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

Green Birdo

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Posted on 07-29-05 02:04 AM, in what!!! Link
What the...?

"Do not try and unlock the thread. That's impossible. Instead... Only try to realize the truth."
Smallhacker

Green Birdo

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Posted on 07-29-05 02:07 AM, in ok Link
Multiple threads about the same thing = no.

"- What do you need, besides a miracle? - Locks... Lots of locks..."
Smallhacker

Green Birdo

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Posted on 07-29-05 02:23 AM, in Ever look for something because of a dream Link
Before we bought our first computer, I dreamt that we had one, which stood outside my room. I had so much fun with it. The first thing I did when I woke up was to run out from my room, only too be extremely disappointed.
Smallhacker

Green Birdo

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Posted on 07-29-05 02:25 AM, in Cop-ers around your place? Link
Due to low bugdets, there's quite a lack of cops in my town. Heck, every second week, they (probably just a few) are in this town, the other weeks, they are in our neighbour town.
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
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Posted on 07-29-05 03:32 AM, in Acmlm's Board Adventures Link
Sorry, but I will most likely not start working on it again.

However, I might do another comic which won't based on anything, which would give me complete freedom to do whatever I want to.


(edited by Smallhacker on 07-28-05 06:33 PM)
Smallhacker

Green Birdo

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Posted on 07-29-05 04:55 AM, in Switch block question Link
Use the 16x16 tile editor. However, since the used switch uses a sprite, you'll have to use ExGFX and SGFX Bypass.
Smallhacker

Green Birdo

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Posted on 07-29-05 04:42 PM, in Need help on screens and scrolling Link
I made a quick test and found that the byte following it, 7E005E, controls where to stop scrolling.

Edit: Hmm... This could actually come in handy... *Coughminibosscough*


(edited by Smallhacker on 07-29-05 07:43 AM)
Smallhacker

Green Birdo

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Posted on 07-29-05 05:15 PM, in Making a Modded SNES OS using ASM Link
Originally posted by Red_Oxygen
Originally posted by BMF54123
Please, PLEASE stop posting these things in SMW hacking, as they have nothing to do with SMW.

You're going to HAVE to learn 65c816 ASM if you want to do any sort of SNES coding. Knowledge of C/C++ isn't really going to get you anywhere, unless you plan on making a utility of some sort.


Window is coded in C....smartguy


Are you talking about Windows, the OS? If so, what the heck have it got to do with anything?

Answer to the original question: No. You can't use C programs compiled to x86 ASM on the SNES, unless you make some sort of emulator, which would be too slow to be useful. There we go. End of thread.

"I can only lock the thread. You're the one who has to avoid that it happens again."


(edited by Smallhacker on 07-29-05 08:16 AM)
(restricted)
Smallhacker

Green Birdo

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Posted on 07-29-05 06:46 PM, in Need help on screens and scrolling Link
Can't remember exactly what he said, but it was of the same quality as the threads he made that I trashed.
Smallhacker

Green Birdo

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Posted on 07-29-05 06:59 PM, in SMW ROM addresses Link
I was bored, so I messed around with RAM address 7E0100, which is named "Game Mode" in the memory map. What I did was to see what different values did when changed to on the title screen. There's what I've got, if anyone's interested:

00 - Reset game (Does NOT reload the Nintendo Presents graphics, Does NOT stop the current music)
01 - Freeze frame for a second or so, fade out, demo restarting
02 - Same as 01, but without the freezing
03 - Restart demo (bad fadeout)
04 - Fade out screen with short freeze which unsyncs the demo movements
05 - Fade in screen with short freeze which unsyncs the demo movements
06 - Unsyncs the demo movements
07 - (Default value)
08 - Opens the Choose File menu WITHOUT the text. The arrow is there, though.
09 - Same as 08, but the Delete File menu instead
0A - Same as 08 and 09, but the 1P/2P menu instead. (Don't use this)
0B - Fade out to the title screen level (C7) as a normal, playable level (without changing music bank)
0C - Same as 0B
0D - Fade to black?
0E - Fade to glitchy overworld
0F - Same as 0B
10 - Same as 0B (Low-Rez mode)
11 - Same as 10
12 - Fade to black?
13 - Glitchy Game Over
14 - Allows the user to play on the title screen
15 - Shows "O STA RT !", followed by the same effect as 0B
16 - Same as 15
17 - Shows some glitched sprites, shortly followed by the same effect as 0B
18 - Fade out, followed by crash
19 - Crash
1A-FF - Untested

(I like $14. It could be used as a neat little easter egg )
Smallhacker

Green Birdo

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Posted on 07-29-05 08:21 PM, in If you could give someone a nickname... Link
Smallhacker = Smallhacker

Do I win?
Smallhacker

Green Birdo

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Posted on 07-30-05 02:37 AM, in Acmlm Board Adventures #19 Link
OMG! 4th wall broken!
Smallhacker

Green Birdo

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Posted on 07-30-05 05:34 AM, in System Administrator Appreciation Day Link
Hooray! Finally we have a day of our own!

...wait... I'm not an admin... Damn!
Smallhacker

Green Birdo

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Posted on 07-30-05 04:29 PM, in New Program: SMW Thank You Message Importer Link
No, I'm too lazy to make an exporter.
There's the program. Have fun. (Note that it only supports up to 84 characters, spaces not counted)

Download
Smallhacker

Green Birdo

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Posted on 07-31-05 05:08 AM, in Good place to insert subroutine? Link
I've got this piece of code which I would like to be a part of the "playing a level" loop. Therefore, does anyone know about a good spot to place the JSR/JSL?
Smallhacker

Green Birdo

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Posted on 07-31-05 05:33 AM, in sorry to post that again but I continue to have problem with lunar compress Link
Well, did you have any command line arguments?


(edited by Smallhacker on 07-30-05 08:33 PM)
Smallhacker

Green Birdo

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Posted on 07-31-05 05:54 AM, in Good place to insert subroutine? Link
I know where to place the code, but what I need is a good place to put the JSL/JSR which jumps to the new code.
Smallhacker

Green Birdo

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Posted on 07-31-05 02:52 PM, in Good place to insert subroutine? Link
Sukasa: Yeah, I know, but it's hard to be sure if it's always excecuted, or if it happened to be a part of the routine of the block Mario's standing on or such. I'll give it a try anyway.
Smallhacker

Green Birdo

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Posted on 07-31-05 10:00 PM, in End of the game . . Link
Speaking of the enemy names part... Does anyone know if the levels and sprites are stored in an actual level format or as a raw tilemap? My guess is the latter one, since Chargin' Chuck (and Dry Bones, if I recall correctly) uses his beta palette.
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Acmlm's Board - I2 Archive - - Posts by Smallhacker


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