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05-18-24 06:22 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: 6298 days
Last view: 6298 days
Posted on 10-04-06 05:13 AM, in Aproval Link
Way to hijack the thread and totally disregard the latest update I made to the rules, guys.

When I open a thread with new replies in this forum, I expect to see useful feedback or comments about the member seeking approval, not off-topic chitchat (in response to someone who isn't even approved, no less) about post backgrounds...

(sorry to be so harsh, I just want to make my job here as easy and painless as possible, and cluttered topics don't help)


(edited by BMF54123 on 10-04-06 04:19 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-04-06 05:30 AM, in Make forum approve-only? Link
Originally posted by labmaster
3. It would disperse the problem, not remove it. What you'd get is people posting in other parts of the board with stupid questions because they weren't approved. It's easier to deal with these people in one place, and it'd create more work for mods of the other forums.
I'd much rather deal with the occasional misplaced post than an entire forum full of asasdgfdgfdasghfsdgafdasf, thanks.
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BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-10-06 06:01 AM, in X:\> memdump Link
***LOG START - 10/09/06 00:00***
Notice: Available Sleep cycle time is approximately 7 hours. Recommend Sleep cycle.
wow, the internet smells like death tonight.
i hope IRC is active, at least.
yay, tunabot updates. what's with this combo stuff?
shut up, GhostMushdoom.
haha, xk broke it again.
and again.
...
sigh.
hooray it works!
Notice: Available Sleep cycle time is approximately 6 hours. Recommend Sleep cycle.
oops, forgot about the internet. not that it's very exciting anyway.
Info: NetBrowse cycle started. Estimated time to completion: 00:15:00.00
coti is dead. big surprise.
so is rustedmagick. sigh.
Info: Updated estimated time to completion of NetBrowse cycle. New value: 00:05:00.00
lostlevels sure has some stupid forum members. hyperscan game console? pfffffffft.
blah blah blah. i need new sites to visit.
ugh. i don't feel much like browsing acmlm's tonight.
Info: Updated estimated time to completion of NetBrowse cycle. New value: 00:00:00.00
Info: NetBrowse cycle complete.
Warning: Available Sleep cycle time is approximately 5.5 hours. Energy levels low. Recommend Sleep cycle.
tunabot sure has diarrhea tonight.
i should send tuna a pm.
wow, i'm gassy tonight! phew!
i wonder if cabbage can think...?
DANGER: Available Sleep cycle time is approximately 5 hour(s). Energy levels critical. Initiating emergency Sleep cycle.
***LOG END - 10/10/06 02:00***
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BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-17-06 08:19 AM, in CPU usage meter! Link


cpumeter.ips

(WARNING: open your ROM and make sure that $819C-$81BF is empty (all FFs) before applying this patch!)

What this patch does is add some visual indicators of how many CPU cycles your hack is using per frame, which quickly tells you how many sprites and/or custom blocks you can have in an area before slowdown will occur. Similar systems have been used in many commercial games during development, for the same purpose (ex: StarTropics, Gunstar Heroes beta, Super Mario 64).

By default, the patch will show a yellow star and dim the screen at the point where the CPU enters its main wait loop (when there's nothing left to do before the frame is drawn). The lower the line, the more work the CPU has done in that particular frame. If the line hits the bottom of the screen, it means there is no more time to process the current frame, and the previous frame is displayed again (which causes slowdown). If slowdown is severe enough, the star may wrap back to the top of the screen and the brightness may flicker. This is particularly noticeable during the palette fade after you pass the goal point (it's a really long, slow process!).

This patch is easy to disable, and can be permanently left in your ROM with no ill effects (unless some future hack overwrites the space it occupies). To disable it, simply change $81A0 to 1E. If you just want to eliminate the screen-dimming effect, change the same address to 05 instead.

Enjoy!


(edited by BMF54123 on 10-17-06 07:20 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-19-06 06:25 AM, in A few glitches Link
The shell gravity problem happens in my hack too. I think it's just a bug in the original game.

As for the glitched item box...I really have no idea. Probably has something to do with Fu's pipes, as asdf suggested.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-19-06 07:03 AM, in CPU usage meter! Link
It really wasn't that complicated.

My routine hooks a JSR right before the idle loop. All it does is write #$0B to the brightness register and set up a single sprite in OAM. The sprite's attributes are fixed, aside from the vertical position, which is obtained by reading the V-counter from $213D. Although the sprite has a delay of 1 frame (due to the way OAM is handled), the brightness change takes effect immediately.

All in all, the code performs two reads and five writes, which fits nicely into 36 bytes.

JSR $9322 ; "master index" handler
BRA #$00 ; used to disable/enable code
LDA #$0B
STA $2100 ; brightness register
LDA $2137 ; latch V-counter
LDA $213D ; read V-counter (lower 8 bits)
STA $02ED ; sprite Y
LDA #$EF ; star graphic
STA $02EE
LDA #$34 ; palette, priority
STA $02EF
STZ $02EC ; sprite X
STZ $045B ; sprite size
RTS



(edited by BMF54123 on 10-19-06 06:05 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-20-06 05:08 AM, in Hmm... I had an idea. Link
The address Glyph posted is for the bottom half of the circle zoom (the data is read in reverse to make the top half). The keyhole is stored upside-down immediately after, at $4D93. The format is really simple, one byte for each line that specifies the width of the transparent space. Unfortunately, this format doesn't allow for complex shapes, like stars, which would require a break in the transparent space.

I'm guessing a zoom editor would be incredibly easy to make...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-21-06 04:32 AM, in Hi. Link
That was an absolutely awful request, but after checking your previous posts, I can't say no.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-21-06 05:17 AM, in Improvised idea Link
Fun fact: SMW was designed to hold a star in the item box at one point. It even has code to cycle the star's palette (though they screwed up and used the wrong values), and of course, it drops down in the same manner as the mushroom and flower.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-23-06 02:19 AM, in Requestion Approval, just like a billion other people I guess. Link
Your avatar makes me want to say "no," but your posting history shows that you're rather helpful. SO TORN.

(fine, I guess you're approved)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6298 days
Last view: 6298 days
Posted on 10-25-06 03:53 AM, in DO NOT REAPPLY IF YOU HAVE ALREADY BEEN APPROVED FOR SMW/POKEMON HACKING. Link
The "approved" flag is shared by all the hacking forums.

That is all.


(edited by BMF54123 on 10-25-06 02:57 AM)
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Acmlm's Board - I3 Archive - - Posts by BMF54123


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