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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 04-16-05 05:50 PM, in Screenshots of the new COTMK 1.2 Link
Two more hints for you: Do not post screenshots directly from LM (overworld shots are an exception).
Do not use freewebs. It sucks. Use photobucket.
The first one looks neat, although the trees look as if they were stolen from BMF's SM Odyssey. (Stealing from other ROM hackers is a serious offense against the community etiquette over here, you know.)


(edited by blackhole89 on 04-16-05 12:50 AM)
blackhole89

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Posted on 04-17-05 02:54 PM, in importing music in SMW? Link
[300204] Chunk 1: L=0x210F A=0x500
[302317] Chunk 2: L=0x9C A=0x3D00
[3023B7] Chunk 3: L=0x18 A=0x3EE8
[3023D3] Chunk 4: L=0x1CF6 A=0xC000
[3040CD] Block end.
[3040D1] Chunk 5: L=0x346D A=0xC000
[307542] Block end.


^ This is a portion of the output a program I wrote in an early stage of decoding the SMAS engine produces. What it basically does is detecting N-SPC copier blocks in the ROM.
The chunks 4 and 5 are the two actual song banks. (Chunk 4: Overworld bank; Chunk 5: Level bank)
As you can see, the whole soundtrack of SMW/SMAS fits into 346Dh+1CF6h=5163h, or 20835 bytes. And that includes quite a lot of songs.
With the memory layout the SMAS engine uses, you could have up to 16383 bytes for a single song, considering you put it in a separate song bank. I don't know of any SNES song that wouldn't fit into that amount of space.

@Tweaker, sorry if I insulted you... I thought you were one of these asshat n00bs who have been becoming more and more lately...
blackhole89

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Posted on 04-17-05 04:55 PM, in "Owned by" game!!! Link

Meteorite owns t3h dino.
blackhole89

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Posted on 04-17-05 05:33 PM, in Kingdom of Loathing Link
We should have something like a literacy test in the registration procedure for the board, too
blackhole89, Pastamancer. As far as I can tell by now, this game is awesome.
blackhole89

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Posted on 04-17-05 11:43 PM, in importing music in SMW? Link
The BRR samples are remarkably small in most cases, in others, they're being streamed from the ROM (but that isn't the case in SMW). Multiply the length of a sample by 9 and divide it by 16 to get its size when compressed using BRR.
WAV, MP3 etc. are much larger because they contain the complete waveform. Concerning size, an N-SPC song could be most easily compared with a MOD or MIDI file.
blackhole89

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Posted on 04-18-05 12:24 AM, in importing music in SMW? Link
That's exactly how BRR samples work, anyway. You have the sample data itself and two pointers, the "start" pointer and the "loop" pointer. When you make the sample play indefinitely, it starts off the "start" pointer the first time, but will start off the "loop" pointer after it reaches the end.
You can convert every sample to BRR, but some of them might be suffering from ugly quality loss afterwards.
blackhole89

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Posted on 04-18-05 05:55 PM, in importing music in SMW? Link
kode54 wrote a BRR output plugin for foobar? where? *googles*

I used to BRRize samples using SPCtool and extracting the data from the SPC dump edited. I always thought there should be an easier way, but I was just too lazy to write a conversion filter myself.
blackhole89

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Posted on 04-18-05 11:54 PM, in Not really rom hacking but still... Link
Originally posted by Kawa-oneechan
Sorry, my bad.

It searched for "data\doukutsu.exe", and checked for Button = 0, aka nothing pressed at all. Both are fixed now. Please redownload, same link as earlier today.


As for Main Artery... that's the fish fight right?

Yeah.
That isn't a glitch... it could be contained with the boss battles in SMW, only that you try to display them as levels... apparently, the map data for that level remains unused because the actual boss fight is hardcoded.
Notice how the tiles are arranged on that "dummy" map. They form an icon that looks a little like the blobber from SMB1, or generally a squid. A more detailed version of the same figure appears when you beat the iron head fish in that level without getting hit a single time , thus receiving the Alien Badge. Evidently, this is a reference to one of Pixel's earlier works, which had a similar graphics engine, but quite different gameplay - "Ika-chan", where you play a similar-named squid who explores some underwater world portion by portion (and looks exactly the same as the squids that appear when getting alien badge).
blackhole89

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Posted on 04-19-05 05:05 PM, in importing music in SMW? Link
Limits of the N-SPC:
- 8 DSP channels, which means you can play up to 8 samples simultaneously.
- 255 instruments, but the amount of samples is practically limited by the space available. Yet, you can always make multiple instruments use the same sample, with the ADSR envelope being the only difference.
- Length of songs, loops etc. only limited by available space. By writing a "live uploader" routine (that would involve SPC-700 assembly hacking) you could make songs of virtually infinite length, but you would lose the ability to produce suitable SPC dumps.
- You can change an instrument as often as you wish within a track. Same applies to other things like echo.
- Samples use a lossy compression method (BRR) at 32 KHz and 16 bit precision.

There might be some more, but that's all I can think of now (being at my school's computer science room).

@turtleman ...... no comment. ;;;


(edited by blackhole89 on 04-19-05 12:13 AM)
blackhole89

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Posted on 04-19-05 09:51 PM, in Not really rom hacking but still... Link
I took myself some time and added a couple of entries to the INI file:

http://a3o.attrib.org/miza.ini

It is still very far away from complete, but I managed to add a couple of key objects as telepods as well as some normal area monsters (Plantation, Outer Wall and Last Cave should be completely tagged now).

btw... [offtopic] the TV says the just elected Ratzinger as the new pope.... yikes.
blackhole89

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Posted on 04-19-05 10:19 PM, in Latest DemoWorld Ory Link
Originally posted by Tweaker
This is the guy that blackhole was talking about? He doesn't seem stupid. That's actually a very nice looking hack. Great job. Are any of the graphics hand drawn?

Yes, that is the guy I was talking about. No, none of the graphics are hand drawn. Yes, he is stupid, or at least he does his best to make everyone think he is. No, that's not a nice-looking hack.



^ these are the shots I used for the argument the previous ... erm... *cough* release of it resulted in. I dunno if the levels shown in here are still present in the hack, but seriously, I don't want to find out. (I guess they are still there - seeing as the 1:1 demo world level 1 +glitches clone is still present (the level 105 thingy)
blackhole89

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Posted on 04-19-05 10:40 PM, in "Owned by" game!!! Link

ph34r.
blackhole89

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Posted on 04-19-05 11:30 PM, in Papal Discussion Link
Yeah. They elected Ratzinger (a German from Regensburg). Dammit, he's probably one of the heaviest conservative hardliners the church has. And he used to have an official fan club ;;;
blackhole89

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Posted on 04-19-05 11:39 PM, in Latest DemoWorld Ory Link
You don't know him? You haven't missed anything.

If you want to give him a chance, do so, it's your decision. I, and others over here as well, do know him and have already given him more than enough chances. If you want to give him a chance so badly, that isn't a reason for us not to do our best to bash him the hell outta here. ;;; A couple of months ago, he gave everyone who was into SMW hacking many, many reasons to have an abysmal hatred against him. If you want to find out why, just search deeper in the SMW hacking board. Earlier or later, you'll stumble upon a couple of threads of his. Hopefully, you'll understand after reading them.
blackhole89

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Posted on 04-21-05 07:38 PM, in Not really rom hacking but still... Link
Nice work.

Anyway, it might be a little offtopic, but it concerns Cave Story, and it is not that important that it would be worth a separate thread - I hereby declare that I managed to write a little conversion program that converts music from Cave Story's ORG format to N-SPC, thus making it possible to put cave story music into any SMW hack with SMAS music, as well as any other game with the N-SPC engine. Here is a demonstration of the inhuman powers I wield now.
(The song in that SPC is the title theme, which is as well played in the Plantation level.)
The limitations of it, by now, are the following ones:
- At its current state, there's hardly any use of it for a hack, because, as an example, the song downloadable above already takes up 10 out of the 13k of song data in that song bank, and for making it fit in there, I had to crush 90% of the other songs, so even things like the mario death jingle make the SPC crash now. The reason for that is that it lacks any ability to intelligently reduce the amount of settings used. It could be best compared with a HTML page which has a <font color=... size=... face=... ...> before every character. I am going to fix that later. I guess you could reduce the size of an average song to 50% of the uncompressed size and below.
- If there are more than 8 tracks used in the .org file, it will ignore the missing ones.
- Many things are just being ignored at conversion by now, like panning and volume.
- Few cave story instruments have appropriate-sounding counterparts in SMAS. That especially applies to the percussion samples.

btw - @Kawachan - it's fine that you actually could use some of my object descriptions, but why have you thrown some of the data away again? Like, the neko ghost that vertically floats at Outer Wall while spitting ghost mice at you (a cave story fansite says its actual name is Night Spirit) that was replaced with "???", while the lobster-like guys who hop horizontally in the same level were completely removed from the list.
blackhole89

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Posted on 04-21-05 07:46 PM, in Some Ending Level Probs [Status Bar Issue] Link
Search for 30*31*32*33*34, with * being a one character wildcard. SNES tiles are 2 bytes in size.
blackhole89

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Posted on 04-21-05 08:07 PM, in Right, Left... Link
As far as I know, latin for left is laevus. Of course, there might be multiple words for that, but "sinister"? Highly doubtful, in my opinion.
As for me, there are some things I can only do with the right hand (like, wielding a computer mouse), while there are others I only can do with the left hand (like, grabbing for coke bottles, playing SMW, drawing more or less round circles on paper or blackboard () and rapidly typing on the left side of the keyboard). All together, yet, there are way more things I can do with the right hand, so I voted the right ones. Although that's the opposite of my political orientation.
As for that maths stuff, we have two people in my grade who pretty much share the rank of the most skilled maths geek - me and a classmate of mine. I am right-handed, the mentioned classmate is left-handed. Usually, there is a clearly above-natural percentage of left-handed ones at higher levels of the maths olympiad (about 25%, or so I guess, at the latest "national saxon maths seminar")
blackhole89

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Posted on 04-21-05 09:25 PM, in Unspoken interests? Link
Well, I work for a school newspaper that actually claims to have something like niveau... I mean, we even somehow managed to make an interview with Germany's Minister of the Interior (I'm not exactly sure whether that's its actual name in English... I can't find my dictionary now, and that's what google translation spew out), but that was already aeons ago. Yeah, our best days are over
Other than that, I'm also a maths fanatic (not that it would be of interest), and I like to play chess and pool billiard.
blackhole89

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Posted on 04-21-05 11:11 PM, in Not really rom hacking but still... Link
Ok, for the Neko Ghost and the horizontally jumping lobster, it would be Moon.pbm, so it's 213 Night Spirit (Moon) etc., right?
blackhole89

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Posted on 04-22-05 08:28 PM, in Would this be possible with ASM? Link
The main problem about it is not the graphical effect... it's not all that hard, as d4s described... the problem are the gameplay-effective modifications that have to be done. If you remember, the dizzy effect in YI
- actually gave the ground that wavey shape, or, in other words, adapted the collision detection to what you see
- crappified the controls
- allowed some interesting effects that aren't possible in "sane mode", like doing the float jump backwards (i.e. Yoshi faces the left while floating to the right)
Neither of these could be done without very deep modifications to the SMW engine. The first one would include totally rewriting the collision detection routine.
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