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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by d4s
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d4s

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Posted on 10-06-05 05:20 AM, in Idea for freeing up stages and maybe the overworld Link
hate to say it, but 99% of your suggestions are nonsense, i dont think you have any idea what youre talking about.

i'm too tired to elaborate on the matter, but let me tell you this:
everything you suggested (making the overworld bigger, having more levels etc)
can be accomplished by reprogramming the game using 65816 assembler.

nothing against being innovative, but you have to be realistic about it, too.
the people who disagreed with your opinion earlier in this thread dont do that because they hate newbies, its because they are frequent visitors here and have a broader knowledge base.









(edited by d4s on 10-05-05 08:21 PM)
d4s

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Posted on 10-06-05 01:53 PM, in Experience the HDMA Revolution! [Release] Link
Originally posted by peter_ac
Originally written in the ReadMe by d4s
if you want to display a colour composed of 3 different red, green and blue intensities, you'd therefore
have to use 3 table entries for that.



And how can i do that without using up a scanline? setting the scanline count to $00 terminates the gradient, so how can i write 3 table entries to the same scanline?


you cant.
but you don't have to in most of the cases.
select the first color in lunar magic (background color), then go from there and fade in one, two or three colors at the same time.
i have yet to see a gradient that absolutely cant be reproduced using this system.
you could post a screenshot of the one youre trying to reproduce, though.
d4s

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Posted on 10-07-05 10:28 PM, in Experience the HDMA Revolution! [Release] Link
Originally posted by peter_ac
how can i make red, green and blue increase by 8 in one entry?

11100001 just makes all 3 go to 8, it doesn't add it on to the original color.

Please help me with this.


again, you cant.
you can only specify direct colors.
for that particular blue to white fade you mentioned, try setting the background color in lunar magic to something similar, but keep the green and red values at the same level, like 1/3 intensity, while having blue at full or near-full intensity all the time.

now gradually increase red and green to near-full level.
this is only an approximation, but it should do the job.

if you must have different red and green values, try changing each of them on individual scanlines, but try to maintain equal numbers of lines between the changes.
wont look that bad, either.


(edited by d4s on 10-07-05 01:30 PM)
(edited by d4s on 10-07-05 01:32 PM)
d4s

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Posted on 10-19-05 05:52 PM, in Super Mario Kart Title Screen Editing Help Link
the titlescreen logo is compressed.
use lunar compress (can be found on fusoyas site) and especially the included sniff tool to find the compressed titlescreen data.

iirc, the tiles, tilemap and palettes are all compressed together in a single file.

you can then edit the titlescreen using either a tile editor (bad) or convert a pc image file(better) such as pcx or gif to snes tile format.

a word of warning:

although you dont have to code or know assembler to do this, you'll have to have a pretty good knowledge of what youre doing to accomplish it.
its nothing like the point and click editors such as smk track designer you are probably used to.

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