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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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Posted on 04-21-04 12:39 AM, in A background question.. Link
*copies and pastes from the Help File*

FAQ: Why is there animated tile garbage in my background?

This is most often a result of setting the BG init position too high. The "animated tile garbage" is from data stored just below the BG image. You can change the init BG position in either the main/midway entrance dialog or the secondary entrance dialog, depending on which type of entrance you're using to enter the level.

This problem tends to come up fairly often in vertical levels. Nintendo simply did not design the backgrounds so they can be tiled vertically, and did not really take vertical levels into account when creating the BG init position list. You can try setting layer 2 vertical scrolling to "slow" or "none". Also try changing the screen number of the entrance. If you put the entrance at the top of the level, you can use all except the very bottom screen (0x1B) with scrolling set to slow. Trying to do the same thing by putting the entrance at the bottom gives you far fewer usable screens to work with...
FuSoYa
Defender of Relm
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Posted on 04-21-04 03:20 AM, in what is asm hacking? Link
Your original thread was moved to ROM hacking. Please don't make a new one for the same thing.

*closes*
FuSoYa
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Posted on 04-21-04 03:39 AM, in No. of total screens keeps reducing to 1 Link
It's been that way since version 1.00, and it doesn't make sense that I would carefully point it out a year later when I made the help file if it was a bug.

As for why, IIRC I had level 111 of the original game in mind when deciding if it should check layer 2 or not. Though, that was 4 years ago... not sure if it makes as much sense to have it that way now, given the varied hacks people are making.

Still doesn't make it a bug though, so oh well.
FuSoYa
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Posted on 04-23-04 09:03 AM, in RAM + Breakpoints? Link
I think Zsnes will let you load/save savestates while in the debug screen. Although AFAIK, you can't play the game while waiting for it to hit the breakpoint, which may or may not be a problem depending on what you're doing.
FuSoYa
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Posted on 04-23-04 10:00 AM, in Can't make Title Screen demo..... Link
Originally posted by asdf
Or better, make a savestate with you standing at the beginning of the level BEFORE installing the ASM.


That can cause the game to skip a small bit of recording initialization code during level loading, not to mention that if there are any sprites on the first screen, you have a pretty good chance of messing up the timing for playback.

Install the ASM recording code before trying to enter a level on the overworld, and then you can make your initial savestate at any point you like without having to worry about the timing of it. There is no advantage to waiting so you can install it later... whenever you enter a new level (whether from the overworld or from an exit in another level), it re-initializes itself anyway.

And yes, you can of course make/load as many savestates as you want while playing the level itself.
FuSoYa
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Posted on 04-24-04 04:22 AM, in Object 2C...Reserved for "Future Use by Lunar Magic"? Link
SMW has a few unused/unimplemented object commands that LM makes use of for various features. By marking a few of them as "reserved", I'm simply pointing out to ASM hackers that if I ever wish to create a new feature that uses an object command, those will be the first ones I'll be using, so it would be best not to try and use them for your own purposes.

Although no one else I know of uses object commands for hacking anyway... Direct Map16 Access is already there for level building, and there are far more easier ways for activating custom ASM hacks. It's convenient for LM to use, but only because it has to parse the level data anyway.
FuSoYa
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Posted on 04-25-04 07:30 AM, in SNES ROM Questions Link
2) Copier header. Emulators ignore it.

3) The SNES has 24 bit addressing (00:0000-FF:FFFF), and the ROM is "mapped" to certain areas in it. Knowing which part of the map the game actually uses is important when trying to expand LoROM games beyond 32 mbits, as Lunar Expand needs to know where to put the original ROM banks so it'll still run correctly.

4) The main difference between the two is that LoROM games map single 32K chunks per bank while HiROM games use 64K, and they use different parts of the map. There are documents out there that explain it in more detail. While the smaller games tend to be LoROM, it's not really a rule. You can grab Lunar Address from my site if you need help with address conversion.


I hope you're not trying to expand YI. IIRC we discussed in a thread some time ago how the SFX map doesn't seem to go beyond 2 MB in emulators...
FuSoYa
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Posted on 04-25-04 07:34 AM, in Overworld Level & Direction ASM Hack? Link
It's a hack to get around a certain limitation in the original game involving level numbers and their placement on the overworld, and to allow initial level setting flags.

In other words, it's just another ASM hack that LM installs behind the scenes that most people aren't even aware of.

The text is used in an error message.
FuSoYa
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Posted on 04-26-04 01:51 AM, in Overworld Level & Direction ASM Hack? Link
Originally posted by Kyouji "Kagami" Craw
Oh, and FuSoYa, in the original game wasn't it that you could only enter levels 0-FF from the overworld and 100-1FF from a submap?


Yes, and the levels had to be placed in ascending order on the map, from top to bottom and left to right.
FuSoYa
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Posted on 04-26-04 03:29 AM, in Overworld Level & Direction ASM Hack? Link
Originally posted by HyperHacker
Just why isn't it possible to allow levels 25-FF on the OW anyway?


Because they already are on the OW... interpreted as being levels 101, 102, etc up to 13B. Going beyond that would mean expanding certain arrays in ROM (and possibly RAM) plus changing the SRAM data layout.


SMWExpert: Nintendo likely did it like this so they wouldn't need a separate data structure to indicate which level number to put where. They just scan layer 1 for level tiles and assign the level numbers in order. Saves ROM space, but sacrifices flexibility.
FuSoYa
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Posted on 04-27-04 02:35 AM, in LM Poem (Again!) Link
The Nall quote is from Lunar 1, not Lunar 2. And it really is in the game (PSX version)... it's been a while since I've played, but I think he says it in the musical town when you talk to a villager or two, and it was his idea for a song or something.

I should really play it again...
FuSoYa
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Posted on 05-04-04 03:10 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Originally posted by Knuckles T15X
Close. I said this because if Lunar Magic won't run in WINE, I'll be, well, fucked. And that's how life could get me down.
Can someone please answer the question now (Can WINE run Lunar Magic)? I need to know.


I think so. I remember talking to someone that was running it in WINE once, and the only problem he had was the main screen not filling the entire window when maximized. I suspect now it was probably because he had been too low on RAM for the window size he was trying to run it at. In that case LM will reduce the size of the main bitmap it allocates until it's small enough that the system will accept it, which is a minor safety measure I had put in and forgotten about. I made sure to put in a low-RAM warning dialog some time ago to go with it in case someone runs into that again.

That was a few versions ago, but I imagine it probably still works in WINE.
FuSoYa
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Posted on 05-06-04 09:45 AM, in Just finished my new intro video but...ahhhhh!!! Link
Did you check the time limit for the level?
FuSoYa
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Posted on 05-06-04 01:09 PM, in Just finished my new intro video but...ahhhhh!!! Link
Yes, the level time limit is still active in the demo. It's set to zero (infinite) in the original, so normally it won't run out. But I seem to remember someone ran into a problem where Yoshi would eat a green berry in the demo (adding 20 to the time, making it non-infinite), and then Mario would get killed when the time ran out.

I don't think it's in the help file.
FuSoYa
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Posted on 05-07-04 05:57 AM, in Just finished my new intro video but...ahhhhh!!! Link
Set the time limit to zero (or any other x00 value). Apparently, Nintendo sets the hundreds digit of the time limit to zero for the demo. Useful for forcing any normal level to have infinite time I suppose, unless of course you've bypassed the regular time limit settings to have a non-x00 time limit, giving you only 0xx time.
FuSoYa
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Posted on 05-07-04 06:00 AM, in How do you edit Mario's graphics (if that is posible)? Link
No, LM exports all 16 palettes. Check your tile editor's documentation on how to load/use them. TLP for example has to be set to load 256 entries, then you have to switch to the palette you want.
FuSoYa
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Posted on 05-16-04 01:19 AM, in Question about levels and hex editor Link
1. Learn ASM, and be unable to use LM's OV editor to set many of their properties, name them, or edit their level messages.
2. Learn ASM, and forgo using LM's OV editor for them.
3. Yes, you can have one exit enable 3 paths from a level. If you mean can you have 3 separate exits enabled by 3 separate events in one level, learn ASM.
4. For new paths, just use the OV editor to add/delete/move tiles. For new path tiles that behave differently than the existing ones, learn ASM.

I hope that answers your questions.


(edited by FuSoYa on 05-15-04 04:20 PM)
FuSoYa
Defender of Relm
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Posted on 05-21-04 08:32 AM, in Animated frames Link
In DW, I used a hex editor to change the frames for one of the original animations (something that wasn't used IIRC), and added a small ASM hack to handle the change when you hit a POW. Keep in mind that this was before LM had the animated tile frames feature, although it did have the ability to extend the animated graphics area with an ExGFX file. It's still in DWTLC, since there wasn't much point in removing it just to redo it in LM all the time (although we didn't always use the original, as the brick animation wasn't available in all tile sets).
FuSoYa
Defender of Relm
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Since: 03-15-04
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Posted on 05-26-04 04:33 AM, in Working on a YI Editor Link
Originally posted by Darkmatt
You're pretty darn lucky you got Fu on your credits.


Er, not really... All I did was answer a couple of questions a few days ago, and direct him to an older version of LC that had the VB file. That's pretty much the extent of my involvement.
FuSoYa
Defender of Relm
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Since: 03-15-04
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Posted on 05-26-04 08:07 AM, in Translating "player game", "empty", etc. Link
It would be best to ask someone that has translated it. I haven't looked for most of those myself. Although I seem to remember seeing the title screen menu text one time, when I had the OV editor load uncompressed data from the ROM by accident (probably uses standard tile map data, which is why it showed up ).

I did find the text at the end of the game just after beating bowser for someone though. I know I've posted this before somewhere, but I'll just copy and paste from my email:

Anyway, you'll find the text at 0x1D726. The letters are 4 bytes away from each
other. Just add 0x80 to the tile number to get the values to use (for example,
"a" is 0x08+0x80=0x88). The font itself is in GFX file 0x0D, although you
probably already knew that.

After taking a closer look at the ASM trace, I noticed there's a table at
0x1B05B of 1-byte entries that hold the values of how long to delay displaying
each tile. Modifying that should be pretty easy.

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