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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 08-05-04 12:33 AM, in Lunar Magic Version 1.62 Released! Link
Sorry, but:

a) It's impractical, for many reasons that have been discussed before.
b) As already stated, I'm not going to adjust that feature in LM.
c) Revealing the "trick" for getting LM to load the ROM isn't exactly a big deal. Evidently most people don't realize you could already do that... older versions of LM before the feature was made will open the ROM regardless. Which is why it was always called *level* access restriction.
FuSoYa
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Posted on 08-05-04 11:52 PM, in ROM data Link
Originally posted by Mario Maniac
So when we add anything, LM automatically change the coding?


Only when required. As already explained, for data that already has 24 bit pointers, no code changes are necessary. For others (such as sprite lists for levels), the code is altered slightly so the game will use 24 bit pointers.



(edited by FuSoYa on 08-05-04 02:52 PM)
(edited by FuSoYa on 08-05-04 02:53 PM)
FuSoYa
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Posted on 08-06-04 12:49 AM, in YEAAAARRGGGHHH!!!!!! Link
The X between n and o was used to enable/disable the toolbar. The editor doesn't read it anymore in 1.62, since people would accidently turn it off using an undocumented key combo in LM and wouldn't know how to turn it back on.

m is to enable the alternate super bypass dialog.

l is an option I added for DWTLC to turn off berry graphics conversion (which makes them use the other half of the palette, if they don't already). I had replaced those tiles, and didn't want the editor altering them. It should be left on unless you plan to do the same.


c is for the 8.3 DOS file name option in the emulator dialog, not the star icon.
FuSoYa
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Posted on 08-09-04 12:05 PM, in Need help on Lunar Magic! Link
Already asked in SMW forum, so...

*throws in trash*
FuSoYa
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Posted on 08-11-04 01:11 PM, in Question related to DW:TLC Link
Look around in Water Secret.
FuSoYa
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Posted on 08-15-04 09:25 AM, in Need...help...with...Mario! Link
Don't bump old threads.

*closes*
FuSoYa
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Posted on 08-16-04 05:29 AM, in Questions and Answers for newbies! Link
Originally posted by Smallhacker

That has nothing to do with custom blocks. There's always slowdown when there's too many sprites at the same time. The slowdown fix only fixes Custom Block slowdowns, not sprite slowdowns. In order to avoid the sprite slowdown, decrease the number of sprites. There's no other way.


Custom blocks can contribute to sprite slowdowns. The threshold for the number of sprites to cause sprite slowdown getting lower with more custom blocks is what caused custom block slowdown to be a noticeable issue in the first place.
FuSoYa
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Posted on 08-16-04 05:31 AM, in Super Super World: GOTLE Demo...maby. Link
I've posted about this before, but it sounds like it might be useful to repeat it.

One way for a user to determine if the author's patch was made with a modified file instead of the original is to turn on LIPS' logging feature, then apply the patch and examine the log. If there are any "SE!" strings in the log, either you applied it to the wrong ROM, the patches in the file are out of order, or (99 times out of 100 with SMW if others are reporting the same problem) the author incorrectly used an already expanded modified SMW ROM to create the patch.

Given the SE! warnings in the log between 80200 and 100200, Keikonium's "original" ROM appears to already be 1 MB in size.
FuSoYa
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Posted on 08-17-04 07:50 AM, in Exclusive! SMW2+ Demo 1 is out! 1st YI hack with a level editor! Link
Originally posted by Golden Yoshi
Hmm...not quite sure why that happened. That's weird though...I used LIPS to make the patch, I don't know if that has anything to do with it.


Based on the size of the patch and what's in it, I'm guessing you accidently used a completely different file than the original YI game to create the patch. Or maybe the ROM you used as the original doesn't have a header and your hack does. Either way, the result is that there's so much of the YI ROM in this patch, you can even apply it to a Mario World ROM to get a partially working YI ROM.

You should probably double check the files you used, and remake the patch. It really shouldn't be almost as large as the ROM itself.
FuSoYa
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Posted on 08-18-04 12:32 AM, in How Use SMB3 Discombobulator?? Link
*throws duplicate thread in trash*
FuSoYa
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Posted on 08-19-04 12:45 AM, in Lunar Magic Version 1.62 Released! Link
The space remaining doesn't matter much, unless your ROM is already at 4 MB. And no, there's no automatic way to select everything.
FuSoYa
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Posted on 08-23-04 01:39 AM, in Does Anybody Hack Pokemon Sapphire Or Ruby?? Link
*moves thread*
FuSoYa
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Posted on 08-26-04 02:36 AM, in I don't wanna do this do I? Link
SMW hacking getting old? Just cause there's an excellent utility for it?

Well, the easier the utility, the more people that are able to create a hack for it. Since LM has been around for a while, there's quite a few SMW hacks by now.

hex is sick.

Hex is just an alternate method of counting, which is the preferred system to use when representing byte values. 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, etc. It's not really a big deal. Most calculators (even the one in windows) can convert between decimal and hex... but you usually don't have to do that when using LM, since there isn't much value in knowing what level #10A would be in decimal.

Q) Some levels cannot be accessed from the overworld. What should I do?

It just means only a certain range of levels can be on the overworld, and the rest can be used by exiting from another level to them (typically using a door or pipe).

Q) How do I replace the existing animations?

It can be done actually, but there's likely no reason you'd want to, as LM can create new tile animations.

Q) But I saw a hack where some of the enemies was changed!

Changing enemy graphics to make them look like another enemy is easy. Altering their behavior requires ASM. However, I don't believe I modified any enemies in DWTLC with ASM. The one exception is the Yoshi fireballs, but those aren't really enemies.

Q) How do I add the pipes from DW:TLC to my hack?

Yes, that one really requires ASM. But that's just if you want the new screen-scrolling pipes I made... the original pipes in SMW are easily modified in the editor.

Can someone link me to a good ASM tutorial

If you haven't done ASM for any other processor before (or at least a low-level language like C), there will be a steep learning curve. I wouldn't recommend looking into that when you're trying to decide whether or not to create a hack, since it's possible to create pretty goods hack in LM without it.

Creating a quality hack does take time, but it's more a matter of discipline. The bulk of the work in DWTLC was done by 2 people in about 2 months. A very, very frantic 2 months, but 2 months nonetheless. Multiply it by 2 if you're working alone, and by 4 if you want to take your time. That's a little less than a year and a half, unless you take extended breaks.

I'd suggest just playing around with the editor for a couple weeks, until you get a feel for whether this is something you'd want to do a major project with. Even if you end up not wanting to, it can still be fun to do level-only hacks to try out your own level design and playing abilities.
FuSoYa
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Posted on 08-29-04 04:09 AM, in Sprite creation Link
Originally posted by Keikonium
I relized that the sprites from F0-FF cause a sprite error in LM. Maby this can be disabled to have 10 more extra sprites.


Turning off the "Correct Fatal Errors" option will stop LM from filtering those out of the sprite data.
FuSoYa
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Posted on 09-04-04 10:57 AM, in Reloading Level Message [ASM Issue] Link
Use a cheat code to change $13BF to the OV level number you want the message of (remember OV levels 25 and up are for levels 101 and on).

Or alternatively, alter the exit ASM code to change $13BF for you. Or create a custom block to read the exit destination of a particular screen to do the same thing when touched.
FuSoYa
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Posted on 09-04-04 01:49 PM, in Found something useful [Howto] Link
Originally posted by HyperHacker
Bit 2 = Is Exit Present Flag (set if any exit is on this screen)


Er, not quite. I chose that bit to indicate whether it's an original style exit, or a new LM ASM enhanced exit. If it's set to zero to indicate an old style exit, all the other bits in that byte are ignored and the exit is determined the way the game originally did... meaning you can only exit within the same 0x100 OV level block, only use secondary exit #s within that same block, and all the exits in the level must be either secondary or normal (not a mix of both).

The $19D8 array was rather pointless in the original game... it was being used to store a single bit from the screen exit data. But the game never bothered to look at it. It was probably for something Nintendo either abandoned or never got around to.

LM always uses new style exits when saving levels, but original levels that haven't been saved using LM yet will still be using the old style.


I posted the information on the new exit array flags almost 3 years ago on the old board...
FuSoYa
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Posted on 09-05-04 05:10 AM, in Found something useful [Howto] Link
Originally posted by HyperHacker
So how do you tell if there isn't an exit? Would it just point to level 000/100?


No, there's currently no way to know. The game doesn't clear the old values between levels. You could probably clear them out yourself with some ASM, if you really need a way to know that (or just do as the game did, and don't put an exit-enabled object on a screen that doesn't have an exit set up).

BMF: If you're willing to put up with the exit limitations of the original game, I suppose so... but it seems a bit extreme to be giving up those bits for a mere $10 bytes of RAM. If it were me, I'd just look for RAM in bank 7F that wasn't being used.


(edited by FuSoYa on 09-04-04 08:21 PM)
FuSoYa
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Posted on 09-07-04 02:43 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Originally posted by Keikonium
BTW, I use LM version 1.61 because I can type in the ** numbers instead of using a drop down list. But there pretty much the exact same version.


...the alternate super bypass dialog is still in 1.62. Probably not a good idea to use an older version with a known bug, especially when you're not gaining anything by it.
FuSoYa
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Since: 03-15-04
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Posted on 09-07-04 02:48 AM, in Help Wanted! [GFX ASM Issue] Link
1) Eh? Didn't you just post about figuring out the exits?
2) High bit is level passed flag, 1 byte per level, in OV level order.
3) Increasing SRAM size is just a matter of changing a byte in the header AFAIK... never tried it myself.
4) In a number of places. Best to do a trace to find the part you want.
5) Just do a trace and look for writes to SRAM, and hopefully it's in a separate routine you can call.
7) VRAM is accessed using the appropriate SNES hardware registers ($2116 for address, $2118 for data).
FuSoYa
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Posted on 09-10-04 08:24 AM, in ram to rom adressing Link
Originally posted by MathOnNapkins
However, the SNES doesn't have enough memory to fill up all those banks, the lower #8000 bytes of each bank are actually identical to the values of the lower #8000 bytes of bank $7E,


Actually, it's just the first 0x2000 bytes that mirrors RAM from bank 7E. The rest of that area is used for hardware registers and sometimes SRAM.
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