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04-23-23 07:09 PM
Acmlm's Board - I3 Archive - - Posts by Sukasa
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Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-05-06 11:16 PM, in A little bit of advice on announcing your hack Link
8) When you get bad reviews, DON'T lash out at anybody. We are commenting on your hack, and the more effort you put in, the better your reviews will be. Lsah out, and everybody will hate you.

9) don't laugh at "8)".
Sukasa

Birdo
Not quite as active as before.
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-05-06 11:39 PM, in A little bit of advice on announcing your hack Link
Hey, #8 was serious. After all, that's been a fair problem before, hasn't it?
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-06-06 12:48 PM, in SMWOE - Progress and release thread Link
Yea, I got back to school, and fixed the bug with the jump data.

As soon as I can get to a VB6 compiler, I'l reupload the file (Notepad might be able to edit .frm files, but it can't compile them).
Sukasa

Birdo
Not quite as active as before.
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Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-06-06 04:22 PM, in Mario's Return demo 1 Link
I will.

I can do fairly good title screens, so I'll re-make your title for you
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-06-06 04:39 PM, in Wait, does it even exist? (Overworld tile) Link
Actually, the water tile is changed in-game by SMW's ASM.

Sorry, that won't work.
Sukasa

Birdo
Not quite as active as before.
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-06-06 09:31 PM, in Wait, does it even exist? (Overworld tile) Link
Yeah, but the two halves of it still move like normal water :/.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-07-06 01:59 PM, in Update on Blocktool §Ù [Omega] Link
(I found a glitch with the board code - That symbol didn't come out right.)

Yeah, I got a god portion of the SNES-side code done last night. All that's left to do is add support for the other Blocktool offsets that jonwil set up, and then find a way to allow different offsets for things, as right now, a block might not respond to the top offset, but respond to the sides and bottom offsets, but unfortunately, I haven't yet finished a way to make the bottom and sides offsets start in different places in the block... I'll work on that next.

So, which data bytes do you guys want available for others, and does anyone want to see the code so far? (it's tiny! )
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
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Posted on 02-07-06 02:03 PM, in Problems with board code handling symbols Link
Yeah, I tried to use the Ohm symbol, Unicode 2126, and it didn't come out right... [§Ù] Check character map, it should be there.

BTW, I was using the Arial font for looking up the symbol.
Sukasa

Birdo
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Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-07-06 03:08 PM, in Update on Blocktool §Ù [Omega] Link
Well, the code has one flaw: The data tables are going to take up 4½ banks.

Other than that, no flaws. I'll go get the code from my other computer, and upload it right now. NOTE: this version of the code is still unfinsihed, I have to add a couple of things, so please don't judge the code too harshly.

EDIT: BTO.asm


(edited by Sukasa on 02-07-06 02:11 PM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-07-06 03:47 PM, in Kirby vs. Shy-Guy Link
Nice. Um, how did that shyguy CLOSE THE WALL in #104?

That left me wondering WTF.
Sukasa

Birdo
Not quite as active as before.
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I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-07-06 04:27 PM, in Update on Blocktool §Ù [Omega] Link
I don't think I could do that.

The reason being, to do that would mean keeping a list in the ROM of blocks.

Instead, I'll make it where the PC program keeps a list for a game, and when you open a new game, it changes to a different list, instead of overwriting the old one.

EDIT: I finsihed the first version of the code, save for two offsets! Now, I just need to put together a PC program for this, and then try it out. All I need are some proper blocks, as well as the tables for the "has Custom Block" table, and the "start from Offset xxxx" table.

Now it gets a bit harder - There are 16 versions of the code, one for each type of collision (diagonal, top, sides, etc...), and I should be able to release version 1.0!

Give me couple of weeks... I should have more to offer up


(edited by Sukasa + on 02-07-06 04:20 PM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 12:37 AM, in Kirby vs. Shy-Guy Link
YAY, the bird IS robotic, and General Guy loves yoshi for selling Kirby's ability </morecrazyspeculation>
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 05:23 PM, in HDMA Problem Link
To me, that looks like Layer 2 and layer 1 are on the same screen (there are two screens in the SNES, the main screen which is in front, and the sub screen, which is in back). Perhaps you should look up the TD/TMW and TS/TSW ( which are the SMW names for the screen settings), and using a SNES hardware doc, make sure that sprites, L1, and L3 are on the main screen, and L2 is on the sub screen for that level mode, and see if that helps.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 05:31 PM, in Glyph Phoenix's SMW Artifacts Link
Why not the level's Tilemap in RAM?

If you read the lower byte of the MAP16 settings for the first few blocks (check the old memory map, it works still), you could have the user set your artifacts by plaing a certain block at position 0,0 in LM's Layer 1 mode.

That's settable in LM, and doesn't require any patches or anything, nor any sprites or whatnot that's unreliable, since the L1 tilemap won't be changed except by PAR code, custom blocktool code, divine intervention, or loading a new level.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 05:33 PM, in Information request Link
I already released SMWOE 0.5b in the SMW hacking forum... Once I get back to school on monday, I can release the version 0.6 of it as well...
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 05:38 PM, in A theory on SDWTLC's "HiROM" setting Link
Yeah, I was thinking about something a few nights ago. I SDWTLC is really HiROM, then likely, what I think FuSoYa did was disassemble the ROM into 32K chunks after finishing his editing, then reassemble them with blank 32K chunks in between.

In other words, SDWTLC is Basically a LoROM game with blank bits of padding to make it work as a HiROM.

Now, I can't prove or disprove this on my own, but can anyone else do so?

I think that is a viable possibility because if DWTLC uses a full HiROM bank, then FuSoYa would have had to trace every offset, every single pointer, every sprite, and basically every byte in SMW and make sure everything was pointed correctly.

Even for Fu, I think that would have been nigh impossible, so what are your guy's opinions on my hypothesis?
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 07:18 PM, in A theory on SDWTLC's "HiROM" setting Link
I can't test this theory, I don't have the stuff I need for it.

Xeruss, I think you could, so long as you changed the config byte for the ROM that controls Hi/LoROM seetings to LoROM.

Try it, perhaps DWTLC isn't even locked!

Kristopher: Yeah, something along those lines.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 08:00 PM, in Not-so-Lost Thread #7, which is still alive even after two hack attacks Link
Negative, Negative - but I'm not positive.

I'm not too plus'd out yet.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 08:11 PM, in FuSoYa's B-day? Link
Well, happy birthday FuSoYa!

I hope you enjoy it, wherever you are...
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 5908 days
Last view: 5907 days
Posted on 02-09-06 08:42 PM, in Overworld Help. Not the usual newbie question. Link
Use PgDn and PgUp to select the event to edit while you're in the layer 2 event editor mode, and watch the status bar at the bottom to know when you're at the spot you want to be.

After that, place the tiles as you want, and then set your level tile to activate the correct ending.
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Acmlm's Board - I3 Archive - - Posts by Sukasa


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