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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 06-22-04 12:04 AM, in SMW: ALTTP screenshots thread (bundled) Link
@Kyouji: Yes, not heavily, just a bit, but enough f.I. to be unable to recognize the contents of these color test pictures

@Coby: I'm working towards it...

@cpubasic13: That will need some time... I'm also busy on Solar Soundtrack (and another "Solar" tool which I don't want to tell anything about yet) and I want to finish at least up to World 3.

Alright, here's the next little bunch of screens:



Another level, another palette, another map16 page used up...

What do you think of this "brighter"/"greener" variant?

Have fun,
Blacky.
blackhole89

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Posted on 06-22-04 12:55 AM, in SMW: ALTTP screenshots thread (bundled) Link
(@Lighter spots): Yes, possible. I'll think about it.
(@damage): Yes. Even a bit too much, as they're derived from the piranha plants, so they damage you from the side, too. I'm working on an asmhack against

Damn Iggy. Seriously, that guy's driving me crazy. He just doesn't want to reset the screen mode registers, making himself as much as invincible through a glitched screen as output. Well, ASM, again.
blackhole89

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Posted on 06-22-04 01:00 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
W00t! really good work. A suggestion for ExGFX workshop 4.0: Make a voting system. Just like the user ratings of Acmlm's board, but for the ExGFX. And then, make a quality ranking.
You'd probably have to make a database backbone (if you don't already have so), for instance with MySQL.
blackhole89

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Posted on 06-24-04 06:37 PM, in Changing Music Link
Awful... this thread is becoming a bit flamy... well, I'll try to answer all important questions posted in here:

MIDI import - possible, but goes with an incredible amount of work.
MOD import - possible, and will be available in time. But not until I've figured out where in the dump the wavetable is located
music editing - will become available within the next two weeks. I'm still messing around a bit with song pointers and CallLoops.
Matrix soundtracks - as Solar Soundtrack becomes available, just make a remix. Write down or memorize the melody and write it in N-SPC.
Cooperation with FuSoYa - I see no point in it. LM is great, but there's still no reason to declare him the pope of the SMW hacking community or saying "anything will become better if Fu participates in it".

Have I missed anything?

Have fun,
Blacky.
blackhole89

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Posted on 06-24-04 08:22 PM, in This should be my last n00by question for awhile (And screenshots!) Link
Looks really good to me, I like what you did to the overworld... and your level names rule "PLAIN PLAINS" is best to me...
blackhole89

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Posted on 06-24-04 09:44 PM, in SMW: ALTTP screenshots thread (bundled) Link
Well, here are some more screenies.


The new outer area of Lunar Fortress.


The interior of Undersea Ruins. I finally fixed the top bar palette.

Have fun,
Blacky.
blackhole89

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Posted on 06-25-04 05:40 PM, in SMW: ALTTP screenshots thread (bundled) Link
@Kyouji, Coby: I wasn't using them as clouds... I just aimed towards a darker/more blue (Lunar Fortress => there's something with moonlight here) version of the sunset-red BG of Lunar Fortress's entrance; as I now see (got some sleep, finally ), it has become too funky

@knuck: There is no ASM hack for the spikes. Can't remember having said anything like that I just map16mapped them to the piranha plant tiles.
Although they, in my opinion, rather do contrast with the foreground - OK, I'll change the palettes.

Have fun,
Blacky.
blackhole89

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Posted on 06-25-04 06:44 PM, in Changing Music Link
@MajinBlueDragon: Thanks, that'll certainly come in handy
@knuck: MIDI has a different track layout. There are MIDI ticks and MIDI events, so it heavily differs from N-SPC.
Explanation:

[MIDI file, transscripted]

##TICK##
set channel 5 volume to 1234
output C#4 on channel 5
output C#5 on channel 6
output G3 on channel 2
##TICK##
##TICK##
##TICK##
output G4 on channel 2
##TICK##
##TICK##
##TICK##
output G3 on channel 2
set channel 2 volume to 0
output D4 on channel 5


[N-SPC song, transscripted]

Channel 0:
Instrument 1
Volume 2
Vibrato 3 4 5
SetLength 123
SetKeyon% 6
SetTonevol 10
C#1
Channel 1:
Instrument 7
Volume 8
Vibrato 9 10 11
SetLength 234
SetKeyon% 3
SetTonevol 2
C#2
...etc...

The problem consists mainly of transscripting the MIDI stuff to SPC. I'm no good at algorithmics

@samuraimushroom: Yeah, you started kind of high-level discussion
blackhole89

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Posted on 06-26-04 12:01 AM, in SMW: ALTTP screenshots thread (bundled) Link
Hi folks,

I spent the day asmhacking, fixed naughty Iggy finally and also finished the lightning code (with a weak, but still random-seeming random numbers algorithm). Here's a screenshot taken during a flash, which takes usually ~5 frames:



Afterwards the normal palette is restored again. As some of you may recognize, I had a glimpse at SD3 (aka SoM2)'s lightning routine (the one you can see at the entrance of Dark Castle aka "Castle of the Dark Family").
The thing I'm currently working on is another SD3 feature port, namely the daylight system. That means, you have 4 palettes (morning, day, evening, night) per level which are slowly faded into each other (using the w00t $0013 frame counter). What do you think about that?

Have fun,
Blacky.
blackhole89

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Posted on 06-26-04 02:43 PM, in SMW: ALTTP screenshots thread (bundled) Link
@Kirby: ZSNES movie? What is that? I don't use ZSNES, so... well yes, I'll try to find out.

@Coby: The problem is, the GIF wouldn't be that small... and my image host limits file size to 250 KB. Besides to that, lightning only strikes about every 2~10 seconds (dependent on the w00t growth factor parameter for the randomizer)

@knuck: Dreadfully sorry. But, I had the idea already for two years, and some days ago I just started it




(edited by blackhole89 on 06-26-04 06:01 AM)
blackhole89

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Posted on 06-27-04 04:32 PM, in Just wondering about blacky's music editor... Link
That's not right. With the correct pointer table, you could edit any native N-SPC game.

Have fun,
Blacky.
blackhole89

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Posted on 06-27-04 07:31 PM, in SPC hacking - SMAS music format revealed! Link
I believe there's already an inofficial patch for that (that's the one I used, actually) and I inserted a function to generate a music patch from a given ROM (even LM lockupped ones); I'm also working on a function to generate patches from given SPC dumps (which would open up many, if not all, of your custom SPCs, though), but I'm not too advanced with winapi resource management so I am still having some problems with it.

Thanks for the list, it will certainly be very useful and yes, I will add a textual track editing mode, too (the current version only supports commands at the track beginning, 'cause the 00-command-at-track-end rule doesn't always work at least for me.

Concerning the note length commands - I have something different for them:

if byte < 80h: {
set channel tonelength=byte
if next_byte < 80h: {
set channel keyon% time=((next_byte & 0xF0)>>4)/7
set channel tone volume%=((next_byte & 0x0F))/15
}
}

and I thought 0x80~0xDF were all tones (beginning with C0, ending with ...something...)

Well, I'll be posting more later, I'm sitting behind a notebook with a crappy keyboard right now, where typing is a real pain in the a**...

Have fun,
Blacky.


(edited by blackhole89 on 06-27-04 10:34 AM)
blackhole89

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Posted on 06-28-04 06:55 PM, in SPC hacking - SMAS music format revealed! Link
Ouch... that would mean I have to rewrite the loader routine it currently doesn't mess with the track data itself at all, it just reads out byte by byte and tries to parse.
blackhole89

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Posted on 06-28-04 11:45 PM, in SPC hacking - SMAS music format revealed! Link
Sadly, there's no way to expand the 64k SPC memory. But yet, it is possible to expand the N-SPC copier chunks in the ROM, append stuff to the master pointer table and create whole new songs. But SST is still far, far away from that
Well, as a little "status report": I'm currently working on smooth CallLoop implementation, and try to find out why some songs won't function at all (maybe some kind of command I haven't implemented yet?) and others stop loading in their very mid, like the SMB3 underground theme (which disrupts after the second tone of the third bass triplet). Also, I'm trying to insert some good-looking support for midtrack commands, concerning the CallLoop function, pattern-global instrumental memory (remember Hyrule Magic's bug that if you played one song and afterwards a second or third part of another one the instruments were messed up? right this one ), as well as a "track partitioner" that can make some tracks shorter or totally erase them in order to make others longer. Well, sounds huge, but can be done during a weekend or a school-free day easily.

Ahyes...
blackhole89

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Posted on 06-29-04 01:00 AM, in SPC hacking - SMAS music format revealed! Link
Well, here's a new screenshot:


Although CallLoop and midtrack instrument changes are displayed now, you can easily see what mess came up with this so I'm currently thinking about making only a preview of the tracks in the main window and a separate track editor, which can display all 7 (or were it 8 ) N-SPC octaves at once and has enough room free for CallLoops and whatever trash there's out there else.

Have fun,
Blacky.
blackhole89

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Posted on 06-29-04 09:42 PM, in SPC hacking - SMAS music format revealed! Link
(2) No. SPC is limited to 64k, and you won't be able to play music with words unless you add an instrument for any vowel and consonants and any of their different intonations. And 64k is definitively not enough space for that.

(3) No. Bouche has reserved enough space in his SMB3 music patch for the 64k you can reach.
blackhole89

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Posted on 06-30-04 11:47 PM, in SPC hacking - SMAS music format revealed! Link
Sample insertion (along with BRR recompression, of course) is a feature to be added in later versions. That would only delay the release.
blackhole89

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Posted on 07-08-04 12:22 AM, in SMW Extreme PRE-BETA Demo! Link
Well yes, I liked the level design, the overworld (gorgeous!, seriously) and the few ExGFX you inserted... but there's some bad stuff I've noticed, too:

* Serious Sprite Slowdowns. (3S )
* What the heck does "Donut Secret House" do in the water? I mean, the level is correct, but... strangely, almost always when I encounter levels someone forgot to rename, they're Donut Secret House. :b
* The level mentioned just above has no end. The pipe at its very end was supposed to be exit-enabled, wasn't it?`
* Some minor overworld event glitches.
* Main Overworld palette messed up (level tile borders aren't black anymore).
* Please, don't use these white bones in bright blue water anymore. They look real crap in there. I mean, blue and white, who loves that anyway but bright blue and white...

Well, hope that helps.
Blacky.
blackhole89

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Posted on 07-08-04 03:56 PM, in Would anyone have any idea what game this is from? [screenshot] Link
I doubt it is from any game out there whatsoever. It is from an example tilemap of tUME's, which wasn't bound to any game.
blackhole89

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Posted on 07-08-04 06:58 PM, in Would anyone have any idea what game this is from? [screenshot] Link
tUME is not a game editor. It's a tile map editor alike Tile Studio (which I use, btw) (http://sourceforge.net/projects/tilestudio/). That means, you have a set of tiles as a bitmap (tUME used a very rare format I only could open with ACDSee) and you can arrange them on a tilemap and save to a file which you can e.g. read out with a game engine or whatsoever.




(edited by blackhole89 on 07-08-04 10:12 AM)
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