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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 02-11-05 06:01 PM, in Geiger's Snes9x Debugger Mark 9 Link
i observed this while working on breath of fire 2.
both megaman x and bof2 are capcom games and they basically appear to share the same core, ive worked with both before.
a coincidence maybe?

the code examples i posted are executed in bof2s battle sequences.
keep up the great work! =)




(edited by d4s on 02-11-05 02:01 PM)
(edited by d4s on 02-11-05 02:04 PM)
d4s

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Posted on 02-15-05 07:25 PM, in ASM-Related Questions Link
Originally posted by HyperHacker
[edit] Figured out some, updated post. [/edit]

I had a nifty idea (I'll show you if I can get it working), but I need to know a few things to do it properly:


2) How can I make sound? Like is there a register I can write to that will just play a certain frequency tone?



nope.
theres nothing like that on the snes.
in fact, the sound system is completely independant from everything else and has its own cpu, ram and dsp.
you can only communicate with it through the 4 apu ports, but you need a program running on the spc that interprets the data you send to the ports correctly of course.

what you probably meant and mistitled as register is a variable in ram that will cause the game to play a sound effect.
that is certainly possible and usually not difficult to achieve.
find the buffers(many games buffer the apu ports and transfer them every frame altough that not a must) that are copied to the apu ports ($2140/$2141/$2142/$2143), pinpoint the routine that writes there while a soundeffect starts to play.
usually the games dont upload the soundeffects every time they are requested, the samples are uploaded to the spc when the game boots and you just send a one or two byte control command to the spc if you want a specific song/effect to be played.

Originally posted by HyperHacker

6) Is layer 1 rotation possible at all? Would I have to change video modes or use the SFX chip or something crazy like that? Would it affect the actual gameplay?



yes, thats possible.
but only if you have mode7 enabled.
the disadvantage is that you are limited to one layer and additional backgrounds would have to be faked with sprites.
using mode7 is not so difficult per se, the problem is integrating it in an existing enviroment like smw because it fundamentally differs from the other modes.
i know that smw uses it in some boss levels but i dont thinks its feasible for a normal level.
for example, the tile format is different from other modes, you cant mirror tiles in mode7 and the tiles occupy more vram space.
if you wanted to still use the status bar, youd have to switch video modes midframe, but smw would probably handle this for you already.

what you can do without mode changes are wave effects like this:



this only requires a free hdma channel and is easy to incorporate almost
everywhere.

i think i told you before about the super fx, didnt i.




Originally posted by HyperHacker

7) Is there a way to make Mario completely invisible? Would it affect the death seqeunce? (It'd look kinda crappy if Mario just popped out of nowhere and died. )


just move marios sprites out of visible screen area.
and i dont mean: move mario.
find the routine that writes the mario sprites to the oam buffer and have it write marios sprites outside the visible area under certain circumstances.

however, these kind of modications probably wont be possible with custom blocks, except for the sound thingie maybe.
ive never touched smw so these are just educated guesses.
ask blackhole when it comes to smws sound stuff.



(edited by d4s on 02-15-05 03:30 PM)
d4s

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Posted on 02-16-05 03:54 AM, in Geiger's Snes9x Debugger Mark 9 Link
Originally posted by ev0

mmm can you add an interrupt breakpoint support?
for example when occure an NMI etc...




you didnt visit ye olde clue shoppe recently, did you?
if you did, youd know that you can lookup the nmi vector in the rom and use this as a breakpoint.
so there!


@geiger:

awesome work!
im using your debugger since yesterday and i dont know how i survived without it in the past already.
thumbs up. =)
d4s

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Posted on 02-16-05 04:26 AM, in ASM-Related Questions Link
to start you up, heres how smws sound effects stuff works:

like i guessed, $7e:1dfa is the buffer for spc port #2.
every time its value is not #$00, a sound effect is played.
the value represents the number of the sound effect.
for example, 01 is marios jump, 02 are the stupid yoshi drums and so on.

just write some value there any time with whatever you like(custom block etc)
to play a sample.

music works exactly the same way, but you use $7e:1dfb for it instead.
using that you can also change the music in the middle of the stage if you like.


[edit]
whoops, just noticed this is already mentioned in the memory locations thread.
sorry guys, im not up to date with the current smw knowledge stuff.

anyway, thats how you do soundeffects.
i dont think theres a way to generate tones per se.



(edited by d4s on 02-15-05 07:27 PM)
d4s

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Posted on 02-17-05 11:40 AM, in ASM-Related Questions Link
ok, this is how you do it:

change SNESLO $00/CE02 (thats pc file adress 0x4E02 for a rom without header)
from #$30 to #$00.

this will disable the l/r scrolling only and leave everything else functional.
i think this isnt the first time a l/r scroll disable was requested.
feel free to add it to your smw-hacking-wiki(there was something like this, right?).

although i feel like playing around some more with mario world, youll have to find out the rest by yourself.
otherwise you wont learn anything.







(edited by d4s on 02-17-05 02:46 AM)
(edited by d4s on 02-17-05 02:52 AM)
d4s

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Posted on 02-24-05 11:52 AM, in Pic2SNES Link
Originally posted by Nad-Gob
Yo, I stil can't use Pic2SNES, I open it then when i type the PCX name,it saz ERROR: Something, and it closes down. Do u think its because of that I made the PCX use Irfan View, if yes what other programs shall I use ???!! Please Hurry !!


geez.
at least TRY to consider following the advices the program gives you.

you need to make sure your pcx file has the proper colour depth (4bit afair, nevikstis pcx2snes requires 8bit)
and the pcx file has the right version number.
check the options irfanview gives you on that.
if there arent any, try paint shop pro.
i use that myself and it worked excellent with any snes graphics converter ive used so far.
and dont click on the executable file, use the command prompt instead.
that way, the window wont close down after the program exits and you will be able to read the error message.

windows start button->run-> type cmd


(edited by d4s on 02-24-05 02:54 AM)
d4s

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Posted on 02-25-05 12:24 PM, in SMB The Lost Levels Link
looks fine, but whats the point?
recreating smbll from mario allstars isnt exactly original nor interesting to play imho.
are you gonna add some special features?


Originally posted by Trashykins
Or hell, use GIF. SNES games can only display 256 colours, so why the hell not?


add in transparencies, colour add substract, screen brightness and modifiy these midscreen and you will easily come up with more than thousand colours per frame.
but mario world doesnt make much use of this fancy stuff so gifs should work fine.


(edited by d4s on 02-25-05 03:28 AM)
(edited by d4s on 02-25-05 03:29 AM)
d4s

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Posted on 03-02-05 10:33 AM, in Donkey Kong Country 2 - Simple things. Link
Originally posted by Keitaro
she cracked DKC's music last year, she's gonna be thrilled with all these finds.


so finding the variable that plays a new song is called cracking the music nowadays?

wohoo. \o/

just asking because, you know, im a badass game genie/action replay cracker myself! [/sarcasm]

nice findings anyway.
keep it up. =)



(edited by d4s on 03-02-05 01:33 AM)
d4s

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Posted on 03-02-05 10:40 AM, in Master Mario World! Ideas? Suggestions? Stuff to work with? Link
Originally posted by Master M


Here he is. I made all of Master M's sprites with his kooky eyes, but not all sprites have him grinning.... Now I need to make the title screen, my renovated sprites, (Master Mario's too leet to fight normal enemies!!) and do level editing.....


honestly, i couldnt tell the difference between your so-called master mario and the original sprite until i read thee text below the pictures.
one could say that this is not a good thing.


(edited by d4s on 03-02-05 01:41 AM)
(edited by d4s on 03-02-05 01:41 AM)
d4s

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Posted on 03-04-05 06:43 PM, in Donkey Kong Country 2 - Simple things. Link
Originally posted by Yoronosuku
he really did mean I cracked that sound data...because, I figured out how to edit it, sort of.


is that so?
guess i got that wrong, then.
i just had a quick look at the game (well, i only found the donkey kong country competition rom on the net, but that game shouldnt be any different from the normal dkc soundwise) and from what i can see, the music format is a bit well, strange, so to speak.

SNESHI $B9/9036 is the music loader routine and the actual transfer of the song to the spc occurs here: SNESHI $8A/B504

the 3-byte-pointertable at SNESHI $89:FF00 leads to the individual "sound sequence" blocks(just calling them that way because they seem to be able to contain both sound effects or music), consisting each of something that looks like pattern pointers that make up the song/sound followed by the patterns themselves.

songs after $1b or so crash the game for me, there probably arent any more than that, at least not properly linked ones.the dkc spc soundtrack i have also features a so-called hidden track that happens to be the hot-head-hop(i dont remember the actual name, i think its zone 2, level 1, with the lava) music from dkc2.
a hoax, maybe?
oh and when i say songs after $1b, i mean song numbers, not actual entries in the aforementioned 3byte pointertable.
i am referring to the value you are loading the accumulator with before jumping to SNESHI $B9/9036 to select a song.

i dont have the patience to try all the entries in the pointertable out(around 70).

i managed to edit a song in the sense of made it sound different by changing some random bytes here and there, but i have no idea of the actual pattern commands.
but you said you figured that out already didnt you?
would you mind explaining it?






(edited by d4s on 03-04-05 09:50 AM)
(edited by d4s on 03-04-05 09:52 AM)
(edited by d4s on 03-04-05 09:52 AM)
(edited by d4s on 03-04-05 09:53 AM)
(edited by d4s on 03-04-05 09:54 AM)
d4s

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Posted on 03-08-05 05:50 AM, in looking for a (sine)table generator Link
im looking for a tool that can generate tables from some simple inputs.

heres why:
im currently reprogramming the intro of my breath of fire 2 hack using some official artwork ive redrawn in 16 colours, animestyle (was lots of work).
heres a wip-shot without any fancy effects:



and in case you feel like asking:
yes, this is a direct screenshot from zsnes, no mockup.
im using every damn byte of ram the ppus have to offer and i think it shows.

the scenes basically consist of a background layer and a foreground layer(thats the one the characters are on), both are 32x64 tiles wide.

instead of scrolling the layers with statical velocity(wich sucks), i've implemented a loader that writes tableentries to the bg scroll regs every other frame, enabling
smooth and sexy movement.

now heres my problem:
i dont have a tool thats able to generate such tables.
ive tried hitmens sinuslab and pans rollercoaster but these are well,
most suitable for generating sinetables, wich are not so useful for me.

im looking for something that can generate two-dimensional movement tables basing on some vectors provided by the user.

im sure something like that exists, but unsure where or what exactly im searching for.
suggestions, anyone? =)






(edited by d4s on 03-07-05 08:56 PM)
d4s

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Posted on 03-16-05 11:12 AM, in Rom ASM question Link
another idea if your number of unused bytes is greater than 2, is to branch to skip the unwanted bytes.
it looks cleaner in your sourcecode and only uses 2 bytes.

personally, i always prefer just placing hooks in the program that jump to my subroutines instead of writing my stuff over the games code.
its more flexible and you dont have to worry about thight space and such.
d4s

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Posted on 03-17-05 12:52 AM, in Mario Kart PAL : build an editor Link
do your editing with the ntsc version, then copy your new tracks to the pal version and update the pointers to the tracks.
iirc, the adress of the pointertable to the individual tracks is hardcoded into trackdes.
maybe you can modify the .exe to make the editor load a pal-rom as well, but i havent tried that.
depends on how it was implemented.

have you tried my mario kart r hack?
its the most extensive smk hack so far and should give you an idea of whats been done already and whats possible.


(edited by d4s on 03-16-05 03:54 PM)
d4s

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Posted on 03-17-05 09:31 PM, in Objects and More. Link
Originally posted by Darkflight
JJ is right. Mode 7 was used for almot all the boss battles. the SFX chip isn't in SMW, Only SMW 2. because of the way SMW uses normal levels,, I'm afraid that #1 is impossible.


why?
you dont have to rotate it in realtime.
i assume the flower tiles are always at the same location in vram, arent they?
(edit: yes, they are)
hook a small dma transfer into the nmi that sequentially writes the pre-rendered flower tiles to that location.
that transfer shouldnt be longer than 128 bytes(4 tiles * 32) so there shouldnt be any problems with the nmi routine exceeding vblank.
that wouldnt be hard to do, even for a newbie.
and while youre at it:
only upload the tiles every second or fourth frame.

[edit]
i forgot youve got to disable the tile flipping of the flower.
heres how you do it:

change SNESLO $01/C6C6 from #$40 to #$00 in your smw rom.

(i only tested this with super mario allstars cause + smw cause i _still_ dont have the original smw rom, stupid me. its adress SNESLO $31/C6C6 in sma. should work though)

this will stop the flower from "going from one side to the other".
the rest is up to you.
i can help if you run into problems, but i dont know if this whole flowerspinning stuff is a good idea.
but that leads me to another idea:
wouldnt it be cool to animate all objects that dont have animations like the shroom, the flower or the star? i mean, tile animation, not stupid palette or tile mirroring stuff.
that'd rock for sure!




(edited by d4s on 03-17-05 12:34 PM)
(edited by d4s on 03-17-05 12:51 PM)
(edited by d4s on 03-17-05 01:40 PM)
(edited by d4s on 03-17-05 01:42 PM)
d4s

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Posted on 03-18-05 11:58 AM, in Objects and More. Link
and the super fx would magically not flip the flower in the item box or what?

the itembox is indeed an issue, though.
you can change the sprite tile number thats used for the itembox in the table at
SNESLO $00:8DDD (the flower is the third entry, SNESLO $00:8DDF).

ow, there arent any additional sprite tiles left in vram. ~_=
thatd mean youd either have to sacrifice another tile or move the sprite tiles somewhere else.

thatd indeed be an interesting challenge:
if in a level, move the sprite tile area way up into the layer 3 tilemap space and
use hdma to switch off layer 3 midscreen below the status bar (using register $212c).
but youd have to take the title screen and overworld into account.
could be some serious work.

i might look into that later.
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Posted on 03-19-05 04:36 PM, in Mario Kart PAL : build an editor Link
whoa!
great to hear my had such an impact.
d4s

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Posted on 03-21-05 03:14 PM, in Objects and More. Link
Originally posted by HyperHacker
Which would also break layer 3 water and/or backgrounds. And no, SuperFX wouldn't magically fix that, but someone asked about it. It's not like a cartridge, you just have to tell the emulator "hey, I need a SuperFX here!" and it's there. (Be nice if I could figure out how to do something cool with it, since SMW doesn't seem to have any problems with it being there. )


dude!
dont you remember our conversation about the super fx some months ago?
i know smw doesnt have any problems with the super fx being there.
no standard lorom game has.
the point is:
theres a slight discrepancy between not having any problems with it being there and working together with the smw-engine to do any special effects.

i already know the sfx wouldnt fix the flower, that was a rhetorical question in case you didnt notice, but thanks for answering anyway.

i mean, dont get me wrong, im not trying to offend you or anyone else. if you feel like exploring the chip then go for it.

im just getting tired of people making bold statements without any in-depth knowledge.

[/rant]

but lets not argue too much about it.
do your stuff and when youve got your first super fx-rotated sprite in smw, i'll applaud you.
im sure its possible, i just dont think its worth the effort.



(edited by d4s on 03-21-05 06:18 AM)
(edited by d4s on 03-21-05 12:09 PM)
d4s

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Posted on 03-21-05 09:08 PM, in Mario Kart PAL : build an editor Link
you can get the patch here: http://retroplayer.emubase.de/saves/d4s_mario_kart_r_v11.zip
d4s

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Posted on 03-22-05 12:13 PM, in Sprite palettes Link
what sprite are we talking about exactly?
the normal coin?

the normal sprite coin has both palette and tile hardcoded.

the byte at SNESLO $02/9A54 (thats rom adress 0x011A54 for a rom with header)
determines the palette and SNESLO $02/9A4F determines the tile(s).

i doubt mario reconfigurator can change these, unless the guy who made it implemented all the hardcoded sprite stuff by hand.
is that what you were looking for?


oh, wait a sec, thats only the coin that pops out of a block, i'll have a look at the othere ones aswell.

[edit]
ok, here it is:
the palette for the coin that pops up when you beat an enemy comes from the table at SNESLO $07:F3FE, entry 33, thats SNESLO $07:F41F
im sure thats the one you can edit in lunar magic or mario reconfigurator.

btw, you'll see a value of $04 for the palette, not 8.





(edited by d4s on 03-22-05 03:27 AM)
(edited by d4s on 03-22-05 04:21 AM)
d4s

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Posted on 03-23-05 12:00 PM, in Super Luigi RPG Link
ive edited quite a number of graphics in the game some years ago, for a german translation patch.

well, i think the graphics are hard to improve.

ive rendered all graphics that were used in the patch with 3d studio max and i think you should try something similar to match the games style if youre planning something bigger than sunglasses or a cape.

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