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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by FuSoYa
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FuSoYa
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Posted on 06-16-05 10:06 AM, in New tutorial for you guys. Link
...why shouldn't it be?
FuSoYa
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Posted on 06-16-05 10:18 AM, in New tutorial for you guys. Link
You mean a way to deselect all the tiles? Just hit escape.
FuSoYa
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Posted on 06-24-05 05:35 AM, in Split hack, good idea? Link
YI ROM expansion has been discussed here a few times before. AFAIK, the map for SFX games doesn't go beyond 2 MB.
FuSoYa
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Posted on 06-24-05 10:41 AM, in Split hack, good idea? Link
Not sure if you've already thought of this or how much space you need, but have you tried using ycompress? The compression from it is somewhat better than the original, and can free up about 0xB355 bytes when using the original graphics. You may be able to squeeze out a bit more if you blank out the tiles for the other languages.
FuSoYa
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Posted on 06-25-05 09:18 AM, in New tutorial for you guys. Link
I knew bookmarking this thread would come in handy.
(restricted)
FuSoYa
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Posted on 07-03-05 12:36 AM, in Bit of help please . . Link
You mean this one?

"The GFX in the ROM are still stored in 3bpp format. If you want to preserve them, you should extract the GFX before doing this and then re-insert them afterwards so the program can store them as 4bpp as well. Unless for some reason you actually like looking at garbled graphics... Proceed anyway?"

Translation: Hit the button with the red mushroom, then the green one, and then you can play with the blue and yellow ones as much as you want.

To restore the GFX in a ROM after you've already garbled them: Open a fresh copy of the ROM in LM, hit the red mushroom, move the graphics folder into the same folder that your garbled ROM is in, open the garbled ROM in LM, hit the green mushroom, and reload any level.
FuSoYa
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Posted on 07-03-05 12:43 AM, in Trouble importing BG Map16 pages Link
Originally posted by Darkflight
Did you copy both the map16page.bin AND the map16pageG.bin? LM needs both.


Not always. Map16PageG.bin is for the tile "act as" settings. As BG tiles don't have that setting, the file is neither created or loaded when working with BG tiles.


Make sure the Map16Page.bin file is in the same folder as the ROM you're importing it to.
FuSoYa
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Posted on 07-08-05 02:14 AM, in SMB3 pipe demo... with corners Link
Originally posted by mikeyk
If anyone knows where I can get the patch that makes custom blocks interact with sprites in vertical levels, let me know


http://fusoya.panicus.org/external/spvertical.zip
FuSoYa
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Posted on 07-09-05 12:23 AM, in Whatever happened to the Final Fantasy VI Editor? Link
I think I recall reading that Geiger's Peer Sprite Viewer supported FF6's format though... you may want to look into it.
FuSoYa
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Posted on 07-12-05 01:35 AM, in Super Mario World Chaos (19 screens) Link
Originally posted by BrooklynMario
That hack is sad. I have seen better hacks from me, when I eat food and is comes out as shit.


I think we can do without such comparisons, thanks.
FuSoYa
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Posted on 07-22-05 10:11 PM, in Expanding the Overworld Link
Originally posted by beneficii

Find out how the game loads worlds, make a little sub routine that has an exception for your map (if the index of the map to load is within the normal range, it should go to the tables; if not, then it should go to your map), expand the ROM and you could get it in a jiffy.


The game doesn't actually load individual worlds. The entire overworld map is decompressed to RAM once, at the start of the game.

This affects how the rest of the overworld is handled. For example, map event modifications do not specify a submap destination, just an offset for RAM.
FuSoYa
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Posted on 07-22-05 10:56 PM, in Expanding the Overworld Link
"At the start of the game" means when you've selected a game slot and number of players on the title screen. So yes, that includes loading a saved SRAM game, but not a savestate made after the title screen.

New event map changes might still take effect using a savestate, but the old ones already applied won't be reversed (as the game isn't reloading the overworld map to get rid of them).
FuSoYa
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Posted on 07-23-05 12:21 AM, in Release: FixMap16.ips Link
While helping Darkflight track down a crashing ROM problem involving different tile numbers and a custom block, I found that the source was apparently a bug in one of the ASM hacks that LM inserts.

Part of the original ROM routine that's responsible for doing updates related to changing one block into another is modified by LM for supporting the extra Map16 pages... but due to a typo, if the block you're changing into is at or above 0x400, the ROM will crash.

While this is really only a problem if you have a custom block that changes into a tile in that range (and uses that routine to do it), it's still kind of surprising that it's been like that for 4 years without being found....

Anyway, if you need the fix, you can get a patch for your ROM here. If an update to LM is ever released, the fix will be included with it.
FuSoYa
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Posted on 07-23-05 01:19 AM, in Release: FixMap16.ips Link
Which also answers the second question. As LM only installs the ASM when it hasn't been inserted yet, only users with a fresh ROM would benefit from a patch that modifies the ASM hack in LM.

The proper update to LM involves a check to see if the ASM in the ROM has been fixed yet or not, and then just changing the one byte.
FuSoYa
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Posted on 07-23-05 03:30 AM, in Expanding the Overworld Link
Originally posted by beneficii
In that case, perhaps you can have the game load a new map at a point, and find some way to store the changed data of the old one (like cleared tiles, new routes opened up, new landmasses, etc.). How feasible is that, FuSoYa?


I suppose it'd be possible, but there'd be some work involved. You'd need to load a new tile map for layer 2, a new layer 1 layout, and another level/directional info map. The game already has code to re-apply all tile map modifications based on passed events (for restoring from an SRAM save), but it'd have to be changed to account for which overworld is actually loaded. I'm not sure how noticeable of a delay in the game you'd get from switching overworlds like that...

The amount of work may also partly depend on whether you're going to try and increase the number of levels or events available, in which case you'd have to expand some tables (a couple of which are in RAM and SRAM IIRC).

HH's idea of partitioning the main overworld into submaps might be easier, even though you wouldn't get any extra area to work with. Might be a few tables to expand. One would have to look at the code to see how that'd work out.


Just don't ask me for help with any of this. I'd really rather not have to remember how the various bits of the overworld functions again.
FuSoYa
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Posted on 07-25-05 12:53 AM, in Some Q's about the Super FX chip Link
Originally posted by Luigi-San
I think (IIRC) that Fu has an FX assembler.


No, I just compiled a tracer... which is available on my web page, if needed.
FuSoYa
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Posted on 07-25-05 02:02 AM, in Expanding the Overworld Link
If you mean add support to LM for whatever changes and/or code someone else creates to do this, all I can say is maybe. I can't really promise anything, as I'd prefer to maintain LM's bug fix only status. And I have other things to work on these days.
FuSoYa
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Posted on 07-25-05 10:07 AM, in Some Q's about the Super FX chip Link
You can probably skip the open ROM dialog if you specify the file name and path of the ROM on the command line.
FuSoYa
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Posted on 07-27-05 12:08 PM, in Expanding the Overworld Link
Originally posted by The Crimson Chin
The game uncompresses the overworld into SRAM though, doesn't it?


No, WRAM. It gets decompressed to bank 7F. Layer 2 uncompressed is like 8x the size of the SRAM originally in SMW.
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