Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Sukasa

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Sukasa
Posted on 09-21-09 04:28 AM, in Rank up! Link | Quote | ID: 115709


Red Birdo
Level: 92

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Nope, they're based on posts.

Sukasa
Posted on 09-21-09 04:33 AM, in Top three things that piss you off in life Link | Quote | ID: 115711


Red Birdo
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1. Stupid people
No, not the people with genetic disabilities. I mean people who just don't put any effort into thinking

2. Politicians
You show me an honest politician and I'll show you a death certificate.

3. Scammers
Do I even need a reason?

Sukasa
Posted on 09-23-09 11:34 PM, in Custom title field be breaking Link | Quote | ID: 115967


Red Birdo
Level: 92

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Since: 02-19-07

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Just use single-quotes for now, and it'll be fixed.

Sukasa
Posted on 09-23-09 11:36 PM, in Super mario RPG hack NEW BETA Link | Quote | ID: 115968


Red Birdo
Level: 92

Posts: 2001/2112
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Since: 02-19-07

Last post: 4456 days
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If you want clicks, you must provide pics.

Please, don't just toss files randomly and expect people to download them. Also, consider submitting your IPS patches to the frontpage (Click the banner).

Sukasa
Posted on 09-24-09 06:56 PM, in Playing around with electronics Link | Quote | ID: 116043


Red Birdo
Level: 92

Posts: 2003/2112
EXP: 7694294
Next: 62643

Since: 02-19-07

Last post: 4456 days
Last view: 3227 days

Sukasa
Posted on 09-24-09 07:05 PM, in Myers-Briggs Type Indicator Link | Quote | ID: 116044


Red Birdo
Level: 92

Posts: 2004/2112
EXP: 7694294
Next: 62643

Since: 02-19-07

Last post: 4456 days
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ISTP

67 / 1 / 25 / 56

I went a lot from N to S here, but then again sometimes it changes depending on mood. I'd have to go find previous results to check that, though.

Sukasa
Posted on 09-24-09 07:08 PM, in Custom title field be breaking Link | Quote | ID: 116046


Red Birdo
Level: 92

Posts: 2005/2112
EXP: 7694294
Next: 62643

Since: 02-19-07

Last post: 4456 days
Last view: 3227 days
It'll be fixed meaning "I'll actually go fix the root problem", not that using single-quotes will fix it.

That said, fixing it now.

Sukasa
Posted on 09-24-09 07:14 PM, in Custom title field be breaking Link | Quote | ID: 116048


Red Birdo
Level: 92

Posts: 2006/2112
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Since: 02-19-07

Last post: 4456 days
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Okay, should be fixed now.

Sukasa
Posted on 09-24-09 10:07 PM, in Lunar Magic 1.65 (rev. 2 of 10-02-09 03:05 PM) Link | Quote | ID: 116060


Red Birdo
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Since: 02-19-07

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CURRENT VERSION IS HERE

4 years after the release of 1.63, and on LM's ninth birthday, FuSoYa's released version 1.64 of Lunar Magic!

Download Page

Lunar Magic Homepage

The list of changes is as following:

VERSION 1.64 SEPTEMBER 24, 2009 (9 YEAR ANNIVERSAY OF LUNAR MAGIC!)

Fixed a memory leak with sprites that exists in all prior versions of LM
Fixed an issue where if you used entry 0x1F in the Extended Animation Frames list and saved to the ROM or a mwl file, LM would save the data but upon reopening the level it would not read anything from the list at all. Thanks goes out to Jimmy52905 for discovering this.
Fixed a problem with mouse gestures where holding down the right mouse button inside the editor window and then left clicking outside it would cause LM to crash. Thanks goes out to crushawake for finding this.
Adjusted a slope object in LM to emulate a game bug that causes the slope to break up on screen boundaries in some cases. Thanks goes out to Alex99 for noticing this.
Fixed the "view screen exits" toolbar button so it doesn't stay pressed if you switch to view screen or sub-screen boundaries, as reported by Maxx.
corrected tileset info for Thwomp and Thwimp, reported by Noobish Noobsicle.
Fixed the animation of the wave tile in the overworld editor so it moves in the correct direction. Thanks goes out to Sukasa for finding this.
Fixed loading an unmodified title screen in the overworld editor when it's from an 8 MB ExLoROM game.
Fixed an issue in the overworld editor where if LM ever had to report an error while reloading the overworld and tile animation was turned on, LM would start spawning multiple message boxes. Thanks goes out to Obsidian for reporting this.
Updated the overworld palette editor so that alt-right click does a gradient instead of ctrl-right click, as in the level palette editor. Should have been done in version 1.63.
Fixed overworld exit tile 0x4D so it can connect directly to a level tile without malfunctioning, which the original game doesn't allow... I think Nintendo originally set it up as a corner path tile and didn't completely convert it when they decided to use it as an exit tile.
Added a new method to the overworld editor for linking star/pipe/exit tiles together with fewer steps using alt-left click.
Added an option to the overworld editor that allows turning off level 24's redirection of exits based on coins and time.
Added a setting to the overworld editor that can change the one level used to activate a secret exit when beating a boss, which was used by the Big Boo Boss.
Fixed sprite interaction with custom block ASM in vertical levels. I actually fixed this years ago and temporarily released the fix as a patch, intending to later integrate it into LM for version 1.62. But mysteriously the fix never made it into the program... I suspect I was waiting till I had time to check/adjust the fix for the Japanese ROM as well, and forgot about it.
Implemented the "Mario touched top corner of block", "Mario within block (body)", and "Mario within block (head)" custom block ASM hooks. Two of these were used in a few of DW:TLC's blocks. Should of been done before, but likely wasn't for the same reason as the sprite fix.
Adjusted the 16x16 program icon for WinXP, since apparently XP has something against using 16 color icons at times.
Fixed mwl file association for Windows Vista, which should also fix it for non-administrator accounts on Win2k and up.
file types mw0, mw1, mw2, and mw3 are no longer associated with Lunar Magic, as the program hasn't used those for saving levels since 2003. Note that this does not affect LM's ability to open levels saved in the older format.
Added a feature that allows LM to add a copier header to the ROM for you if it's missing, plus an option to do it silently.
Added exporting/importing palettes in YY-CHR .pal format.
Added a feature that allows LM to display custom tooltips and sprite tile arrangements for custom sprites based on the extra info bits (as done by a 3rd party ASM hack). Also added an option to turn this off. Check the help file for more info.
Added an extra category to the "Add Sprites" window called "Custom Collections of Sprites", which uses external files to allow custom sprites to be added a little more easily than using the "insert manual" command. See the help file for more information.
Enlarged the area used for LM's internal sprite Map16 data, and split it up into 2 separate files so custom sprites can use their own file. Check the help file for more information.
Replaced Lunar Magic's old code for handling RATs with a modified version of the code in Lunar Compress. This removes the limitation LM had about not honoring RATs that existed in a different LoROM bank than the data being protected, and also lets LM use the full size allowed by the RAT format.
The FG Map16 data will now be protected by a RAT when saved, to make it easier for third party programs to avoid this data.
Converted LM's help file into a compiled HTML help file, as Microsoft is phasing out the old WinHelp system.
Thanks goes out to Smallhacker for gathering suggestions and bug info.

Sukasa
Posted on 09-24-09 10:10 PM, in Thread Management Megathread (rev. 2 of 09-24-09 10:11 PM) Link | Quote | ID: 116062


Red Birdo
Level: 92

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Since: 02-19-07

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[24/09/2009] Moved (5614) "Chiko's Rom Hacks" From ROM Hacking Related Releases to ROM Hacking
  The thread was not release-related, but a general discussion topic

Sukasa
Posted on 09-24-09 10:19 PM, in What year is it? Link | Quote | ID: 116064


Red Birdo
Level: 92

Posts: 2009/2112
EXP: 7694294
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Since: 02-19-07

Last post: 4456 days
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I'm sure my postcount could tell you.


Sukasa
Posted on 09-24-09 11:01 PM, in What year is it? Link | Quote | ID: 116067


Red Birdo
Level: 92

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...But that's so far away.. D:

Sukasa
Posted on 09-24-09 11:02 PM, in Megaman Ultra 2 - The Rise of X Trailer 9-22-09 Link | Quote | ID: 116069


Red Birdo
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Posted by Kawa
Do correct me if I'm wrong, but didn't the trouble start because of sharing the code?


I thought the problem started when struzzfog found board2

Sukasa
Posted on 09-25-09 01:20 AM, in 100+ Posts A Day! Link | Quote | ID: 116083


Red Birdo
Level: 92

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It happens.

Sukasa
Posted on 09-25-09 01:24 AM, in Megaman Ultra 2 - The Rise of X Trailer 9-22-09 Link | Quote | ID: 116085


Red Birdo
Level: 92

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Right, I'll say this.

He had his fucking chance. He had his second chance. He explicitly told me on IRC he would not be stopping until he got what he wanted.

Due to this, he was permanently banned. He is well aware of what he was doing (and for proof I will share the IRC logs if asked, assuming I can find them).

He is not misunderstood, that spiel is bullshit designed to trick trusting or uninformed people, and if he honestly believes what he is saying then frankly he's got bigger problems than any he may potentially have with the law.

Sukasa
Posted on 09-25-09 01:28 AM, in Playing around with electronics Link | Quote | ID: 116087


Red Birdo
Level: 92

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The biggest utility in this is that it basically gives me 12 control buttons, for the price of 3 pins.

Not bad considering I have only 16 pins in total to work with. I could probably even make this PC-compatible using some extra code.

Sukasa
Posted on 09-25-09 07:51 AM, in Playing around with electronics (rev. 3 of 09-25-09 07:57 AM) Link | Quote | ID: 116111


Red Birdo
Level: 92

Posts: 2016/2112
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Since: 02-19-07

Last post: 4456 days
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Here's the basic read-controller function
DataLine    PIN 2
LoopCounter VAR Nib ' 0 1 2 3 4 5 6 7 8 9 A B
Buttons VAR Bit(12) ' B Y Sl St ^ v < > A X L R
' A B C D E F G H I J K L

'Pins 0, 1 output to SNES controller
'Pin 2 is input from controller
DIRS = %0000000000000011 //Set the I/O pints
DO
HIGH 1 'Pulse Load (SNES Pin 5)
LOW 1
FOR LoopCounter = 0 to 11
Buttons(LoopCounter) = 1 - DataLine 'Read Button State (SNES Pin 4)
HIGH 0 'Pulse Clock (SNES Pin 6)
LOW 0
NEXT
LOOP
END


I clipped out the LCD code and unused stuff to make it easier to understand.

Here's the full code file:

'{$STAMP BS2}
'{$PBASIC 2.5}


'READSNES1.bs2 - Reads button input from a normal Super Nintendo controller and outputs the state of the twelve buttons on it
'to an LCD display.

'WIRE AS FOLLOWS:

'Pin0 - Connect to Clock pin on SNES controller (Pin 6)
'Pin1 - Connect to P/S (Load) pin on SNES controller (Pin 5)
'Pin2 - Connect to Data pin on SNES controller (Pin 4)
'Pin5 - Connect to RX on LCD screen (Set to 19200 baud)

'Connect pin 7 of SNES controller to Vdd (Last pin on square end of connector)
'Connect Pin 1 of SNES Controller to Vss (Last pin on rounded end of connector)
'Connect LCD to Vss and Vdd as per LCD wiring schematic

DataLine PIN 2
LoopCounter VAR Nib ' 0 1 2 3 4 5 6 7 8 9 A B
Buttons VAR Bit(12) ' B Y Sl St ^ v < > A X L R
LED0 PIN 3 ' A B C D E F G H I J K L
LED1 PIN 4
'Pins 0, 1 output to SNES controller
'Pin 2 is input from controller
'Pins 3, 4 are output to LEDs
DIRS = %0000000000011011

SEROUT 5, 32, 5, [$FE, $80, $FE, $80, $FE, $80, $FE, $80, $FE, $80]
SEROUT 5, 32, 5, [$FE, $16, $FE, $16, $FE, $16, $FE, $16, $FE, $16]

DO
HIGH 1 'Pulse Load (SNES Pin 5)
LOW 1
FOR LoopCounter = 0 to 11
IF DataLine = Buttons(LoopCounter) THEN
IF DataLine THEN
BRANCH LoopCounter, [BPressed, YPressed, SlPressed, StPressed, UpPressed, DownPressed, LeftPressed, RightPressed, APressed, XPressed, LPressed, RPressed]
ENDIF
ENDIF
ContinueLoop:
Buttons(LoopCounter) = 1 - DataLine 'Read Button State (SNES Pin 4)
SEROUT 5, 32, [32 + Buttons(LoopCounter)]
HIGH 0 'Pulse Clock (SNES Pin 6)
LOW 0
NEXT
SEROUT 5,32,[$20,$20,$20,$20,"BYST^v<>AXLR",$20,$20,$20,$20]
LOOP
END

BPressed:
GOTO ContinueLoop

YPressed:
GOTO ContinueLoop

SlPressed:
GOTO ContinueLoop

StPressed:
GOTO ContinueLoop

UpPressed:
GOTO ContinueLoop

DownPressed:
GOTO ContinueLoop

LeftPressed:
GOTO ContinueLoop

RightPressed:
GOTO ContinueLoop

APressed:
GOTO ContinueLoop

XPressed:
GOTO ContinueLoop

LPressed:
GOTO ContinueLoop

RPressed:
GOTO ContinueLoop

Sukasa
Posted on 09-25-09 06:12 PM, in Playing around with electronics Link | Quote | ID: 116121


Red Birdo
Level: 92

Posts: 2017/2112
EXP: 7694294
Next: 62643

Since: 02-19-07

Last post: 4456 days
Last view: 3227 days
A Basic Stamp II mounted on a Board of Education, USB variant. I got it as part of a kit for my engineering class, I might have to look at getting my own at some point since I'll be returning this one at the end of the semester

Sukasa
Posted on 09-26-09 04:22 AM, in General Help and Suggestion Area Link | Quote | ID: 116165


Red Birdo
Level: 92

Posts: 2018/2112
EXP: 7694294
Next: 62643

Since: 02-19-07

Last post: 4456 days
Last view: 3227 days
1. It would make sense. I'll add it to the tile.
2. They're related to the scale they're using. I didn't code them so I don't know.
3. [code] formats things like... code. [math ] is for LaTeX scripting e.g. , and [svg] is for scalable vector graphics stuff, ask bh about it

Sukasa
Posted on 09-28-09 04:24 PM, in General Help and Suggestion Area Link | Quote | ID: 116295


Red Birdo
Level: 92

Posts: 2019/2112
EXP: 7694294
Next: 62643

Since: 02-19-07

Last post: 4456 days
Last view: 3227 days
In short, it's considered bad form to bump old threads. Whenever an old thread gets bumped, unless the bumpee has provided useful information, bumping the thread gives no benefit, buries the active threads, and wastes other people's time.

To that end, rules were put in place to prevent bumps, unless they are useful ones.
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Main - Posts by Sukasa

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