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

Math n' Hacks
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Posted on 03-19-04 03:30 PM, in Super Metroid hack - help with what is and isn't fun Link
You thought to deny my Wave Beam sequene break. You thought wrong.

tsk tsk

Not a bad hack but it certainly follows the beaten path if you know what I mean.
MathOnNapkins

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Posted on 03-20-04 09:29 AM, in Metroid S.P.A.S.M. Link
If you're going to do this at least make it more challenging than ZM's Mother Ship sequence.
MathOnNapkins

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Posted on 03-22-04 02:59 AM, in Super Metroid hack - help with what is and isn't fun Link
Hm... I wonder how ya blocked it now...*goes off to redownload*

update:

The sequence break I'm speaking of is jumping down onto the spikes and doing a mid air bomb jump up to the wave beam. It's still easy to get. Maybe if you place crumbling blocks above the spikes it would be difficult. Then diagonal bomb jump would be needed and you wouldn't even have to have those grapple blocks...


(edited by MathOnNapkins on 03-21-04 08:45 PM)
MathOnNapkins

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Posted on 03-22-04 03:00 AM, in Metroid S.P.A.S.M. Link
If you make Metroid SPASM, make sure it has a SPASMA beam, a combo of the Spazer and Plasma
MathOnNapkins

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Posted on 03-22-04 03:07 AM, in A program you might find useful Link
Heh. No offense, but that's a pretty funny afterthought.
MathOnNapkins

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Posted on 03-26-04 04:17 PM, in Memory Incrementing for SNES graphics Link
I was poking around in some code today and I found an instance where register $2115 was written with #80, thereby denoting that the Vram address at $2116 would increment when $2119 was written to. Now, since the processor at that time had a 16-bit accumulator, is it reasonable to assume that if I write a word, say #XXXX to $2118, that word is identically mapped to the address in Vram, and since the accumulator also wrote to $2119 since it's 16-bit, that the Vram address is auto incremented? I'm just clarifying for myself as this seems to be the most logical conclusion. Anybody know?

For the record, I've mainly dealt with alternating byte writes to only $2118 or $2119 in the past, so this is new to me. The one question that would remain, is that why would $2115 need to be #80 rather than #00? Would the low byte write first, trigger an auto increment, and the high byte would be stranded one address higher in Vram?
MathOnNapkins

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Posted on 03-27-04 11:11 AM, in Memory Incrementing for SNES graphics Link
Okay...

VRAM addresses are always word addresses. Here's a diagram

$0000--$0001--$0002 of Vram:
XX XX | XX XX | XX XX etc....

Notice that they share no memory space. $0000 shares no bytes with $0001 and so on.
Now suppose that $2115 was written with #00 rather than #80. And I write #2110 to $2118. What I'm asking is whether VRAM would look like this:

$0000--$0001--$0002
10 XX | XX 21 | XX XX

And if $2115 were #80

$0000--$0001--$0002
10 21 | XX XX | XX XX

I'm not so much as asking a question as trying to reach a concensus. Qwerty's doc on this is fuzzy in its explanations.
MathOnNapkins

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Posted on 03-27-04 11:21 PM, in Untitled - Super Metroid - Screenies Link
Originally posted by Akane-chan
Hmm, starting with the X-ray isn't such a good idea. Maybe get rid of it, and force the player to use power bombs.


The thing is, power bombs in SM are not the explorative tool they are in Zero Mission and Fusion. They don't reveal block types upon explosion, unless they're 1. Normal Bomb Blocks
2. Power Bomb Blocks

You can obscure secret passages in any number of ways other than these.
MathOnNapkins

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Posted on 03-28-04 11:11 AM, in Memory Incrementing for SNES graphics Link
Oh my is this the FuSoYa? I'm honored.

I mentioned querty's doc because when I trace I usually use sneqr, which he wrote. I have yet to download a version of Zsnes with a tracing debugger. Maybe I should...
MathOnNapkins

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Posted on 03-29-04 05:16 AM, in SRAM Read/Write [ASM] Link
Can anyone tell me how to read from/write to the SRAM with ASM?

You write to SRAM using bank $70.

So for example, you wanted to write the hex value #57FF to $701000, you'd write:

REP #20
LDA #57FF
STA $701000

Or in hex:

C2 20 A9 FF 57 8F 00 10 70

The other possibility is to change your data bank to $70 via PLB.

Also, what parts of the SRAM are unused?

How much SRAM there is to work with depends on how much came with the game cart itself. There is information in the cart that probably says how much of this battery back up memory there is. Typically SRAM can be 2, 4, or 8kilobits. (maybe Kilobytes, I can't remember) Some games in an emulator (Snes9x), such as Starfox, will claim to have a 64 kB SRAM file, when they obviously don't.)

Finding unused space is trickier, because it requires you to be very careful. Sometimes space that looks empty may be used later in the game. So just be careful. Some games, particularly those by Nintendo, use repeated #60's as filler for unused space. Just open up a random save file from the game you're interested in and see if anything stands out as useless.

Update: Now that I think about it, there may be a way to expand the SRAM size if you need more. Let me look into that in over the next few days.


(edited by MathOnNapkins on 03-29-04 01:57 AM)
MathOnNapkins

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Posted on 03-29-04 12:09 PM, in who has the strangest username? Link
Originally posted by Kirby all the way
Originally posted by Lemon Kirby
I already posted here I think, but I just saw a new weird name. It was MathOnNapkins I think...


I was just about to post that that name is now officially weird...

Although I have found myself doing math on napkins once..... ITS NOT WHAT YOU THINK!

Its still weird to have a name like that.


You know I thought I'd see my name here. :p

math on napkins is what my friends say I do in restaurants when i'm bored. And they're right.

For my part I think ChickenLump is a strange name.

MathOnNapkins

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Posted on 03-29-04 12:10 PM, in Favorite Fast Food Joint Link
I really can't think of anything more refreshing than dipping some of Wendy's french fries in a medium frosty.
MathOnNapkins

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Posted on 03-30-04 01:30 AM, in SRAM Read/Write [ASM] Link
Originally posted by w00t

I thought it used #55 as a filler, but I could be wrong...


That could be true for SMW, but I generally don't hack that game. (In spite of being on that board right now ) LTTP and Super Metroid I'm positive both use #60 as filler towards the ends of the file.
MathOnNapkins

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Posted on 03-30-04 01:54 AM, in A new low has been reached Link
Originally posted by Usam

As for something on that subject, Read this article. I posted it on another board many months ago, and this made me think of it.

Pretty much more extreme homophobia.


What an utterly disgusting act.
MathOnNapkins

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Posted on 03-30-04 01:58 AM, in C++ Link
It's kind of funny, but most of the CS students at my collage are made to study Scheme. Not that it's a bad language.
MathOnNapkins

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Posted on 03-30-04 02:07 AM, in Java Link
Apophis, I had to learn about file input and output in Java for one of my recent projects. If you have any questions feel free to ask. But some of my methods may be a little bit of overkill, in that they use File Channels.

I wrote a class specifically for reading files called GenericFileIO. Ask if you'd want it.
MathOnNapkins

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Posted on 03-30-04 02:25 AM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Hacking SPC is a pain in the ass. The only thing I've managed to accomplish is change the pitch in certain SMRPG songs.
MathOnNapkins

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Posted on 03-30-04 04:36 AM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Originally posted by HyperHacker
As I understand, the big problem is that SMW waits for the SPC700 to write back 0xBBAA, but other music programs don't do this? Well that seems simple enough to fix. First you gotta figure out why it does this.
-Waiting for the SPC700 to set itself up so it can start playing music? Probably. Solution? Hack the init program of the music you're inserting to do what SMW's does.
-A hardware test? Maybe. Solution? Kill it.
-Some kind of protection? Possibly. Solution? Kill it too.

...I don't suppose there's any hope of importing SMRPG songs? I need that sewer music.


Zelda 3 uses almost exactly the same SPC init procedure. I'm pretty sure the main issue is really just synchronization. Whenever you have several processors trying to work in tandem they need to be on the same page.
MathOnNapkins

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Posted on 03-30-04 04:44 AM, in SRAM Read/Write [ASM] Link
Or what you could do is use a hex editor to search for indexed and non indexed reads from SRAM.

For instance, you could search for AF 00 00 70 or BF 00 00 70, which would be looking for LDA $700000 or LDA $700000, X. You could also change AF and BF to 8F and 9F, respectively for STA. Or use any other opcodes with those addressing modes, such as CMP, which would be CF or DF.

This is of course not fool proof, but it might help in checking whether an address is filler or not. You'll need to study the ASM routines they fall in though to make sure.
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Acmlm's Board - I2 Archive - - Posts by MathOnNapkins


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