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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by blackhole89

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blackhole89
Posted on 01-05-08 04:32 AM, in 1-letter Swap Link | Quote | ID: 72768


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SODA

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blackhole89
Posted on 01-05-08 05:45 PM, in OpenPoké Link | Quote | ID: 72797


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A compiler would have to show a very deep amount of insight into the code to do this optimization (one I, in fact, doubt most modern compilers possess) though, seeing as it would need to correctly recognize that facing always stays within the 0..3 range at that point.

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blackhole89
Posted on 01-05-08 06:11 PM, in Ultimate SMB3 Editor (Coming soon...) Link | Quote | ID: 72800


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While I've never messed with SMB* hacking myself, it's good to see this coming along fairly steadily.

As an ill-qualified question, is support for SMAS' SMB3 an option? I heard a rumour that the level formats are similar, though I have no idea how reliable that was...

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blackhole89
Posted on 01-05-08 08:25 PM, in Which would you rather be? Deaf or blind? Link | Quote | ID: 72812


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I'd prefer being deaf by a narrow margin, for the sake of computing and internets if not everyday convenience. Shooting oneself seems to be the better choice in either case though...

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blackhole89
Posted on 01-05-08 08:30 PM, in Which would you rather be? Deaf or blind? Link | Quote | ID: 72814


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Posted by Alastor
I have to say blind. I could at least have conversations with my friends then.

Sign language? Writing things down on paper?

Or are you one of those who actually consider themselves better at verbal than written communication?

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blackhole89
Posted on 01-05-08 08:39 PM, in Which would you rather be? Deaf or blind? Link | Quote | ID: 72816


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I prefer reading/writing over speaking/listening in pretty much every situation; the handful of real-life friends I have all say so as well of themselves. That goes as far as us leading conversations with each other on a shared sheet of paper when idling in classrooms.

I thought of it as a typical thing to go with unsociability, which I, in turn, thought of as a typical thing in this corner of the tubes.

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blackhole89
Posted on 01-06-08 02:37 AM, in 1-letter Swap Link | Quote | ID: 72836


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SONAR

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blackhole89
Posted on 01-06-08 03:18 AM, in 1-letter Swap Link | Quote | ID: 72841


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POLER

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blackhole89
Posted on 01-06-08 03:31 AM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 72845


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Ah, the joys of flash... after playing around a bit with a pirated Flash MX 2004 back in the days, I figured it was not as easy as it looked and lost motivation.

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blackhole89
Posted on 01-06-08 04:23 AM, in 1-letter Swap Link | Quote | ID: 72850


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POLLEN

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blackhole89
Posted on 01-06-08 04:28 PM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 72869


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D: is superior in text form. D¦

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blackhole89
Posted on 01-06-08 04:47 PM, in Tower of spatula~ (rev. 2 of 01-06-08 06:00 PM) Link | Quote | ID: 72870


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Just as a note, since we have multiple people working on the assembly hacking... for coordinating RAM usage, there is now this RAM map. Enter it there whenever your code uses RAM.

edit: Started working on an in-tower level. (screenshot)
The tileset is handdrawn and will probably have more added to it later.
Proposed level name: "That's not mud..."

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blackhole89
Posted on 01-06-08 06:11 PM, in SMW Central gone! Link | Quote | ID: 72873


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If you mean anything compatible with addmusic's format that is not addmusic, I don't think something like that exists

In other words, if it's that, I can give you no hints but the obvious, being picking all the songs you want inserted and asking somebody who has Java to do it for you.

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blackhole89
Posted on 01-06-08 07:29 PM, in Behold my 1337 h4xz0ring skillz Link | Quote | ID: 72877


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in the tradition of peter_ac's SMAS to SMW hacks, I decided to employ my AWESOEM haxzoring skillz to make a totally epic and unseen hack to make SMW exactly like YI !!!

Screenshot:


IPS patch:
(its liek really hueg because of all teh awesome asm hax)

apply to a fresh SMW ROM and bow before my leetzor skills~

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blackhole89
Posted on 01-06-08 08:47 PM, in Tower of spatula~ Link | Quote | ID: 72884


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Okay, first version is done... still missing a background image and most enemy sprites, but it's playable.

Level +Map16 page +ExGFX
Updated test ROM (tagged 01-05 because my wristwatch's date display is one day behind)

Thoughts?

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blackhole89
Posted on 01-06-08 11:35 PM, in Mario's Keytastrophe Link | Quote | ID: 72909


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The first-sight impression of the large sea at the top is more that of a starry sky above the hills below... on purpose?

Either way, nice work. Good to see you are keeping up the refreshingly non-blocky design.

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blackhole89
Posted on 01-07-08 02:00 AM, in 1-letter Swap Link | Quote | ID: 72914


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BRAILER

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blackhole89
Posted on 01-07-08 08:45 PM, in Tower of spatula~ Link | Quote | ID: 72959


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It's never late to join until all levels done, this is a fairly open project by nature... so you are welcome to contribute if you feel up for it.
Anyway, the actual arrangement of the separate levels will probably be determined as we get hold of them in a completed state, since planning ahead in advance would only unnecessarily constrain level designers. Having a more or less reasonable difficulty curve will be one of the things that have to be considered in ordering them, as will be setting like you said.

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blackhole89
Posted on 01-07-08 10:28 PM, in I don't believe in giving up... Link | Quote | ID: 72970


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Regarding the stickying of this topic, I don't quite think it's the way to go... sure, it contains lots of information, but that could be said about many question-and-answer topics; if we stickied all of them, we would earlier or later wind up with several pages full of stickies, which would be detrimental to conversation in the forum.

What would be, in my eyes, the better option is if you condensed down your findings into, say, a text step-by-step guide to bootstrapping the NES and displaying things on the screen. That guide could then be uploaded somewhere or even linked in a mass information sticky.

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blackhole89
Posted on 01-08-08 09:55 AM, in can sombody help me with this? Link | Quote | ID: 73016


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First off, do something about your usage of the English language; it's hideous.

Secondly, the upside-down graphics would be the easiest part of implementing reverse gravity.

Thirdly, what you are trying to do would not necessarily require it, just as the walking up walls doesn't require gravity being rotated by 90°.

Fourthly, it's not like it being implemented in a NES game has any indications for the same thing in an SNES one, The engines aren't related to each other.

And lastly, I remember reading somewhere (though, shame upon me, I never got around to actually look into it) that the reverse gravity in Kichikuou Mario was done by creating a second level that is the first one flipped vertically, using it as a source of gameplay data when in reverse gravity mode while still retrieving the graphics from the first level and vertically mirroring Mario's graphics and position on the screen. I believe that would, either way, be ultimately the easier way to implement it seeing as just reversing the effect of gravity would require very wide-ranging modifications in the sprite code and collision detection.

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Main - Posts by blackhole89

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