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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 04-29-05 08:56 PM, in What, personality-wise, has changed about you since you first came to Acmlm's board? Link
Well, I certainly grew up a lot, became more reserved than I used to be - I rarely post non hacking related things nowadays - and my English - at least - doubled in quality.
I started drawing anime because of people's post layouts.
Also, I became much more careful at announcing projects of mine. Remember how I said it will take only a couple of days for Solar Soundtrack to be released short after the board restarted? Yikes, it still isn't ready. And only few chosen ones are informed about progress on it, nowadays.
blackhole89

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Posted on 04-30-05 08:30 PM, in Not really rom hacking but still... Link
I got my conversion tool far enough to produce fairly well-compressed output, and the only things you have to input is how many N-SPC ticks you want to assign to an ORG tick (8 turned out to be appropriate in most cases) and what instruments you want to assign to the single tracks.
http://a3o.attrib.org/cs_gravity.spc - Here is an example that turned out really nice. The original song was "Gravity" aka the first boss theme.

[edit] I almost forgot to say the most important thing - it, in most cases, is small enough to be used in SMW hacks without sacrificing crucial portions of the sound effects now.


(edited by Darth Mole on 04-30-05 03:32 AM)
(edited by BMF98567 on 10-31-05 08:44 AM)
blackhole89

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Posted on 04-30-05 10:27 PM, in Not really rom hacking but still... Link
Hm. What player do you use? I tried foobar2k (based on libopenspc) and winamp (based on snesapu.dll), and both of them sounded right to me.


(edited by BMF98567 on 10-31-05 08:44 AM)
blackhole89

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Posted on 04-30-05 11:09 PM, in Custom Block Problems [ASM] Link
@smwedit, your reply was entirely pointless. ;;;

Well, your code seems pretty much ok... Are you sure you got the right offset to write the sound byte to (it should be $214x)? And, have you filled in the table in blocktool properly? (that means, all offsets at either 0 or -1, no reloc offsets whatsoever, ...)

One more idea what you could have done wrong... have you written the adress down as big-endian? It should be like A9 xx 8D 4x 21 60, means, the highest byte last.

For me to be able to tell more, you should post a screenshot of your blocktool setup for this one.
blackhole89

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Posted on 05-04-05 12:58 AM, in How many languages do you know ? Link
Originally posted by Sky Troopa
I know :
1.) Czech
2.) English (Good reading , bad listening)

Know somebody Czech too ?

_________________________________________
Try to translate this :
Ahoj , jmenuji se Sky Troopa. A kdo jsi ty?
_________________________________________

Do you understand this?


Hi, my name is Sky Troopa. And who are you?

Not that I knew any Czech, but well, it's a Slawic language, and I am a native Russian, so it is more or less understandable for me~

Well, my complete list is:
- Russian (natively)
- German (could be considered natively as well, as I went to school for 9 years over here)
- English (it's up to you to judge)
- French (a little)
- Latin (quite well)
- Spanish (not too much of it, though)
- Basque (some few words I picked up during holidays in that region)

Also, I request 1337 being officially accepted as a separate language.
blackhole89

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Posted on 05-04-05 01:21 AM, in Nerd level? Link

I am nerdier than 94% of all people. Are you nerdier? Click here to find out!

w00t.
And, I actually tried to answer all the questions honestly. Seriously, I would be too lazy to google, use wikipedia or a periodic system of elements.


What is your weird quotient? Click to find out!

Well. I would have expected something like this.
blackhole89

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Posted on 05-08-05 01:47 PM, in Ok, I am a newb. Link
Actually, most MP3s are 1MB and more in size - but this applies to stereo (we use mono sound, otherwise the SPC - 65c816 link is too slow - divide by two) 44100+KHz (link slowness problem again... 11050 KHz were used by d4s, and this is a quite convenient sample rate - divide by four) MP3 only. So, we end up with each song being ~0.125MB in size, so we have plenty space in the SMW ROM left, considering you actually write an MP3 decoder for the 65c816 (it sure isn't impossible, but even d4s hasn't done that).
blackhole89

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Posted on 05-08-05 11:52 PM, in The ASM routines thread Link
What's the exact point of this thread? The memory locations thread used to be appropriate for things like that.

Anyway~

$00/80FD - Load the song data for the overworld bank to the SPC
$00/810E - Load the song data for the level bank to the SPC
(It might be the other way around, though. Can't remember now)

$00/811D - Copy N-SPC copier formatted data from the address stored at [$7E0000:$7E0002, big endian] in RAM to the SPC. For more information on N-SPC copier formatting, PM me.

Hope that helps.

~blackhole89.
blackhole89

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Posted on 05-09-05 12:34 AM, in Question about 65816 structure Link
Actually, I started working on a similar tool just yesterday. Now isn't that a weird coincidence
The only problem have encountered so far is that tracing indirectly addressed jumps is nearly impossible without properly emulating the ROM (and even then, you will hardly find all possibilities). As a (not very nice) solution for that, I added the possibility to explicitely mark data pieces as code (will be disassembled properly) or data (will be disassembled to .db "instructions") in description files that formerly only were intended to contain information about what the subroutines do (thus replacing autogenerated jump marks by senseful names).
blackhole89

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Posted on 05-09-05 07:28 PM, in Not really rom hacking but still... Link
I almost forgot about the existance of this thread due to some serious lack of time for reading all the new posts in here... well...

@Dwedit ~ 5 half tones too low?
What I did for this converter was just adding 0x80 to the .org tone height values (thus transferring them 1:1 to the N-SPC tone range) and replacing any tones that ended up being higher than 0xC8 (which appears to be the upper limit of the N-SPC tone height range) with zero tones (0xC9). Now, because I mainly use Snes9x as an emulator, the songs sounded too high for me, so I added a transpose 0xFB command to every track. The parameter for transpose is signed, so the music was lowered by exactly 5 half tones. Heh.
http://a3o.attrib.org/cs_gravity_h.spc - here's a version of "Gravity" with nulled transpose commands.

@kode54 ~ what do you mean by "one-shot samples"? Do you mean especially short ones, or does that limitation with the 25 dropped samples apply to all of them?
Anyway, welcome to Acmlm's board.

@kapow ~ Good work. This will certainly come in handy.


(edited by Darth Mole on 05-09-05 02:30 AM)
(edited by BMF98567 on 10-31-05 08:45 AM)
blackhole89

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Posted on 05-11-05 10:28 PM, in Super Carlos World Screenshots Link

Nice. Actually, I really like it.


Same here. You just should desquarify the borders a little.


Ok.


Nice foreground, but the BG sucks.


Same here.


NEAT. I really like how you did the blocks in this one.


BG pallette is fucked up. FG is way too bright.


Nice Torpedo ted graphics, but the rest is way too unchanged yet.
blackhole89

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Posted on 05-11-05 11:04 PM, in Where you're from, Where you've been, and Where you are. Link
I'm from: St Petersburg, Russia.
I've been: Russia, Germany, Denmark, France, Spain, Italy, Northern Ireland, Austria, Czech Republic, Poland, Belorussia, The Netherlands.
I'm in: Dresden, Germany.




(edited by Darth Mole on 05-11-05 06:04 AM)
(edited by Darth Mole on 05-11-05 06:07 AM)
blackhole89

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Posted on 05-14-05 01:56 PM, in SUPER MARIO LOGGING Link
Oh. my. fucking. god. I have never seen anything THAT CRAPPY.

I fear ... this is ... not a joke at all.
If it is meant to be one ~
THAT IS NOT FUNNY.

KTHXDIE.



@everyone else ~ sorry for flaming. I hope you understand we can hardly expect any improvement from him. Also, I just got up, and this ain't not a good thing to start a day with. This thing will give me nightmares for at least a week from now on.

@Mods, admins or whichever higher beings out there, trash these two threads please. They don't even deserve to stay in here closed.
blackhole89

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Posted on 05-18-05 01:07 AM, in Subroutines in Super Mario World Link
If you want to receive further information, you might also try to directly PM one of the board's resident SMW assembly geeks (BMF, HyperHacker, mikeyk, HabsoluteFate, myself, ... sorry if I forgot anyone). All of us are familiar with tracing (or so I think), so you also stand a good chance to find out what you want when asking for something that is not known yet.
blackhole89

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Posted on 05-18-05 12:41 PM, in Subroutines in Super Mario World Link
Originally posted by francoispress
Originally posted by FloBo
@darth mole: Uhm,... about tracing, I think there are quite many motivated hackers who just don't know how to trace efficiently.. me included. If I want to trace, I try something. And I don't succeed. Then again, I try, and nothing seems to work. When I finally get a Tracelog (like once D4S created for my Lufia-issues), I seem to be so confused that I can't get any idea on how to interpret what happens during that code-segment...

Are there no simple tutorials about how to trace data with geigers SNES-debugger?! I really do want to learn how to handle this.... But seems like I'm just too stupid...


Assembly is a bitch. That's why I never took to machine code. Has anyone disassembled
Super Mario World sucessfully? Is there anything in that code that looks like a subroutine?
I wonder if Nintendo's programmers used assembly when making Super Mario World. Do you think they also could have used C?


Yeah, there is. In fact, every time you see a JSR / JSL instruction, you know is a subroutine (unless, of course, you were unlucky and disassembled a piece of something that was no 65c816 machine code, like, graphics data).
Disassembling, tracing, writing your own assembly code etc. is the everyday work of an ambitioned SMW hacker, you know.
As for C, I am not sure. Chances there are they did, but even if it is the case, they used an extremely optimizing compiler so, in most cases, chances to recover C code are not present.
Yet, there actually are some places in the coede that look like they originally weren't written in assembly. A good example for this is the sprite handler sub-fork routine (noticed that, in mw reconfigurator, many entirely different sprites had the same handler routine pointer?). Every sane asm programmer would have placed a location table somewhere in ROM and done indirect jumps to the actual routines. However, this piece of code looks like this:

CMP #$12
BNE #$04
JSL $123456
CMP #$13
BNE #$04
JSL $789ABC
CMP #$14
BNE #$04
...

or, transscripted as it would look like in C:

if(sprite_id==0x12) HandlerRoutine12h();
else if(sprite_id==0x13) HandlerRoutine13h();
else if(sprite_id==0x14) ...

Note that, in C code, this just looks like the work of a lazy programmer, while in assembler, the lazy programmer certainly would have chosen the pointer table variant (as it is significantly easier to code).

(This piece of code, actually, is one of the locations I am currently rewriting to make SMW capable of handling more sprites at a time. While d4s just patched most of the time-critical routines to FastROM (thus making the processor frequency the 65c816 runs at itself increase locally), I am (also) optimizing the actual SMW code by cleaning up useless process cycle wastes like this)

Geiger/Evil Peer's SNES9x tracer is mostly self-explaining. What you simply should do is:
- setting a "start address" and an "end address" in one of the dialog boxes of the "Trace Menu"
- pausing the game and clicking on "Trace" in the same menu when you reached the position you want to trace at
The tracer will wait until the 65c816 executes the code at the "start address" the first time, dump some few previously executed instructions and continue dumping every instruction executed until it reaches the "end address".

blackhole89

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Posted on 05-19-05 02:13 PM, in Subroutines in Super Mario World Link
Actually, assembler programming isn't all that hard if you have a proper macro assembler which supports labels and stuff. The most annoying twist about assembler coding as we know it is that, if we want to insert anything to already present code, we either have to build hooks or recalculate tons of pointers with unpredictable results.
Back in DOS ages, people used to write even rather large projects in MASM or TASM, as program size and speed mattered a lot more by then.
blackhole89

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Posted on 05-19-05 07:27 PM, in My First Hack Link
SMW: ALttP was my very first hack, and, as far as I know, I wasn't the only one who thought Demo 1 was quite ok.

I would reformulate it like that: You shouldn't release your first hack before you
(1) have shown some screenshots to the public and gathered feedback
(2) have played your way to the already existing SMW hacks in order to get a feeling what the "State-of-the-Art" for SMW hacking is.
blackhole89

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Posted on 05-21-05 01:14 PM, in German Board ? Link
peter_ac, stop flaming people for every single shit. If I were an admin, I'd have given you a four or five days ban to calm down a little already quite a while ago.

mudd, von richtigen deutschsprachigen Boards wei
blackhole89

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Posted on 05-21-05 02:42 PM, in German Board ? Link
@Ice Man, ich war's nicht

@peter_ac, strangely, I haven't noticed anything of it yet. Also, I remember you calling several people asses for no apparent reason.
blackhole89

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Posted on 05-21-05 05:39 PM, in The first annual SMW Hacking awards Link
Best SMW hacker (overall) ~ BMF54123
Best SMW hacker (Ripped GFX) ~ peter_ac
Best SMW hacker (original GFX) ~ Juggling Joker
Best SMW hacker (level design) ~ BMF54123
Best SMW hacker (Storyline) ~ BMF54123
Best SMW hacker (ASM) ~ (damn. My credits for BMF ran out) mikeyk
SMW hacking's Poster boy ~ Juggling Joker
Least constructive ~ RR
Best sage advice ~ Kyouji Craw
Biggest contribution to SMW Hacking (Overall) ~ FuSoYa (lol)
Best Newbie Hack (name of hack and author, please) ~ Super Carlos World (Schnauzer)
Best Veteran Hack (Same here) ~ Super Mario Odyssey (BMF)
Worst newbie hack (only name of hack here, please. no author discrimination, or the vote is ignored) ~ Super DARRK World
Most agreeable SMW Hacker ~ HyperHacker
Least agreeable SMW Hacker ~ Toadeeboy (anyone remember him? Some few lines of constructive criticism made him write a flame essay and leave.)


(edited by Darth Mole on 05-21-05 12:41 AM)
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