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Acmlm's Board - I3 Archive - - Posts by blackhole89
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blackhole89
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Since: 12-31-69
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Posted on 02-08-06 01:07 PM, in Who's up for some distributed cracking? Link
Ah.

You could at least have given out a warning or something...
blackhole89
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Posted on 02-10-06 10:05 AM, in N-SPC and BRR sample frequency Link
Well, why we are at it... do you have any idea how the N-SPC panning set command (E1 xx) works? I seem to get entirely random results when changing the hex parameter (0x0F: all left channel, 0x00: all right channel, 0x80,0x81: all right channel, 0xDF: all left channel, 0xEF: all right channel, 0xFF: all right channel etc.), so I am quite confused now.

Thanks in advance.
~blackhole89
blackhole89
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Posted on 02-10-06 10:25 AM, in wtf!? lunar magic looks strange! :( [big screenshot!] Link
Originally posted by legoman
now lunar magic work! please close this!

Request taken.

In order not to make this a two-word post, I'll correct your grammar.
works*
blackhole89
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Since: 12-31-69
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Posted on 02-10-06 10:34 AM, in HDMA Problem Link
Originally posted by Sukasa +
To me, that looks like Layer 2 and layer 1 are on the same screen (there are two screens in the SNES, the main screen which is in front, and the sub screen, which is in back). Perhaps you should look up the TD/TMW and TS/TSW ( which are the SMW names for the screen settings), and using a SNES hardware doc, make sure that sprites, L1, and L3 are on the main screen, and L2 is on the sub screen for that level mode, and see if that helps.

Actually, the purpose of the screens is a different one.
In the first place, the PPU renders the image data of the layers enabled on main and sub screen respectively, also setting a flag in a stencil buffer-like thing with the ID of the layer a pixel "comes from". Afterwards, everything on the sub screen that belongs to a CGADSUB enabled layer is added/subtracted to/from the respective pixel on the main screen. I am not sure whether not CGADSUB enabled layers are taken from the main or the sub screen though.

Example: You can replace all sprites with their black silhouettes by enabling the sprite layer both on main and sub screen, enabling blending for sprites and setting it to subtractive.

peter: I am very certain this isn't a HDMA problem but a mere level setting one. When Mario goes down a pipe, his sprite priority bit is cleared so he appears to vanish "in"/behind it. If you used a level layer 2, it might be the priority the Mario sprite is set to is lower than Layer 2's. Otherwise, it really might be about the main/sub screen settings being changed. (d4s's gradient code certainly affects them.) I still would try out whether this also happens in different level modes.
blackhole89
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Posted on 02-11-06 08:59 AM, in N-SPC and BRR sample frequency Link
Ah.

Yeah, it seems to go clearly from right to left from 0x0 to 0xF... higher values appear to be setting DSP flags randomly, so I suppose there's something like an overflow at hand... *updates N-SPC documentary file*

Yeah, fitting Cave Story's panning range (0x2...0xC for some reason) to this did the trick.
http://twilightro.kafuka.org/~blackhole89/cs_lastbattle3.spc
There we go, this one uses panning, in case you are interested~
(restricted)
blackhole89
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Since: 12-31-69
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Posted on 02-13-06 02:34 PM, in Noob at SPC HEX stuff Link
If you really marked ALL of the .spc file, you wouldn't have found anything in the ROM. SMAS doesn't save its whole SPC block, and the first 0x500 bytes are not in the ROM at all (temporary regs etc)

And even so, you need to invoke a reupload to the SPC. That, for instance, happens if you start a new game. (If you did everything "right", you'll crash )
blackhole89
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Since: 12-31-69
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Posted on 02-14-06 03:46 PM, in Your Favourite SMW Hacker Link
BMF, Bouche, Smallhacker.

I detest of such threads though... it's really a matter of popularity rather than skill to get voted for here... some of the top rankers in this one, in fact, are no hackers at all.
blackhole89
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Posted on 02-14-06 05:29 PM, in Star Ocean's sound engine. Link
It must have been a while since I last posted a thread... but yeah, back on topic.

Star Ocean is an SNES RPG of the last generation (i.e. a '95 or '96 release, I don't exactly remember). It is a good, but not exceptional RPG (it was translated by DeJap... just google for it), but there is one aspect to it in which it is unbeaten: its sound engine. It is the most advanced both in technical and quality aspects I have seen on the SNES (and I have seen quite a lot of them), but that also has a downside: Nobody as of yet managed to create a proper dump of Star Ocean's soundtrack (which is a pity by all means). The main reason for that is instrument samples being uploaded delayed by the 65c816 to prevent major lag when changing the playing song. As a result, not all instrument samples are loaded at the beginning of a song, so SPC dumps made at the start of a song either entirely crash or miss some instruments/have them replaced with random garbage. You can convince yourself of how much lower the quality of the only dump present so far (originally found in Zophar's archive, but also mirrored on acmlm.org now) is than the original, ingame sound.
I myself have not enough time or a sufficient amount of enthusiasm to pick the mammoth task I am suggesting here, but I still would like to call for some deeper research on that sound system. Since N-SPC, we know it is realistic to decrypt a music engine's data format; by doing that for Star Ocean's, we'd both allow making quality dumps of that game's soundtrack (by finding the location pointers in the SPC's RAM and rewinding them in later dumps) and have the best sound system for the SNES decrypted, which would then probably make a porting of it into other games possible.
If anybody already has deeper information on this engine, I'd appreciate it being posted here. Thanks in advance.
In the attachement, there's an accurate dump of the title BGM I produced with the classical three-file comparison method (it didn't work as easily for the other dumps though ), just to show it is possible.

~blackhole89.

Attachments

so-out.zip (31875b) - views: 51
blackhole89
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Posted on 02-14-06 05:32 PM, in More adventures in spriting Link
It says "Aiyleta".

I suppose you mean the RO Aiya, no?

But yeah, the sprite looks quite good. Kinda reminds me of Ace's old Milly sprite for the battle system that never was completed.
blackhole89
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Posted on 02-14-06 05:36 PM, in More adventures in spriting Link
Her IRC ident.

Aiya[zZz] is ~Aiyleta@moo-BD3E3DAB.cm.mhcable.com * Aiyleta
blackhole89
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Posted on 02-14-06 05:39 PM, in More adventures in spriting Link
"Spot the difference and win a cookie!"

They look the same to me.
blackhole89
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Posted on 02-14-06 05:46 PM, in More adventures in spriting Link
Ah. The squishies look different.

Hmm. I think your version looks slightly more anatomically correct, but it might be just me.
blackhole89
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Posted on 02-14-06 06:10 PM, in More adventures in spriting Link
I always said the amount of present euphemisms for certain things is a reliable indicator for the cultural progress of the society a language belongs to.
blackhole89
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Posted on 02-15-06 12:22 PM, in Star Ocean's sound engine. Link
MathOnNapkins: Listen to it for a while. You'll notice the Zophar's version lacks the main melody instrument after a bit.

The creative value of SO's music is a matter of opinion really... what I rather was referring to is the technical quality, in the sense of instrument samples and the environment simulation.

And yeah, now that I think of it, Advanced RH seems to be better of a place for this. *moves*

d4s: I have never noticed it glitch up in ZSNES or Snes9x... but last time I played the real SNES was about 6 years ago, so I can't really know what it is like on the real one.

~blackhole89
blackhole89
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Posted on 02-19-06 08:15 AM, in Having trouble with RLM Link
Moved to SMW hacking for great justice.
blackhole89
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Posted on 02-19-06 06:01 PM, in Help I´m begginer in this and i want to know... Link
You can't "extract" levels from MMX1,2 or 3 as there are no editors (at least none I know of). Also, even if you could, they'd still not be compatible with SMW, so you'd have to rebuild them. That's what all people who added MMX* levels did.

What pic2snes does is converting bitmap in the PIC format to SNES tilemaps, not extracting graphics from anything, so you're on the wrong way there. I suggest you bug Ice Man or somebody else who apparently has the MMX graphics for them.
blackhole89
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Since: 12-31-69
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Posted on 02-19-06 06:11 PM, in Having trouble with RLM Link
Eh... isn't giving you a root shell exactly what sudo does?

But yeah, being the elitist I am, I honestly detest of people who want to be hackers before knowing how to operate the command line or use a hex editor. Sure, they learn it earlier or later, but every now and then, I noticed some people showing up who call themselves hackers and have the arrogancy to freak out at everything that has a command line interface in an "IT IS NOT WORKING! GET THIS SHIT OUTTA MY EYES BECAUSE IT IS TOO LOW FOR MY LEETSKILLZ!" fashion. Though the definition of "hacker" generally is taken very loosely on this board.
blackhole89
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Since: 12-31-69
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Posted on 02-22-06 07:12 PM, in How do I create SMW music? Link
Temporarily opened just to add my 50 cents.

(1) I am working on SST... it is slowly progressing... very slowly, because I have other-things-a-plenty to care about on both sides of the screen. Just wanted to have that subject cleared.

(2) This thread is funny. If I weren't a moderator and a sufficient board leak was present, I'd probably sticky it.

So, closed again.
blackhole89
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Since: 12-31-69
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Posted on 02-23-06 04:59 PM, in Noob Question Link
Indeed. *trash*
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Acmlm's Board - I3 Archive - - Posts by blackhole89


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