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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 06-09-04 07:44 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
That's what I got using level 2 (but only a bit):



You can't do it using only one level. If you clear its go-behind-anything-flag, it will either slice through the pipe at the border between the layer-priority-enabled pipe bottom and the -disabled pipe top tiles or it will go totally in front of the tiles.
Therefore I suggest you use HDMA to split up L2 into a backgroundish top and a pipeish bottom.




(edited by blackhole89 on 06-09-04 10:47 AM)
(edited by blackhole89 on 06-09-04 10:50 AM)
blackhole89

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Posted on 06-09-04 08:05 PM, in ASM help (custom block and music related) Link
@Kario [1.] I believe he's from Romania.
@Kario [rest] I think the same. As I always told on my other posts.

Well, it isn't easy to believe, after all the hoaxes posted, but I... found a song pointer in DJ Bouche's DW3 hack (which uses a more wide-spread version of the N-SPC engine), traced it up to the track data itself and found most of the mappings (they are alike, but not similar to LoZ3's). When I have something working I'll release it. Immediately. Promised

Ahyes @all: What orynider writes in his first post generally points at two facts:
(1) he has no idea of SPC-hacking, romhacking or whatsoever. Neither he made any progress at hacking SMW songs.
(2) he hasn't fully understood the N-SPC manuals you sometimes find.

*quote*
MarioWorld it's using just 8 pointers (values) to bypass the original music and use the custom music or not. Playing whit this values (activating and deactivating the custom music) I whandered if there is a better way to change all this (just from one variable)?

pointers = values?
I think what he is writing about are the 8 track pointers (for the 8 DSP channels of the SPC700) which belong to a song pattern/part. The tracks it points at are the only parts of an N-SPC program/dump/... which contain any song information.

Sorry for being a bit harsh. But @orynider - you're a lamer.

Have fun,
Blacky.


(edited by blackhole89 on 06-09-04 11:06 AM)
blackhole89

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Posted on 06-09-04 08:18 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
Ok.
Have anything against if I install BMF's famous palette ASM system? It's quite a help.

Have fun,
Blacky.
blackhole89

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Posted on 06-09-04 10:11 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
Didn't yet work on the ground, but here's what I've done with HDMA:


- the blue stuff (below) is the backdrop color.
- the mountains (I'm not really good at drawing backgrounds ) move as a normal BG does (parallaxing/slower scroll)
- the pipe tops move the same speed as BG1 as long as they're lower than the mountain's lowest tile.

I still have one problem: BMF's palette ASM hack routine is hooked before the BG1HSCROLL register which I need for calculating the HDMA table is being updated, so the pipe tops fall back two pixels or less when you're moving. But you can still see it, although it's not too glitchy.

Should I send you the ROM now?

Have fun,
Blacky.

blackhole89

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Posted on 06-09-04 10:47 PM, in Sky Gradients Link
1st Method: just paint'em into the background layer.
2nd Method: HDMA. I'm working on it; noone else tried yet, afaik. And I'm only half successful due to several crashes - the backdrop area isn't palette index 0.
blackhole89

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Posted on 06-09-04 10:49 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
1. Yeah, I'll PM the ROM at the current state. Although the HDMA routine is yet far away from completion.
2. Possible, but not too easy.
3. Both.
blackhole89

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Posted on 06-09-04 11:28 PM, in ASM help (custom block and music related) Link
No, that's just a rarer soundpack from DJ Bouche. @orynider, shame on you again.
blackhole89

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Posted on 06-09-04 11:54 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
Uhmyes, it wouldn't work that way
*selfquotes* If you clear its go-behind-anything-flag, it will either slice through the pipe at the border between the layer-priority-enabled pipe bottom and the -disabled pipe top tiles or it will go totally in front of the tiles.
And I don't think there would be any use in making the pipes higher for you. Sorry, but I hardly can help you at this.
blackhole89

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Posted on 06-10-04 06:49 PM, in Sky Gradients Link
@Smallhacker - it's not HDMA (fuzzy effect) but the SuperFX chip. I don't really know how to program that.
blackhole89

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Posted on 06-10-04 11:18 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
*turns on SMRPG "weapons factory" SPC with surround sound and bass boost* ... ah ... groovy.

Well... I think... doing only SMW: ALTTP over and over again becomes somehow boring. I'd like to participate in your hack (@Atma) maybe I could help out with some more technical things (e.g. my still-beta RPG code for SMW allowing some more RPGish text windows and real conversation (as an opposite to the dialogue boxes you have to pwn your head with ^^) with sprites) . I think I won't continue with SMWALTTP until I found out which song I've found in a DW3 SPC dump. (I found one, including pattern lists, and even managed to decode it - but, as always on SPC, there's almost no chance to determine the song by only looking at "disNSPCed" channels, as the melody is split up heavily)

*hears foobar2k switch to the barrel volcano theme and turns bass boost a bit weaker*

Have fun,
Blacky.
blackhole89

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Posted on 06-11-04 04:57 PM, in ASM help (custom block and music related) Link
(1) You've disassembled the beginning of a snes rom. Is that really worth posting and acting like "look at me, I've disassembled a ROM, I'm a l33t h4x0r, worship me!"?

(2) If you just change the track played on the title screen that can't be called custom music.

(3) You haven't done anything to the SPC. this is bit by bit the same to a soundpack of bouche's.

(4)

Credit:
- JohnWill (Bouche)


jonwil (if you meant him) isn't the same as DJ Bouche.

(5) Really, stop wasting (that is how, I believe, it should be written) your time with us. You'd better build up your (non-existant, as I think) w00t romhacking skillz. And no-one would miss you, I believe.

Sorry again for being harsh. But, as it's you...


(edited by blackhole89 on 06-11-04 07:57 AM)
(edited by blackhole89 on 06-11-04 07:58 AM)
blackhole89

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Posted on 06-11-04 05:00 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
@Atma X: yeah. Never did this before, but I think it won't be too hard.
@Kario: also a possibility.
@Smallhacker: I believe you'd just have to add some more shadings.
blackhole89

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Posted on 06-11-04 06:04 PM, in SPC hacking - SMAS music format revealed! Link
Well, the topic sounds somehow aiming-for-the-stars-ish, but - it's true - I discovered a pattern pointer table, traced the pointers and in many aspects decoded the data format of it. I used a simulated SPC dump from Second Reality Project 2 (which uses a SMAS music patch). Simulated means, I used my N-SPC-traceroute program to find the N-SPC chunks, simulate the work of the ROM's SPC loader and create a not-really-playable SPC memory dump. (If anyone'
s interested, I'm ready to release any of the programs I mentioned here just tell me)
I commonly relied on the LoZ 3 N-SPC format (although it isn't exactly the same at each point, especially the commands often differ), therefore thanks to the guys who made Hyrule Magic (used this one to get into N-SPC).
Enough of talk, here's a dump from my *drumroll* ultimate N-SPC disassembler.
Opening: E:\SPC\smw\srpii000.spc
PatternTable? d276

CH0: $D296
CH1: $D2E7
CH2: $D316
CH3: $D343
CH4: -
CH5: $D36F
CH6: -
CH7: -

[ Decoding channel 0 ]
Pan A
Instr 5
(LoZ=Finetune)??? 0
Volume 82
(LoZ=Transpose)??? F4
LENGTH (12); KEYON(6); TONEVOL (7)
> C2
LENGTH (12); KEYON(6); TONEVOL (9)
> G2
LENGTH (12); KEYON(6); TONEVOL (10)
> G2
LENGTH (12); KEYON(6); TONEVOL (11)
> C3
LENGTH (12); KEYON(6); TONEVOL (12)
> C3
> E3
> E3
> G3
LENGTH (12); KEYON(6); TONEVOL (9)
> C#2
LENGTH (12); KEYON(6); TONEVOL (10)
> G#2
LENGTH (12); KEYON(6); TONEVOL (11)
> G#2
LENGTH (12); KEYON(6); TONEVOL (12)
> C#3
LENGTH (12); KEYON(6); TONEVOL (13)
> C#3
> F3
> F3
> G#3
LENGTH (12); KEYON(6); TONEVOL (9)
> C2
LENGTH (12); KEYON(6); TONEVOL (10)
> G2
LENGTH (12); KEYON(6); TONEVOL (11)
> G2
LENGTH (12); KEYON(6); TONEVOL (12)
> C3
> C3
> E3
> E3
> G3
LENGTH (12); KEYON(6); TONEVOL (9)
> C#2
LENGTH (12); KEYON(6); TONEVOL (10)
> G#2
LENGTH (12); KEYON(6); TONEVOL (11)
> G#2
LENGTH (12); KEYON(6); TONEVOL (12)
> C#3
LENGTH (12); KEYON(6); TONEVOL (9)
> C#3
> F3
> F3
> G#3

[ Decoding channel 1 ]
Pan A
[LoZ=Finetune]??? 0
Volume B4
Vibrato C 18 30
Instr 5
LENGTH (24); KEYON(6); TONEVOL (7)
> G3
LENGTH (48); KEYON(6); TONEVOL (8)
> G4
LENGTH (24); KEYON(6); TONEVOL (9)
> G3
LENGTH (24); KEYON(6); TONEVOL (10)
> G#3
LENGTH (48); KEYON(6); TONEVOL (11)
> G#4
LENGTH (24); KEYON(6); TONEVOL (13)
> A#4
LENGTH (24); KEYON(6); TONEVOL (11)
> G4
LENGTH (48); KEYON(6); TONEVOL (10)
> G3
LENGTH (24)
> G4
> F4
LENGTH (48); KEYON(6); TONEVOL (9)
> G#3
LENGTH (12)
> A#3
LENGTH (6)
> A3
> G#3

[ Decoding channel 2 ]
Pan A
Volume 8C
Vibrato C 18 30
Instr 5
LENGTH (12)
> C#6
LENGTH (24); KEYON(6); TONEVOL (8)
> G3
LENGTH (48); KEYON(6); TONEVOL (9)
> G4
LENGTH (24); KEYON(6); TONEVOL (10)
> G3
LENGTH (24); KEYON(6); TONEVOL (11)
> G#3
LENGTH (48); KEYON(6); TONEVOL (12)
> G#4
LENGTH (24); KEYON(6); TONEVOL (13)
> A#4
> G4
LENGTH (48); KEYON(6); TONEVOL (12)
> G3
LENGTH (24); KEYON(6); TONEVOL (11)
> G4
LENGTH (24); KEYON(6); TONEVOL (10)
> F4
LENGTH (48); KEYON(6); TONEVOL (9)
> G#3
LENGTH (12)
> A#3

[ Decoding channel 3 ]
Pan A
Volume A0
Vibrato C 18 30
Pan F
Instr 5
LENGTH (24); KEYON(6); TONEVOL (8)
> C3
LENGTH (48); KEYON(6); TONEVOL (9)
> C4
LENGTH (24); KEYON(6); TONEVOL (10)
> C3
LENGTH (24); KEYON(6); TONEVOL (11)
> C#3
LENGTH (48); KEYON(6); TONEVOL (12)
> C#4
LENGTH (24); KEYON(6); TONEVOL (13)
> C#4
LENGTH (24); KEYON(6); TONEVOL (11)
> C4
LENGTH (48); KEYON(6); TONEVOL (10)
> C3
LENGTH (24)
> C4
> G#3
LENGTH (48); KEYON(6); TONEVOL (9)
> C#3
LENGTH (24)
> C#3

[ Decoding channel 4 ]

[ Decoding channel 5 ]
Pan A
Volume A0
Vibrato C 18 30
Pan 5
Instr 5
[LoZ=Transpose]??? F4
LENGTH (24); KEYON(6); TONEVOL (8)
> E3
LENGTH (48); KEYON(6); TONEVOL (9)
> E4
LENGTH (24); KEYON(6); TONEVOL (10)
> E3
LENGTH (24); KEYON(6); TONEVOL (11)
> F3
LENGTH (48); KEYON(6); TONEVOL (12)
> F4
LENGTH (24); KEYON(6); TONEVOL (13)
> G4
LENGTH (24); KEYON(6); TONEVOL (11)
> E4
LENGTH (48); KEYON(6); TONEVOL (10)
> E3
LENGTH (24)
> E4
> C#4
LENGTH (48); KEYON(6); TONEVOL (9)
> F3
LENGTH (24)
> F3

[ Decoding channel 6 ]

[ Decoding channel 7 ]

Phew, that was long.

The problems of the "disassembler" are at this moment the following ones:
- It doesn't know where the single tracks end. So it just stops track disassembling when there comes a command after a tone output, presuming the command has to belong to the next tracks. CallLoops are ignored therefore. If someone knows how the end of a track is determined, please post here.
- Not all commands are disassembled, neither all are disassembled correctly (imho).
- No "preview" of the sound is available 'cause I weren't able to get DirectSound to work in the DOS box.
- Nastily unclean programming. (my fault, again ^^)

Anyone having an idea which song it could be or able to contribute anything?


(edited by blackhole89 on 06-11-04 09:09 AM)
(edited by blackhole89 on 06-11-04 09:48 AM)
(edited by blackhole89 on 06-11-04 09:49 AM)
(edited by blackhole89 on 06-11-04 09:51 AM)
(edited by blackhole89 on 06-11-04 09:54 AM)
blackhole89

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Posted on 06-11-04 07:04 PM, in More then one midway points Link
How about this one:
Most levels consist of more than one technical "level", don't they? I mean, a cave and an outsideous part or something like that. I use an extremely long level in SMW-ALTTP. It's realized that way: when you enter another "sublevel"/"submap" your overworld position is being changed so you land on an invisible level tile which you can only leave towards the first level tile belonging to the level (from which you won't be able to go back to the invisible level tile). It is in most points a clone of the first level tile, besides to the exit directions and its level number (it points on the "midway" submap). Right before you reach the exit you're being moved to the last tile of the complex, which marks the end of the level. When the final level-done-event is invoked, the path is opened up in both directions and the midway tiles are thrashed.
Understood so far? I'm not sure anymore whether I've expressed it correctly.

Have fun,
Blacky.
blackhole89

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Posted on 06-11-04 07:44 PM, in ASM help (custom block and music related) Link
Now that's the first really good idea I heard since this thread was started.
blackhole89

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Posted on 06-11-04 08:30 PM, in Working on a YI Editor Link
Ack, this thread is a real pain in the a**... I mean, 8 full pages and no summary at all... I heavily recommend you to bundle all the screenshot, status report etc. available yet on the headpost (1st one).
And yes, is the name stuff already locked down? I'd suggest "Yamsle" aka "YaMSLE - Yet another Mario Series Level Editor". Or what about "yikes" - "Yoshi's Island kewl editor stuff"

Have fun & keep working (looking forward to it),
Blacky.
blackhole89

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Posted on 06-11-04 09:15 PM, in SPC hacking - SMAS music format revealed! Link
Not at all. SMW uses some weird N-SPC derivate and doesn't at all fit into these mappings (as I found out disNSPCing the whole ROM).
Thanks for your help. Do you have any SPC dumps of that? I'm not far enough in the corresponding SMAS subgame to get this music to hear...


(edited by blackhole89 on 06-11-04 12:16 PM)
(edited by blackhole89 on 06-11-04 12:27 PM)
(edited by blackhole89 on 06-11-04 01:46 PM)
blackhole89

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Posted on 06-11-04 09:56 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
I believe (although haven't yet tried for myself) that the custom block routine itself relies on LM's Map16 ASM hack (!), to which SMW hackers got used so much that they start thinking it is part of the original SMW. That means, the Map16 number is being passed to the custom block routine. Look around a bit to find out how (I think it is in an accumulator).

Have fun,
Blacky.
blackhole89

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Posted on 06-11-04 11:56 PM, in SPC hacking - SMAS music format revealed! Link
Please stop flaming! I don't want to see my nice little thread closed after less than one day passed.
And @Kyouji, stop acting like a moron. Even if DJ Bouche posts his method (which would be rather positive in my opinion, although improbable), not anyone likes to mess with hex and pointers to edit some song. And Bouche is nearly inactive (last login 4 days ago) and, as I guess, prefers to keep his methods for himself. I mean, I have nearly all I need for making a full-featured editor. I'm only missing some few song pointers.

Have fun,
Blacky.


(edited by blackhole89 on 06-11-04 02:58 PM)
(edited by blackhole89 on 06-11-04 02:58 PM)
blackhole89

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Posted on 06-12-04 12:36 AM, in SPC hacking - SMAS music format revealed! Link
I am a few steps off from making a disassembler. That means, I have nearly all the mappings I need, most of the song pointer structure and many of the instruments decoded. That, again, means that I have nearly all information I need for programming an editor. I didn't say the editor is nearly ready.
And for me, flaming is rather stuff like "DUDE U SUCK LOLOLOLOL" or "give up your silly project it's futile go back to sleep" than well-founded criticism amplified with some few words like "moron".
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