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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by HyperLamer
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User Post
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6462/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
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Posted on 08-22-05 02:52 AM, in Question about SMB3 Discombobulator Link
Very lazy. Hardcoded filenames are for crappy test programs you never make anything out of, not public level editors.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6463/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 02:55 AM, in Super Mario RPG Debugging Menu Link
Bah, that's what I get for being sleepy and having not played the game in a while.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6464/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 02:58 AM, in Mario Land Enemy/Object Data Complete! Link
Yeah, that was it. I knew it was one of the SML games.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6465/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 05:30 AM, in some new screenies (warning: blood) Link
Given peoples' reactions, I'm going to add a little warning to the thread title. Some people can get pretty grossed out by a little blood.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6466/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 05:31 AM, in The Search For Super Mario World (NSS) Link
Any sign of the overworld? That would tell us a bit about which levels are accessible.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6467/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 08-22-05 05:32 AM, in LM Bug (or not) - Side Exit sprite Link
Yeah, I'm just saying 256 should come after 255, not before 1. You can count, right?

[edit] Now here's a rather strange bug, and it's pretty much preventing me from making one of my coolest level ideas. Not sure if it's a problem with LM, SMW (most likely) or the custom blocks, but I've been using these blocks a lot with no problems. I have Map16 tile FBA, which is a block that hurts Mario and acts like tile 25, placed overtop of a big group of tile F8C, which is a block that moves Mario up really fast and acts like 25. The level mode is 0A (vertical, one layer) and the tileset is zero. When I hit the hurt block, if Mario is flashing he goes right through it as normal. However, if he's not, he gets hurt and the block turns into a ? block, spits out either a key, wings, balloon or shell depending on its X position, and turns into a brown 'used' block!

Also, as long as we're discussing LM ideas, 3 simple ones:
1) Edit the header as raw hex. If nothing else, this could be useful in cases like this; just copy the entire hex string and post it, and you can tell exactly what settings are being used.
2) 16x16 gridlines.
3) A warning if you try to place a main/secondary entrance on an odd-numbered screen in a vertical level. This causes background corruption (misplaced BG showing crud at the bottom) no matter what FG/BG position combo you use, as I found out the hard way.


(edited by HyperHacker on 08-21-05 11:24 PM)
(edited by HyperHacker on 08-21-05 11:25 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6468/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 05:46 AM, in Pipe Colouring Problem Link
I dunno if you'd count this as a bug in LM or SMW... probably both. Check out this image:

You can see that I've placed a pipe in the level, which shows up gray (palette 3) in LM. I also placed some custom blocks which look like a pipe in the midsection, which use palette 3 to look like the pipe. However, once I get there in the game, the pipe is blue... but when I go through it, and come out the secondary entrance at the top, it turns gray. Of course, this means I have a blue pipe with a gray chunk, which looks crappy, and I want to move the top of the pipe up to the next screen, which will change its colour. The solution seems simple; make a custom block that acts like a pipe end but stays a certain colour. This I can do, except for one thing - how do I make it act like an exit-enabled pipe?

[edit] Also, layer priority isn't working. I enabled it, but Mario and enemies still go in front of the tile.


(edited by HyperHacker on 08-21-05 08:52 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6469/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 05:54 AM, in The Search For Super Mario World (NSS) Link
I don't remember any red Xs either. Seriously, though, go beat the special world and learn how to hotlink.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6470/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 06:45 AM, in ASM hack requests Link
Bah, I got one for you. (Hell, I may end up doing it myself.) Make a hack to specify any value for FG/BG positions on secondary (and maybe level) entrances, instead of this 60/90/C0 crap that makes it impossible to use backgrounds in vertical levels. (Or one that makes the BGs taller so there would be more background image at the bottom instead of animated crud.)


(edited by HyperHacker on 08-21-05 09:46 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6471/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 08-22-05 06:50 AM, in Let's talk about dead projects Link
See, that's why you back up big projects to several mediums. When I'm working on hacks or programs, I back them up frequently to a separate partition on my HD, keeping all backups in case I need to go back a few versions. Every now and then I dump the latest version onto a floppy disk, CD-ROM, or my FTP server. And if nothing else, you can send trusted people unlocked demos (or just use RLM on your last release ) and work from there.
Originally posted by Golden Yoshi
Here is another dead hack of mine, SMW: The Lost Levels.



Very poor job here, I decided not to insert new gfx or a new overworld since I wanted to have it be like an equivalent to SMW, as SMBLL was to SMB. Thus, many people did not go for the idea due to the lack of gfx and new overworld, so SMWLL got the axe .

Bah! Who cares about fancy graphics? Nintendo obviously didn't. I say finish it anyway, and if the level design is truly great, graphics won't mean a damn thing. (Unless they're really crappy. ) Though a new overworld would be a good thing to do.


(edited by HyperHacker on 08-21-05 09:50 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6472/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 08:15 AM, in Anti-Gravity Block Link
Well thanks, but that answer really doesn't help. And I can name a few people smarter than me.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6473/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-22-05 08:16 AM, in The Search For Super Mario World (NSS) Link
Awesome. Why doesn't it work, though? Does it just crash, or are you missing the 65816/SPC700/NSS plugins?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6474/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 11:37 AM, in SMW ROM addresses Link
028617: Table of Screen Mode values for each level mode.
028637: Table of TM&TMW values, whatever the hell that is, for each level mode.
028657: Table of TD&TSW values, whatever the hell that is, for each level mode.
028677: Table of CGADSUB values for each level mode.
028697: Table of Fight Mode values for each level mode.
0286B7: Table of Sprite Mode values for each level mode.

Now you can make your own level modes to replace the less useful ones like 0C, 0D and 11. Note that 12-1D, unfortunately, can't be used unless someone figures out how to change the memory mapping for them. (And you'd need to edit the level header in hex, because LM won't let you use them. )

Notes:
  • CGADSUB having bit 0 set enables translucency; bit 6 darkens certain layers.
  • Fight mode != 0 for any boss level.
  • Bit 0 of Screen Mode indicates horizontal or vertical layout.
  • 12 through 1D are all the same, probably not used.
  • No level actually uses modes 1E/1F.
  • Modes 03, 04, 05 and 06 bypass the Mario Start screen! (Also Mario starts waaaaay at the top in vertical levels.)
  • None of these bytes seem to determine layer 2 settings... (Modes 0 and 1 are the same. ) Modes 12-1D also have valid settings, so there must be other bytes...


ASM stuff:
$05:84E3 - Mode 00 is loaded:
LDY #$00
LDA [$65],y[$10:F196] ;A=#$2D - gets some header byte
TAX ;X=#$2D
AND #$1F ;A=#$0D
INC A ;A=#$0E
STA $5D
TXA ;A=#$2D
LSR A
LSR A
LSR A
LSR A
LSR A ;A=#$01
STA $193
INY ;Y=#$01
LDA [$65],y[$10:F197] ;A=#$40 - get next header byte
AND #$1F ;A=#$00 - narrows down to actual level mode
STA $1925 ;$1925 = level mode
TAX ;X=#$00
LDA $0584B7,x[$05:84B7] ;A=#$20 - Sprite mode (table at 0286B7)
STA $64
LDA $058437,x[$05:8437] ;A=#$15 - TM/TMW (table at 028637)
STA $0D9D
LDA $058457,x[$05:8457] ;A=#$02 - TD/TSW (table at 028657)
STA $0D9E
LDA $058477,x[$05:8477] ;A=#$24 - CGADSUB (table at 028677)
STA $40
LDA $058497,x[$05:8497] ;A=#$00 - Fight mode (table at 028697)
STA $0D9B
LDA $058417,x[$05:8417] ;A=#$00 - Screen mode (table at 028617)
STA $5B
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6475/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-22-05 11:38 AM, in Anti-Gravity Block Link
That's actually the problem. The movement block is affected by gravity, which is mucking things up. (People can move downward through an upward movement block by standing still. )
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6476/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-22-05 11:42 AM, in Pipe Colouring Problem Link
Sure, if you want to recode half the game. Stacking pipes or only using the ends will still cause colour problems. The point of those custom blocks is for Mario to go 'behind' the pipe.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6477/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-22-05 11:44 AM, in Vertical scroll only wanted Link
The wrap block should do that, if used correctly.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6478/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-22-05 12:00 PM, in Learning SMW ASM [ASM howto] Link
Think of JSL as 'push current address and jump' and RTL as 'pop address and jump to it'. The same goes for JSR and RTS but with less bytes used, no big difference unless you use a LOT of stack space but you need to match them; you can't start with JSL and end with RTS, because JSL pushes 3 bytes and RTS only pops 2. Basically whenever you push any number of times, you need to pop the same number to even it out.

A few ways you can mix different stack accesses to your advantage:

PHA
PHY
PLA
PLY - Swap the values of Y and A.

PHA
PLY - Copy A to Y. Not useful on SNES, since you can just use TAY, but the same technique can be used on other consoles and CPUs.

PHY
JMP subroutine - call a subroutine, but return to the address specified in Y instead of the next byte. Y (or whichever register you use) MUST be 16-bit for this. (If it's 8-bit, you can just push two values.)

PHY
PHA
JML subroutine - long version of above. A specifies bank number. A needs to be 8-bit, Y 16-bit.

Unless you're doing crazy stunts like this, though, you'd best not mix stack access types. PHA -> PLA, JSR -> RTS and so on.

Tip: Suppose you need to call a subroutine in bank 4 from bank 7, but you can't use JSL because it ends with RTS. What do you do? Find an RTL in bank 4 (any byte with the value 6B will do). Let's say it's at 04:8123, and 'whatever' is at 07:9ABC.

LDA #$BC
PHA
LDA #$9A
PHA
LDA #$07 ;Push the address $07:9ABC
PHA
LDA #$23
PHA
LDA #$81 ;Push the address $8123
PHA
JML subroutine
whatever: ;code returns here

What happens is that when the subroutine encounters an RTS, it pops a 16-bit address off the stack, which in this case is the $8123 you pushed. It jumps there whith is an RTL statement, which pops a 3-byte address, $07:9ABC, and jumps to it, putting it right back at the next instruction of your code. Unfortunately this is difficult to use in custom blocks, since you need to know the location of your code; your best bet is to put the code in a fixed location and just have your block call it. (Don't forget the RATS tag if you use the expanded area - anything past $801FF.)

Also, make sure the 6B you use isn't data that may be edited. It need not be code, necessarily; it can just be any random thing, but if it gets changed the game will crash. If you can't find a suitable address in the current bank, you can try to find an unused byte to stick one in. SMW is very inefficient, so there are a lot of unused table entries you can look for, or you can probably find free space near the end of a bank.

And if you hadn't guessed, pop = pull.


(edited by HyperHacker on 08-22-05 03:12 AM)
(edited by HyperHacker on 08-22-05 03:13 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6479/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-22-05 12:22 PM, in ...And Now Golden Yoshi Presents...The SMW2+ Complete Version! Link
Originally posted by Golden Yoshi
Complaint: "There aren't any new graphics in this hack! All hacks nowadays have new graphics, what's wrong with you?"
Answer: "Alright, first of all, EggVine has no sign of any graphics editing. Second of all, I don't enjoy making new graphics because I suck at it, level designing is my thing. Third of all, this is the first complete YI hack, can we please just start off with some new revamped levels instead of awesome new graphics and ASM enhancements right away?"
Complaint: "You didn't have any custom palettes in your hack. It's always nice to at least have custom palettes to make your levels look new."
Answer: "No custom palette support in EggVine, and no other way for me personally do it, so deal with the palettes Nintendo provided for this game, 'kay?"

Now really, why would you even want to edit YI's graphics? Add, maybe, but edit? They rock! And the game has like 64 palettes you can use already, that's one per level and 8 more for whatever. You don't need custom palettes (unless you do edit the graphics ).
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6480/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 08-22-05 12:25 PM, in another ASM-question... Link
Returning jumps don't count!
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 6481/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-22-05 12:28 PM, in CSS n00b Link
Actually, those aren't necessary. I don't use them, and it works fine.
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Acmlm's Board - I2 Archive - - Posts by HyperLamer


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