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Acmlm's Board - I2 Archive - - Posts by FuSoYa |
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FuSoYa Defender of Relm Level: 26 Posts: 142/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by DahrkDaiz Except when you're dealing with an emulator, where the SRAM (or rather, the regular RAM your emulator temporarily set aside to serve for what would be battery-backed SRAM on the SNES) data is copied to a file on your hard drive so you'll still have it when you shut the emulator down. And just as a ROM image on you hard drive is not literally ROM, an SRAM file on your hard drive is not literally SRAM. But we call them that anyway, because people are lazy and it's generally understood what those files are for. Just thought I'd cover all the bases. I hope you don't feel picked on Atma... but when you say something like "Save files that get produced are ROM (AKA a File stored into your Hard Drive)", it's kind of hard to ignore. |
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FuSoYa Defender of Relm Level: 26 Posts: 143/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Did anyone hear anything at all from FuSoYa since his site went down? Maybe he was imprisoned for romhacking or who-knows-what Nothing quite that dramatic. Life has gotten busy is all. Hopefully when cg finishes moving, my site will go back up. Assuming they're still able and don't mind continuing to host me, of course... I'm still waiting for a reply in the cg forums to verify that. Edit: Hmm, quote link didn't work... (edited by FuSoYa on 01-30-05 08:31 PM) |
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FuSoYa Defender of Relm Level: 26 Posts: 144/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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No idea when it'll happen... guess we'll just have to wait and see. |
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FuSoYa Defender of Relm Level: 26 Posts: 145/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by Keikonium The answer to that one is in the help file... |
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FuSoYa Defender of Relm Level: 26 Posts: 146/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by HyperHacker It's best not to use the address in the save dialog. That's just the location LM will try to save to, not necessarily where the level is really going to end up at. Save the level, then use the "Open Level from Address" dialog to get the address of the current level. |
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FuSoYa Defender of Relm Level: 26 Posts: 147/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by Disch Or you can just make the height value negative if you don't like working with upside-down images. |
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FuSoYa Defender of Relm Level: 26 Posts: 148/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Another issue with total reassembly is that if you rely on fixed location utilities or tools (like LM), you have to be careful when making changes to the code. If the rest of the code/data in the bank gets shifted, it can make the ROM incompatible with your editors. Which is partly why I don't consider reassembling entire SNES ROMs to be very practical... not for anything I do, anyway. I don't do the bulk of my ASM coding in a hex editor as it is. Sure, I'll use a hex editor if I want to adjust something or put in a quick jump to my own code. But if I need to see the original ROM's code or do a minor edit, I'll run a trace or fire up SPASM. And for doing more moderate to heavy work (or hacks I want documented for future reference), I just open up a text editor and code whatever I want, then run only that code through an assembler. |
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FuSoYa Defender of Relm Level: 26 Posts: 149/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by Darkflight Sounds like you've already got the right idea, as far as implementing the pipes like DWTLC does. I found it kind of finicky to get it to work well in practice... but then again, I didn't think of blocking Mario's input till version 1.1. As a result, people may find doing their own implementation from scratch easier than reading DWTLC's code. If you want an extra hint though, don't use layer priority on the pipe tiles. Remember the white block... |
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FuSoYa Defender of Relm Level: 26 Posts: 150/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by UnsurpassedDarkness |
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FuSoYa Defender of Relm Level: 26 Posts: 151/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by HyperHacker It's stored in $15 and $17 (16 bit). As long as Mario is touching a block, you should be able to filter out button presses in the block's code before the game can process them. |
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FuSoYa Defender of Relm Level: 26 Posts: 152/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by HyperHacker Bug fixes only now, remember? Besides, creating a large table in the ROM to hold an extra value or two for all the FG Map16 tiles isn't too difficult. |
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FuSoYa Defender of Relm Level: 26 Posts: 153/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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The list comes right from the ROM, so yes, it's supposed to be that way. |
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FuSoYa Defender of Relm Level: 26 Posts: 154/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Thanks, but as you said, those aren't bugs. Although if some real bugs turn up someday and a release becomes necessary, I'll probably include those. |
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FuSoYa Defender of Relm Level: 26 Posts: 155/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Or you could just use custom tool tips. Not as visual, but it works. Keep in mind that LM is no longer being actively developed, so changes are mostly restricted to bug fixes only. |
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FuSoYa Defender of Relm Level: 26 Posts: 156/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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JJ: You could use Shift-F4 in LM's main window to switch to the alternate bypass dialog where you type the numbers in. HH: I don't recall offhand, but a quick search for "00 60 C0 00" in the ROM will probably take you right to it. I doubt there's a "number of list entries" value for LM to read... the game probably uses a bit mask and some bit shifting on a byte to get the index to use. Meaning if you want to expand the # of entries, you'll likely have to expand the settings as well to use them. |
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FuSoYa Defender of Relm Level: 26 Posts: 157/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Doesn't work as in doesn't run, or doesn't work as in it doesn't do what you expected? Hex to SNES is pretty much the same as LA, except with a few less features. |
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FuSoYa Defender of Relm Level: 26 Posts: 158/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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I'm just used to it, I suppose. My old monitor was smaller, and the video card in my old P200 couldn't go past 800x600 without dropping down to 16bit color. Whenever Zero-G has to look at something on my computer, he complains that everything is too big. And whenever I have to look at something on his, to me everything seems too small. |
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FuSoYa Defender of Relm Level: 26 Posts: 159/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by Escherial By carefully checking out the surrounding code beforehand. The 2 byte branch instructions don't have much range. Of course, longer branches are possible, and sometimes you simply miss something. Which is why extensive testing is always recommended. Anyway, just by taking a quick glance in SPASM, I can see at least 4 branches at $D145, $D16D, $D18A, and $D270 that could give you trouble. If all the places calling this subroutine don't care about the value in A upon returning (unlikely, but I haven't looked), it might be tempting to redirect all the branches to $D15A and change it to a STZ. But I'd suggest just looking into hooking the code at an earlier point to avoid the issue (is $D14A the only branch to $D156?). |
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FuSoYa Defender of Relm Level: 26 Posts: 160/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by MathOnNapkins A good solution... wouldn't have thought of that myself. He'll have to be careful to throw a byte from A back on the stack though if it's set to 16 bit when he pulls it off (or just do two PHPs). (edited by FuSoYa on 03-20-05 02:48 PM) |
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FuSoYa Defender of Relm Level: 26 Posts: 161/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by Glyph Phoenix You can't get stuck in Star World by doing the exits out of order. Unless by "stuck" you meant not being able to get all the exits in the game to have a nice shiny *120 on the title screen, or perhaps getting into the optional Boo's world. |
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Acmlm's Board - I2 Archive - - Posts by FuSoYa |