody does. Some of us know more, while others know less (you certainly belong to the latter).

Second, if you make a new hack, nobody is interested in it as long as you don't post screenshots. Acmlm's has had more than enough of these "I am going to make a hack. It will be soooo great! No screenshots though" threads - that's what I think, at least. If you post screenshots together with your first post and it looks good, you shall earn people's respect and probably also encouragement.

Kyouji, who exactly respects you? (For the record, I don't. You have done well to give me a reason not to do - two or three months ago, I had an entirely different opinion on you)
blackhole89

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Posted on 04-04-05 09:16 PM, in Name some really, really bad hacks. Link
DWOry - WORST. HACK. EVER. (Made by orynider.)
It is a mix of total glitchiness, crapified Demo World levels, SMW levels which aren't changed at all and some weird, partially glitched exgfx levels with crappy palettes.

These are screenshot portions taken by me, which I used to bash the inventor of this shit back then:





Please tell me when you downloaded it so I can kick this junk off my MMOG server again. (The former download location is showing 404 by now)
blackhole89

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Posted on 04-04-05 09:38 PM, in SPASM Link
SPASM: http://blackhole89.dyndns.org/files/asmdev.zip
Peer's Snes9x tracer (latest version that didn't require you to remove the ROM header): http://blackhole89.dyndns.org/files/snes9x-ep8.zip

Grab it while it's hot (and my comp is online).


(edited by blackhole89 on 04-04-05 04:39 AM)
blackhole89

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Posted on 04-05-05 12:41 AM, in Sprite ASM pointers Link
...and the advantage of writing a hook routine like Atma X described, but making it also check for the current level number or whatever you want, is that you can perfectly do anything about this, like making it run only when mario's X location is even or 5 seconds after you gain a fire flower.
blackhole89

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Posted on 04-05-05 01:10 AM, in Bit of a problem in my hack Link
You probably have too many sprites on screen at the same time. The SNES hardware is limited to a certain count of them. Larger sprites (technically) consist out of multiple "real" (hardware) sprites, because SMW's levels only allow 16x16 and 8x8 pixel large ones. For the gameplay existance of a sprite, only the display of the top-left-most 16x16 block of a sprite is relevant, though; that's why you could step on the invisible parts of you platforms.

Suggestion: Reduce the amount of sprites you have on screen at once.
blackhole89

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Posted on 04-05-05 01:18 PM, in Sprite ASM pointers Link
Sprite hacking is actually quite easy when you consequently try to locate what the 16 bit pointers shown in Mario World Reconfigurator or any other sprite data editor point at. I mean, I am currently running two or three non chuck derivate selfmade bosses in my hack, and they work quite fine (although some handler routine take away dangerously much CPU time already).
blackhole89

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Posted on 04-05-05 07:36 PM, in Giant hammer brothers? Link
Originally posted by Cruel Justice
You could probably figure it out best if you had something like ZSNES that shows the binary addresses used while you play.

Hm?
How do you mean that?
blackhole89

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Posted on 04-05-05 11:25 PM, in What is LEAST important in a SMW hack? Link
You evil ones. Assembly hacks are important. They are the only things that bring innovation to hacks.

My vote goes for sprites, quality sprite placement is the only thing which I can imagine not being present in a good hack. The other ones are sorts of must-be for the correct "feeling" when playing a hack.
blackhole89

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Posted on 04-06-05 12:04 AM, in What is LEAST important in a SMW hack? Link
Sorted by importance, it would be
1. Level Design
2. Assembler stuff (technical innovativeness)
3. Graphics
4. Details/"Quirks"
5. Sprites
for me.
blackhole89

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Posted on 04-06-05 12:14 AM, in ZTaimat World Screenies! Link
Only overworld shots?

Anyway, the overworld seems nicely done, except for the worlds 5,6,8,0,X, which seem too square. Can't tell much more about it, except that you should post some level shots.
blackhole89

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Posted on 04-06-05 08:41 PM, in Dear Acmlm's board Link
Over here in Germany there is some kind of a frequently-used metaphor, which might be translated as, "The rats are leaving the sinking ship." (Note that "rats" is not meant as an insult in that sentence.)
During the past two or three months, I have seen many board veterans leave silently or being forced out by staff. Sure, people like Legion or knuck were violating the rules a lot, and they sometimes were a real pain in the ass. But nevertheless, they were a part of the community. With permabanning them, you (staff) left behind a gap that can't be filled in again that easily, and probably won't anymore. It looks like staff nowadays will rather permaban a community veteran for starting a little flamewar (the 'a' and 'o' of civilized online warfare) against another user than giving a two or three days ban to asshat newbies like DAVALLR or Nad-Gob who haven't yet posted a single post that had a point (while already having posted 5 or even 10 threads, mostly about stuff that should have belonged into a PM) at it and flamed/spammed/... the hell outta others (as seen on the DAVALLR PMs that ocassionally were revealed occasionally on 4/1). (Reason: "We need to help the pooooor newbies")
The community of Acmlm's board is going down at otherwordly speed, and noone seems to bother.
Valcion is the first staff member to set a sign that things aren't going right the way they are, and for that, he deserves the respect of all of us. Now it's up to the remaining staff members to bring the shininess of elder days back to Acmlm's, or to continue using it as a platform for outliving personal "like/dislike" schemata on the users, thus scaring the rest of the "suitable" members away. It's your choice.

~blackhole89.
blackhole89

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Posted on 04-06-05 10:29 PM, in Dear Acmlm's board Link
That illustration perfectly fits.
blackhole89

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Posted on 04-07-05 01:16 AM, in Dear Acmlm's board Link
It's not my point that rules shouldn't apply to veteran members. All I wanted to say is that we should try to have a little more tolerance with them. In my opinion, a permaban is only adequate at a point where it is certain there won't be any improvement at all.

One more thing, I didn't say Valcion deserves respect for leaving, I said he deserves it for pointing out what the board's problems are.
blackhole89

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Posted on 04-07-05 06:25 PM, in Does Overworld Use ASM ? Link
Originally posted by Aioria
the guy was just making a question, some people should grow up and learn to answer questions (even if they are dumb) without flaming.

yes, the OW uses ASM. <---Simple fucking answer.

Kyouji now you really acted like a fucktard...so did you, d4s.


And Nad-Gob, don't care for these 2 morons, they think they are 1337 and that they can go and flame people like that. Just ignore them. You know you are superior than them.

The problem at your point is... they were both right in some way.
Sometimes questions become too dumb to be "just answered", and it is certain he didn't give a shit to read any of the stickied topics before he posted.

Next, the overworld doesn't use ASM, the overworld is done with ASM. It's the ASM that invokes the overworld, not the other way around.

And, you shouldn't say "superior than something". It is "superior to something". (He certainly isn't.)
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