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Acmlm's Board - I3 Archive - - Posts by JaSp |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Is there a RAM address for Mario's Y relative position to the block (because I can't find one on SMWC) or should I use the absolute one (i.e. I'd have to create several custom blocks according to their position in the level, that wouldn't be very neat...) ?
(sorry for asking so many questions, but well, if someone has a clue about it it would be way quicker than having to research it on my own) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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As expected, it doesn't work ; this way of determining collision (writing to $1693) doesn't seem to allow pixel-perfect precision but only 16*16 block precision. I'll try to take a look at how slopes and the like work. | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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I'm having a problem with my local network; here is how it is configured :
There are 3 PCs (pA, pB, pC) and 2 routers (rA & rB. The internet modem is connected to the first router rA, which redirect it to the PC pA and to the 2nd router rB ; then the two PCs pB and pC are connected to rB. This way, the internet connexion is shared between the three computers. The problem is that it seems that my computer (pB) can see the network, but the network can't see it : that means that I have to manually set my IP address, gateway and DNS servers and internet works ; but when I ask it to automatically detect all these settings, it doesn't work. So, internet may work with manual settings but it's quite slowed-down because no incoming address can come directly to my computer. The result is that my downloads are very slow, and netplay games give a freaking high ping. Same thing happens to PC pC. It looks like some kind of firewall is blocking every incoming address at router rB, but I've checked all settings and I can't see anything similar activated. The strangest thing is that the automatic IP address finding option stopped working a morning, without any logical reason... I hope someone good enough in network can give me a clue about this issue, it will be very appreciated; thanks! |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well I tried several addresses related to mario's Y position, and I came up with different cases. Usually, either the whole block acts like a solid block, either it acts as a blank one. It also happenend to have a blank block that would act like a solid one when Mario was ducking. Moreover, it was screwing up when approaching other blocks and such, resulting in killing Mario sometimes...
I've even tried to directly write to the Y position, but then Mario can't walk and well, it's not convenient at all anyway. I'm still trying to figure out how slopes work, so far I haven't found anything interesting, it seems that $91 is used as a buffer that then writes to $96 (Mario's Y position, the one that change his position when you change its value), but changing $91 doesn't do anything and removing the opcodes related make strange things (Mario kind of bounces on the slopes...) I'll keep this updated as soon as I find something interesting. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Problem solved
Actually, the connector coming from rA was connected to the internet port of rB, whereas it had to be connected to a regular port (because rA is already sharing the internet connexion). Thanks for the help anyway. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Ok so I finally found out how to make the game think that Mario is standing, but I need to know if there might be a way to get the block's vertical position on which Mario is ? It would avoid me to create several different custom blocks routines, according to their position in the level, that write absolute values to Mario's vertical position. | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Ok, so I've been working on this train level again, and here's a little gif animation to show off what I've done so far :
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Hello,
Well I'm JaSp, formerly known as Jaspile ; I've been here for a while now, about 1.5 years I think. Though I'm not a very talkative/active user, I come here daily to check for ROM hacking news and works. I'm a ROM hacker myself and have released just one hack so far, Mario in : Some Usual Day (SMB3 hack) from which I always got good feedback and just asks for being better known. I'm currently making a hack of SMW, of which some WIP screens can be found in some threads. However, since I don't work on it very often and that I'm kind of a 'perfectionist', a first version (demo eventually) might not be released until quite some time... Anyways, I try to contribute as much as I can to the community by releasing everything I find while hacking as long as it is 'public releasable'. Here are some examples of what I've released so far : - Smb3 music documentation - SMB1 music document - New SMB3 map system Well I think that's about all... Thanks for your consideration. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Hello!
Well, I was bored of hacking SMW so I decided to switch for Zelda3 and I worked quite some hours the last two days to make this : a time system + a day/night handler for Zelda3! The patch is free to use for your hacks ; currently it just shows the time and cycle through day and night. Everything is explained in the readme, you can ***download the latest version (2.0) pack here***. Thanks to MathOnNapkins and Euclid's Z3 docs & help, d4s' help, Geiger's Snes9x debugger, Byuu's xkas assembler and FuSoYa's zcompress. *Updates* v2.0 : Major improvement Completely rewrite the code. The night effect works on the palettes now, and it works in all situations : layers, mosaic, HDMA warping, sub-areas... v1.1 : fixed the problem with save & item menus, counter no longer increases when a dialog box is openned. Screenshots : Enjoy! You can apply this patch to an original Zelda3 ROM and play the game through day/night cycling ! (it won't affect any event of the game) Post here if you have any comment/suggestion/bug you may have encountered. (edited by JaSp on 09-06-06 01:08 PM) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by Doritokiller I'll try to fix that for the next release. I also noticed that the brightness isn't updated when there is a dialog box... Originally posted by Doritokiller Does time stop when you enter a building, talk to someone or read something ? Originally posted by Doritokiller If the overworld is dark, that's because of the clouds (well that's what I've always thought...) ; anyway, this can easily be fixed with Hyrule Magic editing the rain layer, so it's up to the user of the patch. Originally posted by Stifu This would require some more programming; either change the whole palette, or find a way with layer or DMA writes...I'll probably take a look at it once the system is fully fixed. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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That won't be necessary, I already found how to tint it in blue and am working on it
What do you mean by ASM patch ? Anyway, if it is as it sounds it can't be bad, so yeah, feel free to do it! |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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MoN: Well actually I don't know much about the game but thanks for this anyway, I think I understood how it works. It will be implemented once I'll get the 'blue night tint' done.
d4s: Actually I don't think that the game uses the subscreen substraction + fixed color for the rain, the screen is darker only because the background of the rain layer is dark grey. Actually, the only scene where it uses the substraction effect is at the very beginning, when Link is asleep. So, copied on this, I've completed the blue tint effect and it works quite well, but I'm having some issues : - it doesn't work on areas that have layers (mountain, forest...) - the area with the pyramid uses the same value for $2131 (handled by $9A in the game) as the regular areas; but since I changed the $2131 from #$20 to #$B2 to get the tint working on these areas, the pyramid layer doesn't fit on its area anymore. I found what was causing this and tried to add a small routine to fix it, and it works, Anyway, the way I've done the tint effect is by increasing/decreasing by #$02 the addresses $9C and $9D (related to $2132) so that the fixed color looks progressively dark and blue. It seems that these address have always #$20 and #$40 as values for the overworld areas (except for the light world mountain, where it is slightly different). I would be more than pleased to know how you managed to handle this! (edited by JaSp on 08-22-06 06:33 PM) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well, it is way more convenient to work with asm patches and an assembler, so I converted my time code into a xkas-compatible asm patch, find it here. Thanks for the tip Reshaper!
I didn't bother to comment it since I'll re-write it to be fancier. Another question about the fixed color substraction, I can't find a way to add the effect to both main-screen and sub-screen ; the best I can get is the tint working but with layer1 disappeared, though I tried to play with all mask,fixed color,screen designation and such registers EDIT: Here's the updated version. (edited by JaSp on 08-23-06 12:47 PM) (edited by JaSp on 08-23-06 12:48 PM) (edited by JaSp on 08-23-06 12:48 PM) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well I'm still working on this, basically it is done and I'm just trying to figure a way out so that it would work on layers as well; but it seems impossible because the fixed color add/sub only works on main-screen BGs, and Z3 uses a BG1 sub-screen to create its layer effect; it should work on hires mode according to Anomie's doc, but even when setting in pseudo-hires mode, it still doesn't work... | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well that was what I had figured out; so if I resume, I can't add the blue tint to areas with layers (rain, clouds, etc.). I wonder how d4s managed to get it to work, if he did. | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Ok, so here's the preliminary code that create the night effect with the fixed color addition ; it should work fine except on areas that have layers (basically all layer areas (forests, mountains...) should have normal colors on them with layers being altered by the fixed color, and the pyramid area is screwed up).
Time to take a look at all this palette stuff, difficulty is getting more and more interesting |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by Reshaper256 Well, just change the $9C & $9D tables to higher values for night hours and voila! Well, I've managed to change the palettes, I can add a blue tint to the colors by OR-ing them with the proper value but I can't figure a way out to reduce their brightness since the RGB values are distributed between 2 bytes ; all I could get is brigther with an AND instruction... I guess I'll have to find a way to parse each color from the 2 bytes, reduce their value and then re-combine them. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well actually the format is xbbbbbgg gggrrrrr, and I need to find a way to add a blue tint to each color + make them darker; and so far I haven't found a way to create such an effect manipulating each palette colors.
Pros: it would work on areas with layer & it applies on all palettes BG+sprites (whereas fixed color add/sub doesn't work on sprites with palette 0-3) Cons: I doubt it would look as nice as the fixed color add/sub (whatever) which just looks perfect for a night effect... |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well, I'm back from a week of sunny holidays and it seems that I'll have quite some work to do
I think I'm first going to grab a copy of BS-Z3 to take a look at its weather/time system, I don't remember having noticed it when I tried it (I probably hadn't played long enough). Thank you very much MoN and d4s, you guys always rock when it comes to help with assembly BeeRad277: Actually I already had the idea of having the different parts of the game being day/night etc. when I decided to create the day/night system ; for now I'm just focusing on having the graphical effect working and then I'll play with the different events to do/activate according to the time in the game. Thanks for the comments anyway! |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well as far as I know there aren't any bug in my hack (Some Usual Day) that could make the game unplayable/not working properly, just maybe a few graphical glitches here and there, that's all. If you have found any bug, please tell me about them so I may eventually take a look and fix them. |
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Acmlm's Board - I3 Archive - - Posts by JaSp |