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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by blackhole89
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blackhole89

LOLSEALS
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Since: 03-15-04
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Posted on 04-07-04 10:26 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
I'm also doing one...
and orynider didn't get the 0 for only this. Just make a search on his topics. Anything he ever posted was hoax or trash. If he's making an SPC editor, good. But I'm somehow tired of his attempts to fool the whole community.
blackhole89

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Posted on 04-08-04 01:15 AM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Maybe he's working on it, but that picture's definitively a hoax... this notesheet is no SPC, whatever it is...
blackhole89

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Posted on 04-08-04 01:06 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
@MajinBlueDragon: I surely understand what it means... but detection of one octave up shifting exceeds what's worth implementing when visualising N-SPC data... and still, there's other proof enough that's a hoax...

@skateboarder11: It is no SPC, but rather an N-SPC editor, for the music engine of Nintendo-own games (like most of the mario stuff as well as zelda and a few more). It will read perfectly anything compatible when it has an input file with the song table pointers for it.

GreetZ
Blacky.
blackhole89

LOLSEALS
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Posted on 04-08-04 01:57 PM, in OV movement in level? (ASM) Link
The overworld event# flag could be also used to make multiple secret exits inside a level.
blackhole89

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Posted on 04-09-04 12:25 PM, in How far are you in Super Demo World:TLC? Link
I have got anything outside star world (including boo's) except for the ice castle secret exit, which I was too lazy for), but star world itself is kinda hard.
blackhole89

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Posted on 04-09-04 12:33 PM, in The NEW Ultra Mario World-Preview Link
Great overworld design, the rest is rather average. Anyway, the overworld itself makes it worth playing

GreetZ
Blacky.
blackhole89

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Posted on 04-09-04 02:33 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
At last.
I think the old version's capital error was that it was hooked on that 7F8000 call, wasn't it?
blackhole89

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Posted on 04-09-04 02:43 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
Yep, that could be way better. Meanwhile, I'd better think about how I'll get rid of the old code the best way...
blackhole89

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Posted on 04-10-04 12:52 PM, in SMW: Neo Screenshots (finally!) Link
Argh, BMP.... eeeeeeeevil... anyway, looks quite good. Just one thing: I see you've used those dumped Yoshi's Island Bob-ombs (screen #2). Yoshi's Island graphics are always of pretty good quality, so why have you reduced them to two colours (black and white) only? There was enough information for a pseudo-3D view, you just had to replace the palette with grayscale colours.

GreetZ
Blacky.
blackhole89

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Posted on 04-10-04 01:07 PM, in DwOry: "The best levels" EASTER Edition [Screenshots, download] Link
Way better... now it's up to orynider whether he'll update his palettes...
this ones are even somehow cute. Wasn't there such a "custom sprite contest"?
blackhole89

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Posted on 04-24-04 01:37 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
*pushes* Ah yes, back from deep underground.
Well then, I'll check this out.

EDIT - This didn't fix my problem, but anyway, I found the (evident) reason for the crash: It occurs only when a palette change is done. Many of the SMW-intern palette changes don't care for vertical-blank periods and therefore can start changing the palette amidst of HDMA's work, interfering with the first HDMA table working on $2121 (palette index selector) in some way and causing a crash/pointer havoc/endless loop/whatsoever. I fear there's no real way to fix it, unless you can make all the palette changes wait for VBLANKs.

GreetZ
Blacky.


(edited by blackhole89 on 04-24-04 06:27 AM)
blackhole89

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Posted on 04-25-04 04:05 PM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Actually, it fell back very far. Because I didn't have the SMW SMAS music song pointers what I acutally did was just a graphical editor for LoZ3-NSPC arranged sound tracks at specific locations in the ROM defined by an external pointer list. But I can be quite sure now that the commands aren't the same because recently I had the idea to "disassemble" a whole SMAS-SMW SPC dump to zeldaish commands ( E0...FF are commands like "volume", "instrument", 80...E0 are tones (C0...A6 or something alike), 00...80 is tone length information) and didn't find anything that looked like a piece of soundtrack.

What I am currently doing is (a) trying to get BMF's HDMA routine work for me and (2) trying to find the actual song pointers in the dump. What I've done in particular so far that it works is a program that looks for N-SPC chunks in a ROM and extracts them to a file, doing the same think SMW would do into the SPC's memory when it is run. But I don't think anyone would have much use out of it.

GreetZ
Blacky.
blackhole89

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Posted on 04-25-04 04:25 PM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Another "request": Barrenlands. Yet, I'll be doing this on myself (for SMW: ALTTP)and will put it in here. Anyone know "Mowgli's adventures" for the SEGA? I once lend it off from a friend when I was about 9 years old and I'm still quite sure it had a great wastelands theme. Maybe I'd do something alike )
Still, I wanna be listed
blackhole89

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Posted on 04-25-04 04:27 PM, in Snes Map File..? Link
Yeah, someone recently found its dialogish pendant using a resource hacking proggie. I'm quite sure there's a code (like Chelsea) which unlocks this... and despite that, TILER does a great job in that thing too.
blackhole89

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Posted on 04-26-04 09:23 PM, in Editing ROM with jSmwDev! Link
Whoa, respectable work, Habs...
blackhole89

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Posted on 05-26-04 09:14 PM, in Translating "player game", "empty", etc. Link
Please note that all texts in SMW are being saved as tile maps, that means 2 bytes per letter, not one. (very alike unicode, but the second byte indicating flags like flip) I am currently working on a ... *drumroll* Ending Sequence editor, and it's near to release although I have been off this community for quite a while.
You can easily find whatever text you want in SMW using e.g. the w00t SearchR2 by I believe it was J3d!, not DeJap Translations (old but still good) and looking f.i. for "P0L0A0Y0E0R", note that SearchR2 uses '0' as a wildcard.

Have fun
Blacky.


(edited by blackhole89 on 05-26-04 12:17 PM)
blackhole89

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Posted on 05-26-04 11:00 PM, in New SMW: ALTTP screenshots [at last]. Link
Hello out there,

well, I'm back to romhacking after a longer break I really needed, and here's what I have to offer - two new overworld shots from SMW: A Link to the Past (anyone still remembers? ).


top-left: Cookie Mountains. Shrinked to a single level as time passed by , will receive an own submap (the stuff on the map is only the entrance) with


(edited by blackhole89 on 05-26-04 02:01 PM)
(edited by blackhole89 on 05-26-04 02:02 PM)
blackhole89

LOLSEALS
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Posted on 05-26-04 11:15 PM, in New SMW: ALTTP screenshots [at last]. Link
It isn't colliding with the hills, it's in front of them... it should be falling down from off-screen, showing that there's something much larger behind. And it's landing position is correct as it is there to highlight that this waterfall doesn't go through the hills but is falling down right from above that spot.
blackhole89

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Posted on 05-26-04 11:21 PM, in New SMW: ALTTP screenshots [at last]. Link
As I said, picture two is still "construction site", I just posted it to find out what you think about the general layout of the land masses in this area.
blackhole89

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Posted on 05-26-04 11:34 PM, in New SMW: ALTTP screenshots [at last]. Link
Ah yes, the pipe. It's an entrance to a wide network of submarine caves (wasting three submaps for it ) and I'm still working on a better way of embedding it into water (crushing waves?).
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Acmlm's Board - I2 Archive - - Posts by blackhole89


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