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05-10-24 10:19 AM
Acmlm's Board - I3 Archive - - Posts by Disruptive Idiot
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Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 04-26-06 08:54 PM, in "Perfect" breakable bricks for SMW! Link
Originally posted by Bio
Originally posted by HyperMackerel
IIRC, they actually turn into coins in SMB3, not just look like them.

nope, It seem to use an animation in smb3 too, the same one used to change coin into brick and stop ? block from moving


But in the first level you collect the brick blocks that turn into coins when you hit the P-Switch. If a brick block had something in it, it looked like a coin with the P-Switch active, but it still acted normally.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 04-30-06 12:44 AM, in Super Peach World Link
RECONSTRUCTIVE FACE SURGERY NOW

Oh my god
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 05-02-06 07:58 PM, in Finaly some new screnshots! [DANGER! TOO MANY SCREEN SHOTS!!] Link
Originally posted by Alastor the Stylish
Originally posted by Xeruss
Umm... have you seen his other hacks? When compared to those... This is godly.
Just because he's getting better, doesn't mean he's good.


At least he's not a jerk, or arrogant, or unwilling to improve. Come on, not everyone has the mad level design skillz you have.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 06-01-06 10:30 PM, in More questions.... Link
1. You write an asm sub-routine as a BIN file and then use it.

3. Probably, but I'm not familiar with ASM or the block code so I can't help you. There.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 06-02-06 05:27 PM, in tile placement advice in yy-chr Link
Any way you want, what you have to do is make sure the Map16 tiles use the correct 8x8 tiles.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 07-27-06 12:39 AM, in noobydooby question Link
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 07-28-06 08:51 PM, in Bowser Entrance Suggestions Link
Originally posted by Smallhacker
Originally posted by Glyph Phoenix
It can with HDMA.

Dude. We're talking about making a 4D object, project it into 3D space, making it look like crap, then project the crappy 3D projection down to a 2D plane, making it crappy^2... I really doubt that HDMA can help us here, unless you recently found an undocumented 4D simulation feature (creating a 4D hologram in front of the computer screen) hidden in the emulator's HDMA code.


http://en.wikipedia.org/wiki/Image:Hypercube_order.png


(edited by Disruptive Idiot on 07-28-06 07:52 PM)
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-04-06 08:09 PM, in Crystal Island Adventure Screenshots Link
The colors remind me of cheese and broccoli.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-11-06 10:25 PM, in Mario's Return - Final Release Version Link
Originally posted by juclyazzo
This person is obsessed with shell-kicking Koopas.

This is probably just my own personal peeve, but I thought the dialogue was pretty bad.

Are you a native English speaker? No offense if you aren't.

Several levels were pretty creative and you did a brilliant job with the ExGFX (despite how arbitrary they seemed at some points). The difficulty seemed imbalanced throughout the game, too, but I guess the same can be said about all Mario hacks.

Overall, nice work on this hack especially on the secret levels. Those were the most fun, IMO.


It's a god damn mario game. The dialogue is destined to be bad. For your information, Alastor is one of the most eloquent users on this board, don't bust his chops for not putting effort into an insignificant aspect of the game. It's a bit of an insult to question is proficiency with the language because he didn't write pullitzer-winning script.

Good day ;D
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-13-06 01:32 AM, in Editing HUD & Graphics Link
Haiku is more elegant

You cry loud for help
You really should use your mind
Press help idiot
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-13-06 01:34 PM, in Help with Lunar Magic Link
The second screen is actually another level which you use the door to get to. To view where these exits go to, press F1 (which activates screen exits). You'll find that the second part of the castle is on 1FC, as indicated on the screen which the door is located on.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-13-06 01:41 PM, in Help with Lunar Magic Link
Originally posted by Cherryride
that did it! ty


No problem, your question isn't as obviously solved by the help file (you need to know what a screen exit is).

However, I recommend you read through the entire thing so you can get a better understanding of how the game works and how to use Lunar Magic. It'll help you a lot more and a lot faster than asking us. Plus a lot of people on this board are tired of being asked questions because they're sour and elitist (I kid ). They might bite off your head next time.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-15-06 11:45 PM, in Yeah, whatever. Link
I really haven't posted much on this incarnation of acmlm. I post exclusively on SMW Hacking, but I have lurked Pokemon Hacking for a little bit, gathering knowledge to start on a Fire Red project. Yes, I had enough operating neurons to access it. My SMW Hacking project, Woot, was posted some years ago, 2004 if I recall correctly. Currently I only post to offer the occasional idle useless comment, or tech support for a newbie. I honestly don't care whether I can post or not. So take this as you will. I know I'm far more competent than required to meet your standards. I respect your new policy, but I have nothing to prove.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-17-06 12:29 AM, in ASM hack idea. (Sprite graphics related) Link
Would this system have much overhead? I mean, SMW isn't exactly a performance critical game, but what's the cost of executing these operations? I'd assume minimal if other games use it, but any hackish implementation is bound to be severely unoptimized.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-17-06 03:33 PM, in ASM hack idea. (Sprite graphics related) Link
So the procedure would be like this:

1. When the level loads, the game determines which sprites are going to be used in the level and loads those graphics into RAM.

2. When a sprite gets on screen, the game checks to see whether its graphics are loaded in VRAM.

A.If they are, then the sprite's data is overwritten so that the graphics it uses are the ones already loaded into VRAM.

B. If they aren't, then the game finds free space and DMA's the graphics to that location, it marks this area as used and which sprite uses it in some sort of table. Then A occurs.

3. When a sprite ceases to be processed the game checks to see whether its graphics are still in use. (Alternatively, as I doubt the game keeps track of sprites that stop being processed, this can be done every frame or something)

A. If another sprite is still using them, the game does nothing.

B. If no other sprite was using the graphics, the game frees the memory for use by a new sprite and updates a table to take note.

Is that how it goes?
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-17-06 03:48 PM, in ASM hack idea. (Sprite graphics related) Link
It might eat up all the RAM, hell it definitely would, but storing the graphics in rom uncompressed would make the file bigger, 56kers may not be amused. If you store them uncompressed then you'd make it impossible to use Lunar Magic to insert sprite exGFX. Plus, it would be faster to transfer from RAM to VRAM than ROM to VRAM, at least if conventional hardware wisdom holds.

So some of the data required for this to work:

1. Either a routine that reads the level and determines which sprites are in it, or a ROM area that stores this data already for each level. I'd go with the second idea and determine the data at compile time than in real-time because the level load routine would be long enough decompressing graphics. Plus, it'd probably be easier to store the data in the ROM than figure it out on the fly This data would then be used to determine which graphics to decompress and load into RAM.

2. A table that keeps track of the graphics loaded in RAM. Which sprite uses the graphics and where exactly they're located. This would be used to determine what to DMA into VRAM when a sprite comes up.

3. A table that keeps track of the graphics loaded in VRAM. Same as for the RAM except this would be used to determine which tiles the sprite uses.

I'm doing this because I find it MUCH easier to code something when it's broken up into pieces and then put together after each piece is created. Right now, I don't think it looks as difficult than in the original post
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-18-06 11:42 AM, in ASM hack idea. (Sprite graphics related) Link
Yeah, I guess you're right on all points, especially the Lunar Magic one.I guess given time somebody is bound to have the same dedication Fu So Ya had and an open source alternative will be born.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-18-06 06:39 PM, in ASM hack idea. (Sprite graphics related) Link
Originally posted by Glyph Phoenix
...


Yes, yes, but some things, like overhauling how the game handles sprite graphics for this case, simply can't be compatible with Lunar Magic without creating yet another utility that makes sure LM's gfx and the uncompressed GFX in the ROM (as per Hyper Hacker's proposal) are identical in content. Noones criticizing LM, it's a wonderful tool with a degree of professionalism Fu So Ya has bragging rights about. However the fact of the matter is, there will be things that will break Lunar Magic if they change the way the game handles data, and since Lunar Magic isn't open source, nothing can be done about it.

In other cases, I'm not a very open-source kind of guy, thanks for being presumptuous. For example, I don't support Linux or lololol any more than I support Windows and IE, much less because they're open source. However, there are clear merits to a utility the community can work on together, and Lunar Magic isn't that.

At least a plug-in system would be nice, so instead of one utility and optional plug-ins, we have dozens of utilities. Not very elegant IMO.

Back on topic, I don't see much pay-off for implementing this idea, unless someone's a wizard at ASM and can do it with impunity. I'd try it, but I'm a novice at SNES programming and this seems a little out of my scope (programming joke, get it? ).
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-18-06 10:39 PM, in ASM hack idea. (Sprite graphics related) Link
I am thoroughly proficient with C++(as far as features, syntax go). I am a severe amature though, I haven't ever completed a useful or decent project. I'd put myself at total n00b level.

Regardless, if I'd still be useful to an open source SMW editor project, I'd chip in.
Disruptive Idiot

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Since: 11-17-05
From: Syosset

Last post: 6417 days
Last view: 6290 days
Posted on 08-19-06 04:18 PM, in ASM hack idea. (Sprite graphics related) Link

That's not true at all. Does LM even mess with the way SMW handles sprites? Even if it does, I'm sure there's working around that. Thinking a new LM is needed to support a nonexistant, theoretical sprite engine is beyond unreasonable.



I meant for this example, Hyper Hacker said that it would be best to store the sprite graphics uncompressed in the rom (or low-level compression) so that they could be dynamically loaded. Lunar Magic wouldn't be able to work with these decompressed graphics, so you'd have to manually insert them, but LM wouldn't know they existed. An open source editor would also be upgradeable so that the community can keep adding features, even if the original programmers were long gone. You gotta think of it in the long run, right now we have Lunar Magic and dozens of mini-utilities. If there was an open source editor all these things could be integrated into one development kit, but instead we have a hodge-podge of stuff.

Your realism is appreciated, but realism never changed the world.


Not really, no. A few bytes in-rom to map a reserved space is less annoying than another file we'll have to drag around along with hacks.


The separate file could be placed in an archive with the rom, this would be your project file. When you release the rom, you release the .smc within the archive. One development archive, one release file.



(edited by Disruptive Idiot on 08-19-06 03:20 PM)
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Acmlm's Board - I3 Archive - - Posts by Disruptive Idiot


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