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Please chime in on a proposed restructuring of the ROM hacking sections.
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Smallhacker
Posted on 06-06-07 12:20 AM, in RPG system musings Link | Quote | ID: 42713


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Yes, I'm bored.

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Smallhacker
Posted on 06-07-07 02:15 PM, in Happy gravgfhgjdj gbvc (rev. 2 of 06-07-07 02:17 PM) Link | Quote | ID: 43266


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Edit: Okay... I totally didn't press submit.

Happy gravgfhgjdj gbvc to me!

(gravgfhgjdj gbvc = how to spell "graduation day" when falling asleep from dehydration)

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Smallhacker
Posted on 06-08-07 10:47 AM, in Title screen smoke tile? Link | Quote | ID: 43594


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This is a thing that has annoyed me for... I have no idea how long.

During the title screen fade in and circle effect, there's a smoke tile shown, serving no purpose whatsoever.

The original SMW staff hid it behind the SUPER MARIO WORLD logo, but in some hacks where the logo is different, the smoke tile is visible.

Has anyone found a way to remove it?

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Smallhacker
Posted on 06-08-07 11:57 AM, in SMW ROM Addresses Link | Quote | ID: 43597


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04C24 - What happens after fireworks
------------------------------------
0B: Return to overworld
18: (Default)
26: THE END screen


615B6 - What happens after Yoshi's House
----------------------------------------
03: Title screen (Ending music will play until it ends/a file is opened)
0C: Castle entrance sequence*, followed by Donut Ghost House (Ending music will play until it ends, hitting a message box, beating the level or dying causes the level (and music) to restart)
23: (Default)
27: THE END screen (Ending music will play until it ends)

The 0C one could be used to create some kind of level-based ending.

*This could possibly be disabled by making that level a non-entrance level, but I'm far from sure.

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Smallhacker
Posted on 06-08-07 10:23 PM, in Title screen smoke tile? Link | Quote | ID: 43670


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BMF already figured most of it out.

The sprite is the ghost flying around Donut Ghost House on the overworld.

During the title screen loading, the overworld sprites are also loaded, and for some reason, it draws the sprites on screen too.

Setting 278C2 to EAEAEA will disable drawing that tile, but I'm not 100% sure if there are side effects or not.

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Smallhacker
Posted on 06-08-07 11:15 PM, in You Know... Link | Quote | ID: 43701


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You know something's wrong when you get an "Unable to boot system" message 70% of the times you turn on your computer.

...true story.

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Smallhacker
Posted on 06-09-07 06:36 PM, in Spotlight... Link | Quote | ID: 43966


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Instead of

lda $40
ora #%01100010
sta $40
lda #%0010001
STA $212d
RTS

try this:

lda #%11111111
sta $40
lda #%0010001
STA $212d
RTS

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Smallhacker
Posted on 06-09-07 10:16 PM, in Bug in Level Ender sprite (Bugfix inside!) Link | Quote | ID: 44015


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The Level Ender sprite that comes with Sprite Tool has got a bug in it:

If you use it in a boss room which should be followed by a cutscene, it will play the wrong one; it'll play the one before the correct one. If this happens in the first castle, it will try to play the cutscene before the first one, which doesn't exist (causing a crash).

To fix this problem, open level_ender.asm and find these two lines:
LDA $1493
BNE RETURN

Right after those, add these two:
LDA $13C6
BNE RETURN

That will fix the problem.



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Smallhacker
Posted on 06-10-07 01:29 AM, in XP or Vista? Link | Quote | ID: 44066


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I'm most likely going to buy a new computer, but I'm having problems deciding if I should try to get XP or Vista.

XP has always worked well enough for me and is compatible with nearly anything.

All Vista's criticism sort of scares me and I dislike some of the changes they made to it. Also, there's probably a lot of programs that are incompatible with Vista.

However, XP is old and developers will move onto Vista and ignore XP, making pretty useless within two years or so, forcing me to upgrade anyway.

So... What should I do?

1) XP: What I'm used to and that which currently works, but not in the future.
2) Vista: What I dislike and doesn't work, but will work in the future.
3) Linux: Uh... Maybe some day.
4) Whatever Mac's OS is called: No way! D:<

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Smallhacker
Posted on 06-12-07 08:10 AM, in Sprite Tool Update + Source Code Link | Quote | ID: 44711


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So... Uh... I haven't really got anything to say other than...
OMG YAY UR BACK!!!!!!
...so... Yeah. Welcome back.

...gotta say something constructive...

*Looks at level_ender.asm*
Oh, right. I noticed a bug in this sprite that you may want to fix if you make any future releases. The bugfix thread should still be on the first page.

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Smallhacker
Posted on 06-14-07 09:28 PM, in Reducing CPU waste? (Programming) Link | Quote | ID: 45666


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A C++ program I'm working on (that uses SDL) uses up a lot of CPU power, more than it should. It seems like the program runs it's "update" code multiple times per frame, which is completely unneccesary.

I've tried to place a SDL_Delay(blah) between each update, but it either slows the program down too much or has no effect.

Another programming language I've worked with came with a function that paused the program until the current frame had been drawn to the screen, but I've been unable to find such a function in SDL or any other C++ library.

Any suggestions?

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Smallhacker
Posted on 06-16-07 12:16 AM, in Next SMB3 Hacking Project Link | Quote | ID: 45964


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...god, you suck. This is the worst piece of crap I've ever se-

...
...

wait...

The AWESOMENESS! int overflowed and got set to -2147483648.

We apologize for any inconvenience.

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Smallhacker
Posted on 06-16-07 11:15 AM, in So! Link | Quote | ID: 46051


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Merry christmas!

...wait. What?

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Smallhacker
Posted on 06-17-07 02:26 AM, in Boss Level? Link | Quote | ID: 46190


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Posted by Sparx
I set the level settings to Horizontal Boss Level

There are three different "Horizontal Boss Level".
Morton requires level mode 09.

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Smallhacker
Posted on 06-18-07 01:49 PM, in SMW and 65816 pros: Look here Link | Quote | ID: 46532


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Posted by mikeyk
what assembler are you guys planning on using?


Sukasa suggested one, but I forgot which one, though. You'll have to ask him.
blackhole89 suggested making our own assembler, which doesn't really sound like a bad idea to me.

Posted by NEONswift
What exactly would this involve?


The main things to do (in order of importance... according to me, at least):
1) Fill the "holes" in the code (i.e., disassemble what hasn't been disassembled yet).
2) Add labels and such to the code to make it possible to correctly assemble it.
3) Document the code to make it easier for people to understand and edit it.



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Smallhacker
Posted on 06-18-07 02:03 PM, in IM fields? Link | Quote | ID: 46535


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So, uh... How about a return of the IM fields in the profiles?

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Smallhacker
Posted on 06-20-07 12:14 AM, in Panicus.org Link | Quote | ID: 47003


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http://www.smwcentral.net/download.php?id=6&type=tools

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Smallhacker
Posted on 06-21-07 02:31 AM, in SMW and 65816 pros: Look here Link | Quote | ID: 47371


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Posted by Xkeeper
Posted by Drag
I'd imagine the idea is to disassemble the game manually, first to separate code from data, and second, to get a better understanding of what each routine does. Also, I think the goal here is to end up with something similar to the sonic community, in that with their complete disassemblies of the sonic games, they can add code and objects and such more easily, and then compile it into a complete rom again.
The only difference is, the Sonic community also has tools that can work with these disassemblies, whereas Lunar Magic, uh, doesn't, afaik.



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Smallhacker
Posted on 06-22-07 12:41 PM, in Evil Alastor is here, run for your lives! Link | Quote | ID: 48223


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*bump*



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Smallhacker
Posted on 06-27-07 03:54 AM, in Correct Isometric Art. Link | Quote | ID: 49962


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Hey, I can do Iso-houses too!



Same as above, but with shadows:


</thread_hijack>

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Main - Posts by Smallhacker

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