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04-25-23 10:42 AM
Acmlm's Board - I3 Archive - - Posts by Kailieann
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User Post
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-19-05 10:10 PM, in HDMA archive Link
Here are some brief and incomplete notes I put together for the screen designations for CGADSUB tables.

mainscreen designation (default %00010111)
bit 0 -- Makes layer 1 visible
bit 1 -- Makes layer 2 visible
bit 2 -- Makes layer 3 visible
bit 3 -- Makes layer 4 visible
bit 4 -- Makes sprites visible
bit 5 -- ??
bit 6 -- ??
bit 7 -- supposed to disable layer 3 priority, but I didn't see any difference

subscreen designation (default %00000000)
bit 0 -- Makes layer 1 brighter (or darker if sub)
bit 1 -- Makes layer 1 and sprites semitransparent (bits 0 and 4 have priority)
bit 2 -- ??
bit 3 -- ??
bit 4 -- Disables effects on sprites
bit 5 -- ??
bit 6 -- ??
bit 7 -- ??

Feel free to add anything you like.

Also, can anyone lend a hand with a layer 2 horizontal scrolling table?
I'm trying to recreate the wavey background used for the Minotaur battle in Actraiser, but figuring out the right numbers is not quite going well. High school was five and a half years ago, and math may have been one of my better subjects, but I didn't exactly put a lot of effort into practicing..


(edited by Kailieann on 11-19-05 09:10 PM)
(edited by Kailieann on 11-20-05 01:45 PM)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-20-05 12:05 AM, in Lunar Magic v. 1.63 Link
Originally posted by iamstillhiro1112
I heard that this may include compatibility with the NES version in the future as well.


I highly doubt it. The NES version is a hack to begin with, plus it doesn't share any code whatsoever with the original.

More to the point, FuSoYa's pretty much made it clear that there's nothing left to be done except the occasional bug fix. Heck, the GBA version uses the same level format, and even support for that looks incredibly unlikely.


(edited by Kailieann on 11-20-05 01:46 PM)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-20-05 01:40 AM, in Is there any way to change what Map Page a sprite uses? Link
Wouldn't it be easier to just make a goal point block that did stop the music?


(edited by Kailieann on 11-20-05 01:46 PM)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-20-05 10:48 AM, in Is there any way to change what Map Page a sprite uses? Link
Originally posted by asdf
That would be possible, except it wouldn't vanish. The vanishing part could probably be done as well, but I don't know enough ASM to do that, unfortunetly.


Blocktool comes with plenty of blocks that turn into the next Map16 tile when hit. Try going through them and seeing how it's done. Even if you still decide to use the sprite method, at least you'll know how to do it next time.
Come to think of it, I still need to do that myself.


(edited by Kailieann on 11-20-05 01:46 PM)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-20-05 01:54 PM, in HDMA archive Link
Read the announcements


(edited by Kailieann on 11-20-05 01:46 PM)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-20-05 04:57 PM, in HDMA archive Link
I did. But the info I provided was based purely on observation, which would be more useful for people who don't know anything about subscreens and so forth.

Still, it certainly wouldn't hurt for you to repost it.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-20-05 08:10 PM, in Official SMW Dev Environment Thread Link
As I recall, SMW Dev Env is nothing like LM. It's more high-end, with lots of emphasis on creating and inserting custom code.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-20-05 10:13 PM, in Anyone like Cardcaptors? Link
I will make it known that I'm a huge purist. I don't like it when translators screw around with things, and if possible I'd rather watch it in raw Japanese and not understand half of it than have anyone (and I've seen a few fansubbers that make 4kids look like Sachi's Distribution) messing around with things.

But still, even though I prefer the Japanese, I can still sit through some of the worst translations -- even the Dragon Ball and Pokemon dubs.

And yet, I can't even make it halfway through the opening song for Cardcaptors.

Card Captor Sakura, however, is godlike in every way. You must all worship it.

And I don't even like Clamp.

As for the questions in the original post, my favorite character is Tomoyo, though I'm also partial to Nakuru, 'cause cute guys in skirts = hawt.
My favorite episode is the one with the Change card, 'cause Kero-chan in Xiaolang's body = hilarious.
And my favorite cards are the most useless ones, like Flower and Glow. And also the much less useless Jump.


(edited by Kailieann on 11-20-05 09:16 PM)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-21-05 01:40 AM, in Group hack, anyone? Link
Originally posted by HyperHacker
Good idea, but Map16 is very limited.


hmm.. my rom seems to have 14 blank foreground Map16 pages. I don't think anyone's going to find a use for all of them unless they use different pages for different ExGFX sets, which, I don't see any reason why they would..
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-21-05 01:45 AM, in Whats your favorite Anime Link
Golly gee, where to begin?
Guess I'll alphabetize for convenience..

Alien 9
Card Captor Sakura
Devil Hunter Youko
Digimon Frontier
Dual! Parallel Trouble Adventure
Earth Girl Aljuna*
Excel Saga
Flame of Recca
Fushigi Yuugi
I! My! Me! Strawberry Egg
Iketeru Futari
Kodomo no Omocha
Kokoro Toshokan
Koutetsu Tenshi Kurumi & Koutetsu Tenshi Kurumi 2 shiki
Mahoromatic
Mamotte Shugogetten
Marmalade Boy
Nankai Kikou Neo Ranga
Nurse Angel Ririka SOS
Ojamajo Doremi
Onegai Teacher & Onegai Twins
Please Save My Earth*
Super GALS! Kotobuki Ran
To Heart & To Heart ~Remember My Memories~
Vandread

* Bonus points for Yoko Kanno soundtrack


(edited by Kailieann on 11-21-05 12:52 AM)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-21-05 10:17 AM, in New Memory Map Link
hmmm...
I vaguely recall there being a rom address somewhere that changed the friction for the entire game. If you can track the offset down, you could try repointing it to an unused RAM address.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-21-05 08:46 PM, in Bowser's Return [SS] Link

^ ^ ^
Those clouds had bloody well better have HDMA multilayer scrolling, or I swear there will be 86 different kinds of hell to pay
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-21-05 09:13 PM, in Introduction to Hex Link
Byte order isn't exaclty a difficult concept to grasp.

If you have a two-byte value (also known as a word) (eg: x6A59; 27225 in decimal), then 6A is the upper/high/most significant byte, and 59 is the low byte.

And when you're dealing with most computer systems, the byte order is reversed. So, the value x6A59 is stored as $596A

The same goes for three-byte values, such as x7E010B, which would be stored as $0B017E.

And then four-byte values (Dword) like x39031816 [$16180339]


A more complicated matter is signed values, which allows for the use of negative numbers.

Basically, the value is broken down into bits, and if the highest bit is 0, the value is positive, and if the highest bit is 1, the value is negative, starting at xFF and counting down to x80.

For example, the value xCE, which in binary is %11001110 -- note that the bit on the left (the highest bit) is set.
If it's an unsigned value, then the decimal equivalent is 206, but if it's an unsigned value, then the decimal equivalent would be -50.

To test this, open the windows calculator, and make sure the view is set to scientific. Put in the number 206 in decimal mode, then switch to hex mode (F5), it will show up as xCE.
Now switch back to decimal and put in -50, and switch to hex again. If the size is set to byte it will show up as xCE again (with leading xFFs if the size is set to word, Dword, or Qword)
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-21-05 09:19 PM, in Pirated anime and fansubs discussion Link
I view piracy of anime (and movies, music, software, and anything else) the same way as I view downloading a demo of a game. If I like it, I'll buy it. If I don't, I won't.

Illegal downloads have wound up getting me to spend a good chunk of money on things I never would've considered, and it's also saved me money on things I was hell-bent on spending money on until I downloaded them and found out they completely sucked.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-22-05 09:40 AM, in Pirated anime and fansubs discussion Link
For me that makes no difference. As I said in the Cardcaptors thread, I'd rather watch anime in the original Japanese and not understand half of it than have translators I don't trust screwing around with it.
So the solution? Imports.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-22-05 09:45 AM, in A slight problem? (GFX) Link
Well, you could try using Lunar Expander to increase the rom's size, then insert the graphics.

But I seem to recall reading that the address specified is just where LM starts looking for free space in the rom, so just pop it open in a hex editor and find a big chunk of whitespace.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-22-05 07:46 PM, in A slight problem? (GFX) Link
Of course it still works after being expanded. Otherwise it would be completely pointless.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-22-05 07:58 PM, in Useful Hints Link
Originally posted by Koneko
don't place pits that look exactly like the surrounding ground


Unless they lead you somewhere else.
Also, what gradient feature? As far as I know SNES only supports HDMA gradients, which belongs in (and already is in) advanced hacking.
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-22-05 08:03 PM, in A relatively noobish question relating to Overworld Link
1. Open Lunar Magic
2. Click the Help menu
3. Select 'Contents'
4. Open the Overworld Editor documentation heading
5. Open the Overworld Menu subheading
6. Select Change Submap FG Graphics
Kailieann



 





Since: 11-18-05

Last post: 5909 days
Last view: 5909 days
Posted on 11-22-05 08:07 PM, in Bowser's Return [SS] Link
It wasn't Actraiser. I know this because I've ripped all the graphics from it before (still in screenshot format, though).

It certainly has a similar style, though.

And, richyawyingtmv, you should be able to edit your own posts. Check the header/sig/post for any misplaced </table> </tr> or </td> tags.

[edit]Actually, I just checked. It's Ice Man's layout.


(edited by Kailieann on 11-22-05 07:08 PM)
(edited by Kailieann on 11-22-05 07:10 PM)
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Acmlm's Board - I3 Archive - - Posts by Kailieann


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