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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by FuSoYa
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FuSoYa
Defender of Relm
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Since: 03-15-04
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Posted on 03-26-04 11:15 AM, in Back [update] Link
Originally posted by Max
FuSoYa was in Edge (thread)


Oh... neat. Good thing you brought it up in here though, since I don't usually look in General Chat.
FuSoYa
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Posted on 03-26-04 11:17 AM, in Super Demo World: Discussion Link
Originally posted by SM_Gamer
I'm still confused about one thing in the Boo's World overworld. The mushroom tile for Boo's World Secret! is layer 2 but acts like layer 1. How was that achived?


Rather simple trick, really... put an unrevealed mushroom house there, then don't bother revealing it and put something else on layer 2 instead. Unrevealed level tiles still act as levels.
FuSoYa
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Posted on 03-26-04 11:20 AM, in Er, problem with overworld level collapses Link
I'd imagine it's because there's already another entry in the list to destroy a tile on event 77. The game (and LM) only uses the first entry it finds that matches the event number, starting at the bottom of the list and going up.
FuSoYa
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Posted on 03-26-04 11:43 AM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Originally posted by orynider
If FuSoYa will give me documentation about how exactly the bypass music subroutine work (maybe some surce code for this) then my utility will be able to change and add new songs to the (SMW) ROM and later they can be used bypassing level header settings.


LM's music bypass code stores the song number at $DDA, effectively overwriting the value placed there by the level header settings. That's all it does...
FuSoYa
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Posted on 03-28-04 12:07 AM, in This may be an off topic but... Link
Originally posted by Kario
It's called Jabba. I expanded a SMW rom to like 20 megs just to see if it would work. It did.


Depends what you mean by "work". Just because the ROM reaches that size and plays in an emulator doesn't mean the expansion "works"... If the extra space in the ROM file is not actually addressable in the game, the game can't use it and it's just a waste of hard drive space.

AFAIK, the limit is 8 MB for SNES.
FuSoYa
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Posted on 03-28-04 03:28 AM, in This may be an off topic but... Link
Er, my Star Ocean ROM is 6 MB (48 mbits)...
FuSoYa
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Posted on 03-28-04 09:57 AM, in Memory Incrementing for SNES graphics Link
Sounds right to me. But it's easy enough to run the code to check and make sure... *checks* Yes, that's what zsnes does.
FuSoYa
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Posted on 03-29-04 07:30 AM, in This may be an off topic but... Link
Originally posted by d4s
i assume there is some technical limitation that prevents you from using all the space in the given romspace, huh?
i tried rearranging some data and then updating the corresponding pointers in a hexeditor, but it didnt work out.


What, in DWTLC? Not really... grab a copy of Lunar Address and use the ExHiROM setting to convert addresses.

I didn't expand DWTLC to 48 mbits because I needed space. It was an experiment to make Lunar Magic compatible with a SMW ROM converted from LoROM to the larger ExHiROM map. But support for ExLoROM was added to Snes9x some time afterwards, so I dropped support plans for ExHiROM and added ExLoROM to the public build instead. I know it's highly unlikely that anyone will need it for SMW, but it may come in handy for SMAS+World, which is 3 MB to begin with.
FuSoYa
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Posted on 03-29-04 10:12 AM, in SNW:TNL released w/ 3 worlds! [update] Link
The patch log from LIPS is full of SE! entries. SE stands for Security Erase... I put it in as a small precaution for applying a patch to the wrong file (or a wrong patch for the right file, if you want to think of it that way). It ensures that someone doesn't end up with bits of old erased files from their hard drive in their patched ROM due to a patch not explicitly specifying what to put in an expanded area of a file before specifying what to put beyond it. While entries like that can show up if the addresses in the IPS aren't in order (which the IPS format allows, hence why a warning isn't displayed during patching), in this case it appears to indicate that you're not using the original ROM to create a patch.

Just going by where the SE entries are, I'd guess the ROM you're using as the "original" is actually about 2 MB in size.
FuSoYa
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Posted on 03-30-04 02:18 AM, in SNW:TNL released w/ 3 worlds! [update] Link
Originally posted by Darkmatt
Mental Note:Lunar IPS does not make good IPS patches.

1 moment...


Oh? Well then, I'd better take a look at it with this new patch (which appears to work), just in case LIPS has a problem...

*applies it with LIPS*

Good, no SE entries. RLE fields are not as large as they could be, meaning this wasn't made with LIPS.

*applies it with SNESTool, compares to file applied with LIPS*

Patched files are identical.

*Creates a new patch with LIPS, applies it to another ROM, and runs a comparision*

Hmm, no SE entries, patched files are identical, and the IPS file is 5 K smaller to boot.

*applies it with SNESTool, compares to file applied with LIPS*

Patched files are identical.

Conclusion: USER ERROR, most likely due to exactly what I said in my other post.
FuSoYa
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Posted on 03-30-04 04:11 AM, in The Lunar Magic Codes Documentary Link
There kind of is already by BMF, and this thread is listed in it. It's just not locked like the old one.
FuSoYa
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Posted on 04-02-04 11:01 AM, in SNES ROM Header Link
Just do a quick search in Google for "SNES Kart 1.6", and look in the "Embedded Cartridge Information" section for the layout.
FuSoYa
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Posted on 04-05-04 11:08 AM, in Can some one help me out with my hack? (I can send it) Link
The problem is that, for whatever reason, you've expanded your ROM to a 48 Mbit ExLoROM. Zsnes doesn't currently support it, though Snes9x does.

And as ||bass said, please don't distribute ROMs on the board. Learn how to create IPS patches and distribute those instead (though in this case, that'd almost be as bad since pretty much the entire ROM would of been in the patch, but anyway...)
FuSoYa
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Posted on 04-05-04 11:29 AM, in Lunar Magic interface flaws/issues Link
Originally posted by Jesper
A lot of these are bugs. Not as in misbehaving, but as not following Windows guidelines or just plain common sense.


Just because something bugs you or doesn't follow suggested guidelines hardly means it's a bug. Yes, it would probably be useful to add a new feature to make finding sprites in the list easier, but I'm trying to avoid making new features for LM. Removing the ID would currently disable the window's ability to list which GFX files the game originally uses for sprites (an acceptable tradeoff for some perhaps, but still...). A find function would be better, but that would be more work. I still think using a separate ROM that has a few levels containing a listing of the objects/sprites arranged by tileset might be more useful.

Besides, releasing a new version just for something as minor as this would not be following good software release guidelines or just plain common sense.
FuSoYa
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Posted on 04-05-04 11:48 AM, in Can some one help me out with my hack? (I can send it) Link
When you convert SMW to ExLoROM or ExHiROM, pretty much all the data is moved. The entire ROM can end up contained in the IPS patch, and depending on how modified the original game was there's even a pretty good chance you could apply the patch to any old file 8MB or less to get a playable ROM (as would be the case in this instance).

Which is why the DWTLC patch requires using Lunar Expand first, as it avoids the problem.
FuSoYa
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Posted on 04-07-04 01:31 AM, in GFX inserting Link
I'd like to take a look at it, just in case. You can find my email address on my page.
FuSoYa
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Posted on 04-07-04 03:19 AM, in Lunar Magic interface flaws/issues Link
Originally posted by Jesper
And finally, Fu, aside from "politics", what's keeping you from adding some of these features (and not necessarily releasing them as a new version)? Haven't you ever hit these 'walls' before when doing the parts of Demo World that you made? Or do you already know all IDs by heart?


Know all the IDs by heart? Not really. ^^ It's one of those things that slows me down just enough to notice, but not often enough or severely enough to bother me much.

And yes, I am trying to move on from LM to other things, hence the bug-fix only status I'd like to keep LM in from now on if possible.

If you're wondering why I haven't implemented certain features in the past, I guess it might help to explain the unofficial list I go through when considering what to work on:

1) Bug fixes. Corruption and crashing bugs in particular take priority.

2) Personal wish list. This involves not only things I want to put in for my own private use, but where I want to take the program as far as features go, UI changes, and sometimes things I want to do just for the fun of it.

3) Suggestions. Assuming something isn't outright impossible (add more tiles in VRAM for sprites, for example), there's a basic list of criterion I go through when considering a suggestion: practicality, usefulness, complexity, impact on existing UI and functionality, possible impact on future UI and functionality, time spent coding it, how many others want it, and do I really want it in LM? There's probably others, but those are the main ones.

While I don't always respond to every suggestion (suggestion threads fill up very quickly, and it can get very time consuming), I do read through them all.


So, for example... the level display suggestion in your first post. Yes, it might be nice to have that information displayed in an out-of-the-way location. However, the information is already displayed optionally with translucent text, so it doesn't make much sense to spend time making yet another option for how to display it. It may also be unwise to use that space for duplicating existing functionality when it could be used for something better in the future. So, no go.

However, an option for just filtering out the ID from the object/sprite lists would indeed be relatively trivial to implement, a few people seem to want it, and I'm aware of the time it takes to look in the list for something. There is the issue of the GFX list display though, which would take a bit of extra work to fix (but rather than use a whole new array that would need to be updated whenever the list is changed, I'd likely either extract the information from the sprite data itself or hook into the tool tip code to get the sprite number). As it is, I'd probably be nearly convinced enough to place this suggestion towards the middle of my list of possible things to do in LM, depending on what else I was working on and the amount of free time I had.

Of course, since there isn't a list anymore it's not going to get done unless I feel like slipping it in with a bug fix release.
FuSoYa
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Posted on 04-07-04 09:10 AM, in Lunar Compress problem Link
Hmm... I just took a look at some sample data and compared it to the output of Necrosaro's program, and I think I may have discovered the problem. If you like HH, I could email you a new build of LC to see if that fixes things.
FuSoYa
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Posted on 04-08-04 09:37 AM, in 3bpp to 4bpp? Link
No, I don't think there are any screen modes where layer 3 uses anything other than 2bpp. Based on the documents I've seen, anyway.

And 3bpp isn't even supported by the hardware, AFAIK. SMW converts it to 4bpp so it can be displayed.
FuSoYa
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Posted on 04-08-04 09:40 AM, in Smb3 enemys in smw? Link
Originally posted by Jesper
FuSoYa... did you hear that? Sprite editing is IMPOSSIBLE! IMPOSSIBLE I TELL YOU! Noone will ever make an editor for it! Especially not you!




On the contrary, there are plenty of editors for it!

*points at several ASM compilers*
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