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Acmlm's Board - I3 Archive - - Posts by Stifu |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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I don't mean to troll, but I'm with Xk on this one.
It could be screens I saw 2 weeks ago in another thread and I wouldn't even be able to tell. As for using SMAS graphics... It just sucks that below 1% of the people here are able to make decent sprites from scratch. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by Yoronosuku Maybe because Nintendo didn't use those graphics in 5798 games, so it was totally okay... and also because they were *remaking* those games, not making new ones ? Also, the fact I don't "bitch" in other topics does in no way mean I like the fact others reuse SMAS gfx, let alone that I'm fond of their work. (edited by Stifu on 02-08-07 05:02 PM) |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by magno That it's much more work than you seem to think... |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by Stifu Than you seemed to imply, then. Blackhole has other projects in the pipeline (Solar Soundtrack at least), so he probably doesn't have enough time to devote to such big projects. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Header is required... So yeah, US ROM with header. | |||
Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Alright, I made a bit of progress...
0xAn: 3 bytes, 0xAn P1 P2. Lays n(+1) bytes. Those bytes are calculated this way: (FF - byte found at P2P1 of the decompressed track) I hope the explanation is clear enough. You just have to substract from FF what's already been decompressed at an earlier location. If the bytes from the decompressed track are like 00 00 07 22 33, then the 0xAn command will produce FF FF F8 DD CC... How would you call that command, HH ? Anyway... 0xF4: 4 bytes, 0xF4 P1 P2 P3. Works like 0xAn, with P1 replacing n. 0xF5: 4 bytes, same as 0xF4, but with P1+256 0xF6: 4 bytes, same as 0xF4, but with P1+512 0xF7: 4 bytes, same as 0xF4, but with P1+768 The only commands we still need to figure out are FC, FD and FE... Edit: Decompression 100% complete ! 0xFC: 3 bytes, FC NN P1. Lays NN(+1) bytes. Byte calculation: FF - byte at (CurrentLocation - P1) of decompressed track 0xFD: 3 bytes, same as 0xFC, but with NN+256 0xFE: 3 bytes, same as 0xFC, but with NN+512 (edited by Stifu on 02-10-07 05:07 PM) (edited by Stifu on 02-10-07 06:30 PM) |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Hmmm ? You mean the "Reverse-Bit Copy" thing, or something else ? I didn't quite understand that, even re-reading your PM, I can't see something along the lines of what FC-FE do... but I admit some parts kinda confused me.
Whatever, you've still been helpful. Now to work on the graphic interface of the editor... (edited by Stifu on 02-11-07 03:47 AM) |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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I did test everything thoroughly (but will do so more later too)...
And I did understand your binary thing in the big lines (I did study binary stuff too :p), but didn't know how I could change/optimize my program using the info you gave me, and just saw it as a simpler way to look at things. Unless I'm mistaken, the FC-FE commands are NOT based on the other commands before it, unlike the other En and Fn commands... So at the moment I think they're exceptions, like FF, as you said. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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The ones that are like An but with a larger value for n are the F4-F7 ones...
I forgot to make that clear. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Dirtbag: he was saying it worked fine now. | |||
Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by Dirtbag But I suck at programming, and am currently struggling to build a gui... I think I'll use wxWidgets, but I'm not sure... |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Interesting gameplay change, which makes it quite different from other hacks... However, that breaks the difficulty. Also, the graphics are animated but not changed, and the levels are just the same... So the potential of this physics change is kinda wasted.
On a side note, if you have ideas and want to work seriously on a similar hack, I could give you a hand and do the graphics... |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by HyperHacker It's not like I don't have anything else to do either. Master studies + working at company + girlfriend + other projects... But if my C++ teacher accepts this project, then I may take the lead, as I'll have more time to spend on it. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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I know all that, but I thought he could be a little more ambitious to make his work enjoyable, rather than just interesting... Also, the fact he released updates of his hack shows he cares at least a little, so that might have interested him. | |||
Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by Dirtbag Hmm, that was from most tiring to most relaxing... or something. _¬ Anyway, my C++ teacher accepted the SMK editor as my project, so yay. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by mortalkenshi2 If you can't figure out something that simple and obvious, forget about figuring out that music stuff. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Nah, I really don't see it as competition, don't worry. Managing to come out with a working editor is already a success in itself to me.
There's a catch though: my teacher accepted the project only if the editor is not only able to change track stuff, but also to add new things, in other words, increase the amount of something... I'm thinking it may be possible for me to increase the amount of tiles in a theme, or even to increase the number of track themes (8 originally)... The latter shouldn't require ASM, just finding a good load of pointers... You guys may have other ideas. It'd definitely be too hard for me to increase the amount of tracks, as I'd have to change menus and all... |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by Dirtbag Adding more track data into the ROM is easy... What is hard is linking those tracks properly with the game, to let the player access them. Adding more battle tracks would mean changing the battle track menu to add more links... and I just can't do that (although it may be easy to some). The deadline is around May. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by Drag All of Googie's SMB1 hacks are so hard they all seem to cater to those altered physics. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6304 days Last view: 6302 days |
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Originally posted by Simon Belmont I don't think so, just renaming this one to "Screenshot/Video" would do the trick. |
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Acmlm's Board - I3 Archive - - Posts by Stifu |