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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 01-30-05 02:52 AM, in Question about a program for ASM Link
Originally posted by DahrkDaiz
SRAM isn't a special file that's written.


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.
FuSoYa
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Posted on 01-31-05 12:29 AM, in Lunar Magic 1.62 problems... Link
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)
FuSoYa
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Posted on 02-01-05 10:37 AM, in Lunar Magic 1.62 problems... Link
No idea when it'll happen... guess we'll just have to wait and see.
FuSoYa
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Posted on 02-06-05 11:52 PM, in Changing the castle entrance level and question about Map16 Pages Link
Originally posted by Keikonium
Oh, and I was also wondering how to save one page of BG Map16 to file, and put it in another game with out messing up the other BG pages.


The answer to that one is in the help file...
FuSoYa
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Posted on 02-07-05 10:05 PM, in Changing the castle entrance level and question about Map16 Pages Link
Originally posted by HyperHacker
go to Save, get the pointer from the dialog box and save it.


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.
FuSoYa
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Posted on 02-12-05 01:39 AM, in Editor programming - Graphics? Link
Originally posted by Disch
One funky side effect to take note of is that Windows bitmaps are stored upside-down... so 'pixels' actually points to the last row in the bitmap followed by the second last, etc... not the first followed by the second like you'd might expect.


Or you can just make the height value negative if you don't like working with upside-down images.
FuSoYa
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Posted on 02-12-05 01:46 AM, in SNES Reassembler!<_< Link
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.
FuSoYa
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Posted on 02-12-05 02:01 AM, in Screen-scrolling pipes concept Idea Link
Originally posted by Darkflight
FuSoYa, Could you please post maybe a hint or something here? Please?


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...
FuSoYa
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Posted on 02-12-05 02:38 AM, in Screen-scrolling pipes concept Idea Link
Originally posted by UnsurpassedDarkness
FuSoYa, why can
FuSoYa
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Posted on 02-14-05 09:35 AM, in Screen-scrolling pipes concept Idea Link
Originally posted by HyperHacker
And how do you disable the input anyway?


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.
FuSoYa
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Posted on 02-14-05 09:39 AM, in Custom Block request. Link
Originally posted by HyperHacker
I'm talking to you, Fu.


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.
FuSoYa
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Posted on 02-14-05 11:12 PM, in Custom Block request. Link
The list comes right from the ROM, so yes, it's supposed to be that way.
FuSoYa
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Posted on 02-16-05 03:24 AM, in Custom Block request. Link
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.
FuSoYa
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Posted on 02-18-05 12:31 AM, in Lunar Magic annotation idea Link
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.
FuSoYa
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Posted on 02-18-05 12:59 AM, in Custom Block request. Link
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.
FuSoYa
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Posted on 03-05-05 10:26 AM, in need a utility - hex to snes Link
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.
FuSoYa
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Posted on 03-07-05 11:06 AM, in FUSOYA'S SITE MOVED Link
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.
FuSoYa
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Posted on 03-20-05 12:15 PM, in Code Replacement? [Issue, ASM] Link
Originally posted by Escherial

So, to put it simply, how do you replace a short segment of code with a longer one without hitting these kinds of issues? I'm assuming that blocktool's and Lunar Magic's ASM hacks jump to unused portions of the ROM, but how do you make sure that you're not screwing up some code following it?


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?).
FuSoYa
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Posted on 03-20-05 11:47 PM, in Code Replacement? [Issue, ASM] Link
Originally posted by MathOnNapkins
You have another option, though. I'm too tired to edit the above, but it is easier and unfortunately you will read it second. I've noted that the instruction you are hooking near (LDA #00) is assumedly two bytes long. This means that the M flag is set. If it is LDA #0000 we must assume the opposite. Whatever it is, use that to your advantage and do the same as the above, except test for the M flag's bits (instead of NOP; SEI; do REP #$20). The I flag is dangerous to toy with, and the M flag is not. All you have to do is make sure it's set (M = 1) by the time your routine returns. (Well, by the time you get to your LDA #00 + other instructions + RTL specifically)



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)
FuSoYa
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Posted on 03-21-05 03:53 AM, in I'm bored as hell! What hacks do you recommend I play? Link
Originally posted by Glyph Phoenix
and if you don't find one exit before another in star world you're stuck.


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


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