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04-24-23 02:12 AM
Acmlm's Board - I3 Archive - - Posts by BMF54123
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BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 05:47 AM, in Luigi vs Mario Demo - Thanksgiving Day Link
Quit spamming up DD's topic!

DD: Lookin' great so far (especially that title screen ). Sorry I never got back to you on that Game Over logo...things came up, it was put on the back burner, and promptly forgotten.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 05:55 AM, in Useful Hints Link
Originally posted by Kailieann
Also, what gradient feature? As far as I know SNES only supports HDMA gradients, which belongs in (and already is in) advanced hacking.

He's talking about the feature in the palette editor that blends between two colors.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 06:03 AM, in Rain\Snow request Link
Layer 3 GFX are loaded once, when you start the game, and never touched again. You might be able to hack the ExGFX loading routine to replace those tiles instead of Layer 1/2, based on a list of "special" level numbers or something, but Lunar Magic would have issues with this, of course...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 06:48 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Bio
Originally posted by spel werdz rite
Request: A block that is only slippery when you're touching it.


You will need two block for this, one that enable the slippery level flag(by writing a non-zero value to 7E0086)and one to disable it (by writing zero to 7E0086)

Actually, the best way would be to use a very simple LevelASM and custom block combo. The block would simply write a value to a RAM address when Mario stands on it, and the LevelASM code would constantly check that address and either set or clear the slippery flag accordingly. Something like this:

BLOCK
LDA #$01
STA $addr ; set "slippery block" flag
RTS

LEVELASM
LDA $addr ; load "slippery block" flag
BEQ end ; if zero (not standing on slippery block), skip routine
STA $86 ; set the real "slippery level" flag
STZ $addr ; clear the "slippery block" flag, in case Mario is no longer standing on one
: end
RTL

Unfortunately, custom block code is not run if Mario is standing on the edge of a block (the default block behavior takes over in this case). I don't know if this would be a problem when running across a platform made of multiple slippery blocks...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 07:04 AM, in What caused you to be here at Acmlm's Board? Link
*dusts off "The Explanation"*

Me and Acmlm go waaaaay back, back to the old Zophar's Domain and Bastardly Productions boards, then to his ezboard, his wwwthreads board, and finally his first AcmlmBoard. I didn't actually post here for the longest time, until my usual hangouts started dying at an alarming rate...you could say I was "forced" into becoming active here.

Hmm. I wonder if the old wwwthreads board still exists in some form on the OverClocked server? I remember lots of in-depth discussions about SMB2, which in turn led to the creation of the SMB2 Discombobulator...
(restricted)
(restricted)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 07:52 PM, in Forbidden Link
Originally posted by Metal Man88
--Went through memtest86 test (1 runthrough of all memory) without a single error. Hrm. I could test it over and over again, but shouldn't it have shown its ugly face by now?

Generally, you want to run MemTest86 overnight, as some errors only appear after a certain number of passes (usually after the hardware's been stressed enough). If there are no errors the next morning, it's safe to assume the problem lies elsewhere.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 08:10 PM, in Hijacking my daughters computer. Link
Well, personally, I stay far, far away from those anti-virus/security suites that constantly run in the background (Symantec, Norton, McAfee, etc.). They don't exactly have a stellar reputation. They suck up resources like mad, compromise stability, and generally have few advantages over a typical once-daily spyware/virus scan and freeware firewall (ZoneAlarm). Judging from that log, it looks like you have several different suites from different companies running at the same time, which is really unnecessary. Try disabling/uninstalling all of that crap, and see if it makes a difference.

Also, teach your daughter good surfing/downloading habits, if you haven't already, and install lololol (or another non-IE browser). A large number of virus and spyware infections could be entirely avoided if people were more careful about what they download and where they go online. I don't run any kind of security/virus suite, and I've only had one infection over the past decade (and it didn't even originate on my computer, but rather my parents'--it spread through the network ).
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 08:45 PM, in fusoya's patch help? Link
*boots to ROM Hacking*
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-23-05 09:04 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by HyperHacker
Yes, except it should reset the slippery flag when you're not standing on one. Just take out that BEQ.

...d'oh!

Note to self: do NOT write ASM code when lacking sleep.

Originally posted by Kailieann
Why does blocktool use decimal at all? What possible purpose could that serve?
Probably just a limitation of the language jonwil used (Delphi!@#$%). Or, more likely, a limitation of jonwil himself...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-24-05 04:34 AM, in Sprite-creating routine disassembly Link
I found this while digging through my archive of the useful memory locations thread on the old OverClocked board: a disassembly of the routine the game uses to spawn a sprite (ex: the one that drops from the item box). Sprite hacking is the "final frontier" of SMW hacking, yet we hardly understand much more about them than we did two years ago (well, aside from mikeyk, but he never did reveal much of his data). I'm hoping that resurrecting this data will rekindle interest in the subject.

- LDX #$0B

Empty slot loop (locate an empty sprite slot; this will become X)
- LDA $14C8,X
- BEQ (start of code)
- DEX
- BPL (empty slot loop)

NOTE: I'm still working out exactly what should go here if an empty slot isn't found. You have to have 12 sprites on the screen before this happens, which is pretty rare, but still must be taken into consideration. The item box code just erases the last sprite loaded, but not before checking a couple of unidentified RAM addresses, and making sure the sprite isn't being held by Mario...

If the sprite you're trying to spawn isn't vital to gameplay, then you could simply exit the routine here (the Yoshi berries do this).

Start of code (set up the sprite)
- LDA #$08 (sprite "active" status)
- STA $14C8,X
- LDA (sprite number)
- STA $9E,X
- LDA (X-location (low))
- STA $E4,X
- LDA (X-location (high))
- STA $14E0,X
- LDA (Y-location (low))
- STA $D8,X
- LDA (Y-location (high))
- STA $14D4,X
- JSL $07F7D2 (SNES)

$07F7D2
- JSL $07F722 (SNES)

$07F722 (clear various sprite tables - LARGELY UNDOCUMENTED)
- STZ $164A,X
- STZ $1632,X
- STZ $C2,X
- STZ $151C,X
- STZ $1528,X
- STZ $1534,X
- STZ $157C,X
- STZ $1588,X
- STZ $15C4,X
- STZ $1602,X
- STZ $1540,X
- STZ $154C,X
- STZ $1558,X
- STZ $1564,X
- STZ $1FE2,X
- STZ $1626,X
- STZ $1570,X
- STZ $B6,X
- STZ $14F8,X
- STZ $AA,X
- STZ $14EC,X
- STZ $15DC,X
- STZ $15D0,X
- STZ $163E,X
- STZ $1656,X
- STZ $1662,X
- STZ $166E,X
- STZ $167A,X
- STZ $1686,X
- STZ $187B,X
- STZ $160E,X
- STZ $1594,X
- STZ $1504,X
- STZ $1FD6,X
- LDA #$01
- STA $15A0
- RTL

$07F7D6
- JSL $07F78B (SNES)

$07F78B
- PHY
- PHX
- LDA $9E,X (sprite number)
- TAX
- LDA $07F3FE,X
- AND #$0F
- PLX
- STA $15F6,X
- JSL $07F7A0 (SNES)

$07F7A0
- PHY
- PHX
- TXY
- LDX $9E,Y (sprite number)
- LDA $07F26C,X
- STA $1656,Y
- LDA $07F335,X
- STA $1662,Y
- LDA $07F3FE,X
- STA $166E,Y
- LDA $07F4C7,X
- STA $167A,Y
- LDA $07F590,X
- STA $1686,Y
- LDA $07F659,X
- STA $190F,Y
- PLX
- PLY
- RTL

$07F79E
- PLY
- RTL

$07F7DA
- RTL

NOTE: this is where you store various parameters for the sprite (speed, style, behavior, etc.) in the tables cleared @ $07F722. Kenny3900 identified some of the tables, but many are still undocumented. I'll post his info here later.

[EDIT]
Reorganized the list of parameter tables. Indicated ones that are either identified or automatically set by the above routine in bold, and indicated gaps where parameter tables *might* exist in blue. Everything not in bold needs to be identified. All tables are 12 bytes in size, one byte per sprite:

$9E (sprite number)
$AA
$B6
$C2
$CE-$D7
$D8 (Y-location (low))
$E4 (X-location (low))


$14D4 (Y-location (high))
$14E0 (X-location (high))

$14EC
$14F8
$1504
$1510-$151B
$151C
$1528
$1534
$1540
$154C
$1558
$1564
$1570
$157C
$1588
$1594
$15A0 (#$01 written here after tables cleared)
$15AC-$15C3
$15C4
$15D0
$15DC
$15E8-$15F5
$15F6
$1602
$160E
$161A-$1625
$1626
$1632
$163E
$164A
$1656
$1662
$166E
$167A
$1686

$1687-$187A
$187B

$1FD6
$1FE2



(edited by BMF54123 on 11-24-05 03:35 AM)
(edited by BMF54123 on 11-25-05 06:16 AM)
(edited by BMF54123 on 11-25-05 06:24 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-24-05 04:54 AM, in Cool looking gfx edit for my sZTw 2: Chaos Link
Indeed.

Why not show us some screenshots from the rest of the game? That tiny little sprite is hardly worthy of a new thread...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-25-05 05:03 AM, in What Was Your Stats? Link
Don't know, don't care, and it would seem I'm in the minority so far. I've just never seen the importance of such things...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-25-05 05:14 AM, in Xbox DVD drive Link
Well, if it's made for the XBOX, I don't see why not. Unless the system records the serial numbers of each component, and fails to run if they don't match (which would be REALLY stupid)...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-25-05 06:40 AM, in Sprite-creating routine disassembly Link
Originally posted by MathOnNapkins
That's weird how none of those variables are in the OAM range. I guess they're converted later to something it can use.
Yeah, all this code does is load a sprite's parameters into memory; the actual sprite code takes care of the OAM and whatnot later (this is the stuff we need to dissect if we want to make custom sprites).

Originally posted by Sukasa
BMF, would it help if I posted my disassembly-by-hand of the bullet bill generator's code, to see if anyone could figure out what some of the sprite tables are?
That would be great! I'm assuming it JSLs to $07F7D2 as well? If so, it means sprite generation has essentially been cracked wide open.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-26-05 04:59 AM, in How Would You React? Link
Honestly, I'd probably be a lot healthier. I spend way too much time in front of this stupid box.

I've witnessed many permanent messageboard closures over the years. It definitely sucks at first, and leaves you feeling a little lost, but sooner or later you find new friends (or better yet, find your old ones again!) and move elsewhere. Generally, the closer I am to a group of people, the easier it is to deal with a messageboard closure, because I know we'll all just find another place to hang out (usually IRC ).

You can destroy our home, but you'll never destroy our family...
(restricted)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-26-05 05:17 AM, in Clock Skips Ahead Link
Originally posted by Aurxix
Possibley replace your clock battery in your motherboard


Originally posted by BMF54123
Most of the time, if your clock is acting screwy, it means you need to change the battery on your motherboard (especially if you get any CMOS errors).


I GUESS I NEED TO SPEAK A LITTLE LOUDER, HUH?
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 11-26-05 05:31 AM, in New Computer working, how do I get files off my old one? Link
Usually, when copying files from an old HD, I disconnect the CD-ROM(s) and connect the HD as secondary master. This ensures that any partitions on the old drive don't interfere with partitions on the existing drives, and also gives the fastest transfer rate (since the CD-ROM won't be bogging down the whole channel).
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Acmlm's Board - I3 Archive - - Posts by BMF54123


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