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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
Level: 26

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Since: 03-15-04
From: Moon

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Posted on 07-31-05 12:16 AM, in Got palette problems Link
There's a faster way to do Kirby's method. Ctrl-Left click on a color in the first copy of LM (which copies the color to the windows clipboard), and right click to paste the color in the second copy of LM.
FuSoYa
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Posted on 08-01-05 11:58 PM, in LM Bug (or not) - Side Exit sprite Link
I'm not sure what task manager is measuring to get numbers like that. Nothing in LM requires anywhere near that amount of RAM. Going by Cacheman on my own Win98 machine, the amount of RAM used only reaches about 9 MB (at 800x600 with all editor windows open).

And with animation turned off, LM doesn't need many CPU cycles either. It was primarily developed on a P200, after all.
FuSoYa
Defender of Relm
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Posts: 224/255
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Since: 03-15-04
From: Moon

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Posted on 08-04-05 11:54 PM, in LM Bug (or not) - Side Exit sprite Link
On the LM bug note, my LM sometimes enjoys telling me it had been modified, closed itself, and when reopened acted like nothing had happened.

If that was happening to me, I'd be a little concerned about my computer's stability or what might be running on it.


This only seems to happen if I go through both doors.

Looks like the climbing net door sprite isn't supposed to be used on sub-screen boundaries. I'll put a warning in the tool tip.
FuSoYa
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Posted on 08-05-05 07:30 AM, in LM Bug (or not) - Side Exit sprite Link
Hmm, I guess I'll have to fix that.

Affected sprites: 5F, 62, A3, C4, and E0.
FuSoYa
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Posted on 08-08-05 10:53 PM, in LM Question... Link
*plays around with LM a bit, then shrugs* I get the "no ExGFX" message every time. Unless you can give a specific sequence of steps to duplicate it, or your fresh ROM isn't really fresh, I'd say it's probably just your computer.
FuSoYa
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Since: 03-15-04
From: Moon

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Posted on 08-09-05 11:39 AM, in LM Question... Link
Fu, maybe its something that the computer is doing, or god hates me. But I don't believe it, since I have to restart my computer once that glitch happens in the Lunar Magic Editor...

I don't see how having to restart your computer would lead you to believe that your computer isn't unstable...

But if you really think it's LM and not your computer or ROM, describing how to do it well enough for someone else to get the same result on their computer is the first step to getting it resolved. Otherwise, there's nothing I can do.
FuSoYa
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Posted on 08-12-05 01:05 AM, in Learning SMW ASM [ASM howto] Link
Once you start doing larger ASM hacks that take up a few KB and have to be revised fairly often, you soon realize that having to update multiple tables, jumps, and branch offsets every single time you change just a couple of instructions really is a waste of time and effort. The larger it gets, the larger the chance you'll forget to update some offset. And then there's the documentation issue... for example, the SoE 2 player hack is primarily contained in a 24 KB ASM source file that explains where to hook into the game for each little ASM hack and some comments about what it's doing. It's much easier to manage an ASM hacking project that way.

Of course, a reliable assembler is a must.
FuSoYa
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Posted on 08-20-05 12:34 PM, in Some kind of large find!!! COME QUICK!!! Link
...[b1]? I think you may want to Google for "goodcodes.txt".
FuSoYa
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Posted on 08-21-05 05:18 AM, in The Search For Super Mario World (NSS) Link
*downloads the nss_smw ROM set out of curiosity and examines it a bit*

It appears to be incomplete. The last half of the ic1 file seems to be a duplicate of the first half, and the ic3 file is mostly empty.

Going by the size of the SNES version, that would mean there's only about 25% of the game here. The data corresponds to the areas from 20200-301FF and 60200-701FF in the SNES ROM. Unfortunately, that's not where SMW stores the graphics or levels...
FuSoYa
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Posted on 08-22-05 01:30 AM, in LM Bug (or not) - Side Exit sprite Link
If nothing else, this would probably cause memory corruption in SMW itself; possibly even in LM.

I believe there's already a warning in the help file about what that can do in SNES RAM. LM itself is unaffected.

Woah, this has some weird effects on layer 2 levels:

LM is just emulating what the game would do. The layer 2 map starts after the layer 1 map, hence an object that extends past the last screen on layer 1 will leak into layer 2.
FuSoYa
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Posted on 08-22-05 01:44 AM, in The Search For Super Mario World (NSS) Link
HH: I took a quick look at the code, which seems mostly the same. But there are some differences, as some of the JMP and JSR offsets are a little off in places.

While the levels and graphics are missing from this partial dump, the data does include the level and sprite pointer tables. It seems the level pointer table is identical to the SNES version, so the levels are probably the same. The sprite pointers are off by about 3 bytes or so for most of the table, so they might have changed one or two sprites somewhere.
FuSoYa
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Posted on 08-22-05 03:58 AM, in LM Bug (or not) - Side Exit sprite Link
The behavior may be useful for some people though, if they want an object that spans 10 screens. Most people probably don't, but still...
FuSoYa
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Posted on 08-22-05 11:04 PM, in LM Bug (or not) - Side Exit sprite Link
Yeah, I'm just saying 256 should come after 255, not before 1. You can count, right?

After 255? Oh, I see... you've assumed the size field is 8 bits for some reason. Sorry, but IIRC it's 4 bits in pretty much all these cases. As 255 doesn't actually exist as a valid size, it's kind of hard to put 256 after it. There's also no 254, 253, 252, etc.

Custom block: No idea. Sounds like a custom ASM issue.

Suggestion responses:
1) That's what hex editors are for.
2) In the main level editor? Sorry, but I can't see that being very useful.
3) Ehh, I don't know.
FuSoYa
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Posted on 08-22-05 11:11 PM, in The Search For Super Mario World (NSS) Link
Some of the overworld data is in there. Most of the overworld pointers are present. I threw all the banks from the partial dump into an SNES ROM, and LM loaded the overworld normally. I didn't notice any differences (other than the game not working in Zsnes anymore ).

The data included the overworld's layer 1 map and Map16 data. While I suppose Nintendo could of bypassed all the original data or did other non-level/overworld changes, I think the evidence so far points towards this game being pretty much the same.

Oh well...
FuSoYa
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Posted on 08-23-05 05:05 AM, in SMW ROM addresses Link
TM is main screen, TD is subscreen, and CGADSUB is for screen addition/subtraction. Reading an SNES hardware doc on these 3 registers, and Peekin's SNES layering document, is highly recommended.

Also, keep in mind that LM's rendering code wasn't exactly built for proper SNES layering. It's been a long time since I've looked at that part of the program, so I'm not entirely sure what LM might display for some settings.
FuSoYa
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Posted on 08-27-05 11:43 AM, in LM Bug (or not) - Side Exit sprite Link
Oh, then after 15.

It's been the other way for so long, I suspect switching it now would be more annoying than helpful to long-time users.

Speaking of names, having the level name or at least number in the titlebar would be pretty useful, especially when you want to add a secondary entrance and can't remember which level you're in.

I'm pretty sure you've suggested that before...

Here's another idea. Being able to give "names" to your ExGFX files.

An interesting idea, but I'm only doing bug fixes these days.

FuSoYa, you forgot Sprite A9 in the list of sprite that apeared different in LM and Zsnes

Yes, it does look like I messed up the sprite appearance. ^^ Thanks, I'll fix it.
FuSoYa
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Posted on 08-27-05 11:58 AM, in What's Bank number? Link
Agreed. I'm not sure why I decided to use OR over XOR...

Well, it's easy enough to change for the next update.
FuSoYa
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Posted on 08-27-05 12:04 PM, in Join the HDMA Revolution! Link
Originally posted by d4s
the snes doesnt have any registers that go by the name of td/tmw and ts/tsw.
i just looked it up in lunar magic and from what i can see tmw means main screen designation and tsw means subscreen designation.
no idea where fusoya got these strange names from... ~_=


Yoshi's doc. I'm surprised you haven't run across it before.

Have you been going by Qwertie's doc, or something more recent? I haven't really looked around in the last few years to see what else is out there.
FuSoYa
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Posted on 09-05-05 01:22 AM, in Warning Link
HyperHacker wrote:
Fusoya, Jonwil, and pretty much every other SMW and Pokémon hacker.

Excuse me? Did I just hallucinate helping you with that pokemon compression problem many moons ago? Or Darkflight with his SMW hack just a few weeks ago? Or the many others I've helped over the years?

This may come as a profound shock to some of you, but people are not obligated to give up their time and resources to help you. This is a hobby, and people are free to spend their time as they wish. To assume otherwise is, ironically, rather selfish.

ROM hacking is mostly about modifying old games for fun. If you want to do that in a team, great. Go build or join one. If you want to modify something on your own, great. Go for it.
FuSoYa
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Since: 03-15-04
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Posted on 09-05-05 09:25 AM, in Warning Link
Well, I won't deny that I like having my little easter eggs and minor secrets. Makes life interesting.

But regardless, I am not some kind of vending machine for people to stick their questions into whenever they want to get an answer. That can become very tiring. Remember JW?
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Acmlm's Board - I2 Archive - - Posts by FuSoYa


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