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

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Tyty
Posted on 04-22-09 06:38 AM Link | Quote | ID: 105700


Vire
Jizz Danmaku
Level: 77

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Since: 04-20-07
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Bleh. I just don't feel like I could make a level now. Out of practice, and I never was that great.

I will help with graphics though. I was always good at those. I could attempt to learn ASM too if need ben.

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c0nfu53d
Posted on 05-02-09 10:47 PM (rev. 2 of 05-02-09 10:48 PM) Link | Quote | ID: 106366


Goomba
Level: 15

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Since: 04-26-09

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If the hack/thread is still active and you can squeeze me in i'll do a couple of levels!

blackhole89
Posted on 05-02-09 10:50 PM Link | Quote | ID: 106367


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

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Since: 02-19-07
From: Ithaca, NY, US

Last post: 470 days
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It's as active as people contributing levels are. I just wish somebody actually would post a level instead of everyone just talking about making one.

Me and Sukasa currently are working on a couple of fairly neat assembly appliances. More on that when there is eyecandy material available for display.

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xpCynic
Posted on 06-18-09 07:45 PM (rev. 3 of 07-01-09 08:56 AM) Link | Quote | ID: 108927


Panser
Smooth.
Level: 42

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I'd like to help breathe some life back into this. I'll work on somewhat earlier levels, and if we've lost our overworld designers I wouldn't mind volunteering to do the overworld. Come on, guys! We can't let the dream die! I mean, how long now has ToS been sitting up there in the news box?

Edit: No one is bound to care or anything, but I stuck two levels on the uploader. They both need some tweaking here and there, but it's not like I can ever get anyone to playtest them on #acmlm. If you guys bother to play these, by all means give me feedback, as it's very encouraging to hear anything pertaining to this project anymore.

Edit2: Not to sound morose or whiny or anything, as I'm glad this whole thing has at least gotten somewhere and just hope to see it reach completion. blackhole89, keep us updated on that assembly work here in the thread too!

Sukasa
Posted on 07-07-09 07:24 AM Link | Quote | ID: 110076


Red Birdo
Level: 92

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Why not paste us some links for those levels and what you linked on IRC?

xpCynic
Posted on 07-07-09 07:46 AM Link | Quote | ID: 110077


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Smooth.
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Well, they're all on the uploader, but how about some more stuff?

Here's a level!
And here's a particular song to go with said level!
Neither of these are finished, but I'll put them on the uploader as well when they are.

boingboingsplat
Posted on 07-07-09 08:13 AM (rev. 2 of 07-07-09 08:16 AM) Link | Quote | ID: 110078


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

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Since: 07-23-07
From: Michicola

Last post: 4841 days
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Is that some HDMA I see there?
I still need to figure out how the hell to work BMF's kit. Also, that level would look neat with some heat-wave type scrolling in the background.

Edit: Suggestion for this song: Perhaps we could mess around a bit with smkd's sample tool to make it even better!

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Sukasa
Posted on 07-07-09 05:41 PM Link | Quote | ID: 110082


Red Birdo
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..Oh crap, yeah... xpC, we're going to be using BMF's HDMA kit, not d4s'...

That's okay though, If you send me what it's supposed to be animated like, I can try to write a comparable version for BMF's kit.

boingboingsplat
Posted on 07-07-09 05:49 PM Link | Quote | ID: 110083


Giant Koopa
[PREFSTRING:wonderful bounciness]
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Are we using the xkas versions of BMF's HDMA Kit and LevelASM?

Also I'd be greatful if someone would explain to be how the hell to use BMF's kit. I've had experience coding some HDMA effects from scratch without any kit, if it matters.

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xpCynic
Posted on 07-12-09 08:27 AM Link | Quote | ID: 110335


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Fire and Flames port is very nearly done but needs some octave work. I'm not too happy with the drums either. After that, I think I might work on a new level or two.

Ailure: can you put the wiki back on a permanent host? Right now it's kind of hard to ever find it.

Acunetix
(post deleted) ID: 111227

Acunetix
(post deleted) ID: 111228

blackhole89
Posted on 07-26-09 02:24 PM (rev. 2 of 07-26-09 02:28 PM) Link | Quote | ID: 111231


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

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Before we say we are using BMF's HDMA kit... how exactly does that work? Does it hog the HDMA table all the time or is it possible to selectively turn it off? Because I'd rather write my HDMA code myself.

Also, with some new levels, it might help if we got a new testrom assembled.

edit: Also, for the songs, keep in mind we are not going to use SMW's native engine. While it's probably possible to write an importer (or even rely on MiOr's addmusic's N-SPC support), generally addmusic compatibility is a weak criterion to build on.

____________________



xpCynic
Posted on 07-26-09 03:43 PM Link | Quote | ID: 111234


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Smooth.
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Posted by blackhole89
Also, with some new levels, it might help if we got a new testrom assembled.

Don't you worry about that, I've been assembling a new baserom. Only things I need right now are Ailure's Rogue level and a few patches off SMWCentral, which is unfortunately down. (Off the top of my head, two-line level names and 3-digit coin counter could be good to have around.)

Sukasa
Posted on 07-26-09 07:00 PM (rev. 2 of 07-26-09 07:01 PM) Link | Quote | ID: 111241


Red Birdo
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Posted by blackhole89
Before we say we are using BMF's HDMA kit... how exactly does that work? Does it hog the HDMA table all the time or is it possible to selectively turn it off? Because I'd rather write my HDMA code myself.

Also, with some new levels, it might help if we got a new testrom assembled.

edit: Also, for the songs, keep in mind we are not going to use SMW's native engine. While it's probably possible to write an importer (or even rely on MiOr's addmusic's N-SPC support), generally addmusic compatibility is a weak criterion to build on.


His kit only uses an HDMA table/channel when it's active, so normally and in all your code you'll only have to put up with SMW's HDMA/DMA code.

xpCynic
Posted on 07-27-09 08:04 AM (rev. 2 of 07-27-09 06:51 PM) Link | Quote | ID: 111306


Panser
Smooth.
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As SMWC doesn't look to be returning any time soon, I'm going to post what I have now.
New baserom
Has most sprites/fixes from Sukasa's baserom, barring frost cannonball, lightning2, bullet bro, laser, and SMB3 pipes. Levels on the overworld marked with a gray circle have been declared on the wiki but don't yet exist.

Edit: The overworld decided to be uncooperative, so you'll also need to enable up/down/left/right on all levels. I'll fix this myself later.

Sukasa
Posted on 07-27-09 03:15 PM Link | Quote | ID: 111320


Red Birdo
Level: 92

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I should note that without the SMB3 pipes my vines level is going to be entirely unplayable.

boingboingsplat
Posted on 07-27-09 07:23 PM Link | Quote | ID: 111356


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

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Since: 07-23-07
From: Michicola

Last post: 4841 days
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xpCynic: Use this debug tool to make it so we can walk across unrevealed paths easily. (And you can set whatever other debug features you wish to have applied to the ROM also.)

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blackhole89
Posted on 07-30-09 10:40 PM Link | Quote | ID: 111660


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 2633/4196
EXP: 21531802
Next: 304799

Since: 02-19-07
From: Ithaca, NY, US

Last post: 470 days
Last view: 83 days



We should make and use custom graphics in more levels.

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SyStemkraSh
Posted on 08-02-09 09:06 PM Link | Quote | ID: 111827

Newcomer
Level: 7

Posts: 4/6
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Since: 08-01-09
From: USA, CA

Last post: 5374 days
Last view: 5154 days
I'm a bit of a newcomer to this site, but may I join in? I can supply custom graphics and levels; if you need an overworld designer, I'm up for that too.
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