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Main - ROM Hacking Archives - Tower of spatula~ New thread | New reply

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Ailure
Posted on 01-13-08 11:57 AM Link | Quote | ID: 73407

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And I think we were planning to replace some instruments.

Only because SMAS instruments tend to sound... really funky.

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blackhole89
Posted on 01-13-08 10:47 PM Link | Quote | ID: 73425


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Yeah, though that doesn't mean using the original instruments is banned altogether. We can far overstep the amount of instrument data in SMAS too by rewriting the engine to upload a different set of samples based on the song number, which is a rather trivial task.

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Ailure
Posted on 01-16-08 05:26 PM Link | Quote | ID: 73783

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Ah, that would be good.

Even if it would confuse some people with instruments changing halfways the game.

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blackhole89
Posted on 01-17-08 10:36 AM Link | Quote | ID: 73833


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Here, an attempt at starting an in-tower BGM, for those who haven't heard it yet.

Only the first 15 seconds or so are done (first 2 patterns), so I'll complete it at some later point in time.
Comments?

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Ailure
Posted on 01-17-08 10:51 AM Link | Quote | ID: 73835

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I still think it sounds like a sewer theme. xD

Blame the drums with the metallic echo effect.

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blackhole89
Posted on 01-20-08 06:25 PM Link | Quote | ID: 74316


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As an update on plans and developments,

it was constituted in several conversations between staff that the graphical firepower of the SuperFX chip is indispensable to us.

However, while NoA's snesdev manual states a mapping for SuperFX games that allows a total of up to 8MB worth of memory to be used, practically, the largest released SuperFX games were 2MB in size, which is a scale at which the mapping barely differs from LoROM; as a consequence of that, neither Snes9x nor ZSNES implement the larger mappings, which might yield some trouble space-wise.
After some conversations with various people including a ZSNES developer, it boiled down to 2 options:
- stick to 2MB or
- attach our own custom emulator builds supporting the mapping to the hack release.
Despite nearly all voices heard being somewhat in favour of the latter, it seems like a hack, so we shall see where we get with the "small" ROM at first; for that reason, also, the ROM map was created.

base ROM refitted to 2MB

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pieguy1732
Posted on 01-20-08 06:28 PM Link | Quote | ID: 74319


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Most hacks nowadays have enough stuff in them that it's impossible to keep it at 2MB, though. D:

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blackhole89
Posted on 01-20-08 06:33 PM Link | Quote | ID: 74322


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Posted by pieguy1372
Most hacks nowadays have enough stuff in them that it's impossible to keep it at 2MB, though. D:

Yeah, that's definitively a concern... however, unlike most hacks nowadays, we actually have a good deal of people who actually know what they are doing rather than mindlessly applying tools and IPS patches, so we have possibilities to deal with space a little bit more economically or even write up some simple (de)compression.
And if that fails, we still have the option to fall back to 4MB + custom emulator build.

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Ailure
Posted on 01-22-08 10:01 AM Link | Quote | ID: 74668

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But since the official specs supports over 2 MB (as far I understand it), why aren't emulator developers adopting that? Or are they afraid it will mess up somehow, even if it probably isn't too many code changes in the mapper handling. :/

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Bio
Posted on 01-22-08 10:37 AM (rev. 2 of 01-22-08 11:10 AM) Link | Quote | ID: 74670


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last time I checked, ZSNES dosn't seem to care about the size, SNES9x run it but make SuperFX read garbage data when read from the rest of the ROM(beside the first 2mb). as long as you stick everything the SuperFX need in the first $1F ROM bank, there don't see to be any issue

edit: forget that, I made a mistake in my conceptioon of the memmory

Ailure
Posted on 01-25-08 03:49 PM Link | Quote | ID: 74952

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Finally got around extending this tileset. Also changed the palette to be more "CGA" colors.

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Kawa
Posted on 01-25-08 05:23 PM Link | Quote | ID: 74956


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That's CGA?

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blackhole89
Posted on 01-25-08 05:26 PM Link | Quote | ID: 74957


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The level palette does look like it.

Good job there.

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Kawa
Posted on 01-25-08 06:15 PM Link | Quote | ID: 74977


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Wait I get it now. This is meant to resemble text mode, while only graphics mode had the crap colors. Forget I ever said anything |3

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Ailure
Posted on 01-25-08 10:43 PM (rev. 3 of 01-25-08 10:56 PM) Link | Quote | ID: 75008

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Some more work done. Probably wind up constructing levels in symmetric shapes so I don't forget about anything...


Hmm

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Kawa
Posted on 01-25-08 10:57 PM Link | Quote | ID: 75010


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This whole textmode thing reminds me of the Trasher.

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Ailure
Posted on 01-27-08 03:53 AM Link | Quote | ID: 75102

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Trasher?

Talking about the user, or some kind of game? oO

I was hoping it would resemble Rogue-like games/console applications. Of course dwarf fortress is the main inspiration, but I probably won't stick to that theme too much...

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Kawa
Posted on 01-27-08 11:04 AM Link | Quote | ID: 75148


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The user ofcourse. Haven't seen 'im for a while now.

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Ailure
Posted on 02-01-08 04:28 PM (rev. 2 of 02-01-08 04:31 PM) Link | Quote | ID: 75893

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Bah, I forgot to post this.

Latest baserom.~

Probably make a simple level out of it, so I manage to catch any useful combinations I missed. Expect lots of stupid patterns. xD

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Ailure
Posted on 02-01-08 06:10 PM (rev. 2 of 02-01-08 06:14 PM) Link | Quote | ID: 75908

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Base ROM updated, now it's a actual level. I was trying to make it easy though, and sprite-wise I might add more/something unique that fits to this tileset.

Opinions please~

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Main - ROM Hacking Archives - Tower of spatula~ New thread | New reply

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