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Please chime in on a proposed restructuring of the ROM hacking sections.
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Trax
Posted on 02-29-08 10:47 AM, in I, for one, welcome Sukasa as Overlord Link | Quote | ID: 79445


Yellow Stalfos
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I can't believe ArBeWhat's layout is that shitty...

Trax
Posted on 02-29-08 10:48 AM, in What Disneyland Ride, Any Ride, Would You Want to Own? Link | Quote | ID: 79446


Yellow Stalfos
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I'd prefer own the Kingda Ka...

Trax
Posted on 02-29-08 11:38 AM, in ARK11 Link | Quote | ID: 79448


Yellow Stalfos
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Bloodstar, do you plan to modify your hack or is it a final version?

My observations so far:

In Round 3, the little thingies (do they have a name?) tend to get stuck in a lump because of how the bricks are layed out. And also, the number of bricks needed to finish the level is lower than the total number of breakable bricks. Is it normal?

Enemies also form lumps in Round 5...

I think Round 6 is ridiculously hard. I'd suggest lower the top bricks' hardness at the very least, or maybe increase the distance between the rows of indestructible bricks...

Round 7 is good, but has the enemy-lump syndrome...

Aside from that, I'd like to see new backgrounds...

Trax
Posted on 03-01-08 04:31 AM, in What anime do you watch? Link | Quote | ID: 79494


Yellow Stalfos
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Oh man, I forgot about Lucky Star for awhile...
I think I still have half of the series to watch...
I hope I didn't lost the DVD somewhere behind a desk or something...

Right now, I'm mostly into Ranma 1/2, and One Piece, at K-F's pace...

Trax
Posted on 03-01-08 11:21 PM, in Today I had a weird dream. Link | Quote | ID: 79552


Yellow Stalfos
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This morning, I dreamt that I was in a kind of multiplayer skirmish (à la Perfect Dark) in a building with stairs and elevators, and I remember someone was throwing things that looked like the spinning part of a windmill toy. Most of the other people were using real machine guns, but everyone was laughing like in a pillow fight or something. And of course, noone was being hurt or died...

Trax
Posted on 03-02-08 02:35 AM, in ARK11 Link | Quote | ID: 79564


Yellow Stalfos
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I got some info here, along with some ASM:

Arkanoid - Bank 0
Arkanoid - Bank 1

As usual, some data may not be accurate...

Trax
Posted on 03-04-08 02:20 AM, in 1-letter Swap Link | Quote | ID: 79692


Yellow Stalfos
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DRONES

Trax
Posted on 03-04-08 08:58 AM, in 1-letter Swap Link | Quote | ID: 79718


Yellow Stalfos
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MOVIES

Trax
Posted on 03-06-08 01:49 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 79816


Yellow Stalfos
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It's good to see some new Zelda stuff around here, Ice Penguin. I like North Castle and the palace entrance...

RT-55J, about the leafage, the difficulty comes from the way the objects are layed out in Zelda II. Unless you can perform heavy ASM hacking, objects of this type are made of one tile, repeated height-1 and another one for the bottom edge. You can't define every single tile's location individually. A workaround would be to convert some ground tiles to different leaf tiles and position the corresponding object accordingly...

And I agree with Ailure for the blockiness of the leaves, and some ground tiles are also blocky...

Trax
Posted on 03-06-08 07:52 AM, in When is it spring? Link | Quote | ID: 79841


Yellow Stalfos
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Dah, I was looking for a good snowstorm, but we ended up with a truckload of dumb snow and a canevas of glaze. We got the kind of "dumb snow" that makes your shovel split into two because it's too heavy for its own good...

Maybe at least we will have gathered the adequate conditions to drag ourselves behind the car on a crazy carpet...

Trax
Posted on 03-06-08 07:55 AM, in 1-letter Swap Link | Quote | ID: 79842


Yellow Stalfos
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LIME

Trax
Posted on 03-08-08 12:54 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 79980


Yellow Stalfos
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I can say with confidence that my grasp of Zelda II is quite advanced. I almost disassembled the entire ROM, but of course I don't understand everything... yet...


I don't think I will be able to make the orange enemies darker, because they share the same palette as items, and a few other things, too. So it kinda messes things up when I change it.

Not to forget that the magic and life meters may share palettes with said enemies. Of course, there are a lot of palettes to choose from in any given bank, but the trick is to find the palette pointers (or whatever code used) for each game object...


I did wonder at one point how difficult it would be exactly to hack objects in the game to make them accomodate a more diverse set of tiles, particulary for the map screen. I remember seeing a table for those map screen objects in the rom and the code for their arrangement seems like it would be very traceable, But coding in Zelda 2 is usually pretty evil and elaborate in my experience, so recoding it would likely be super annoying to do.

It's not REALLY difficult, but like any ASM hack job, it must be deadly accurate. Bank 1 (West Hyrule) has at least a good 5000 bytes of unused space, so it's no problem.

Let's say objects are separated into 4 or 5 "categories". You have single-tile objects, 2 tiles high, 2x2 blocks, columns, walls, etc. Note that "tile" refers to a set of four 8-pixels tiles, here (sometimes called TSA blocks). As for big decor objects, they are defined with 2 bytes, that contain 3 parameters: X distance from previous object, Y position from top, and size (which accounts for height or width, depending of the object), all in tiles units. Such object are layed out with 2 or 3 embedded loops, as you would expect in any computer program. There are special objects, like the dolmen, that have their own routine for layout...


Oh... I see. The same tiles are repeating over and over again, for whatever reason. Don't think I've encountered that problem before. Adding extra tiles in the game is simple enough, however, making them be used under this circumstance... Zelda 2 is pretty much officially Satan. Probably the most important question is whether or not there is ample free space to add anything.

Everything pertaining to the Overworld is in Bank 0, which has plenty of unused space, as well as most of the core programming of Link. All tiles in the overworld are TSA of 2x2 tiles, coded somewhere in Bank 0, 07A3 to be precise. For example, water is 4 times the same 8-pixel tile. There are 16 types of tiles (0 to F), and because of the RLE compression of the Overworld, there can't be more, unless you hack the entire Overworld routines and storage code. Each byte of the Overworld is coded with 4 bits for the type of tile, and 4 bits for how many times it's repeated (horizontally)...

There are also only 4 palettes to choose from (07E3 in ROM)...

The only hope for adding special tiles (the CHR bank for the Overworld has plenty of unused space too) would be this hypothesis of mine: trace the location of the pointer byte for the next RLE byte of Overworld storage, and when it falls on a value of your choice (FF would be a good one) you insert a bridge in code (with a JSR, probably), you draw something else at that location, and you return to the loop. Quite difficult, but feasible...


Well, maybe not. I'm still not sure exactly how graphics are programmed to display on the screen, but I hope it's at least as advanced as Zelda 1, though I doubt it.

Zelda 1 is programmed with a set of 256 pre-layered columns. Then, you generate the 14-columns screens with codes 00 to FF. The pre-layered columns can probably be modified, but I don't know enough of Zelda 1 to confirm...


Trax
Posted on 03-09-08 08:15 AM, in REMINDER: Daylight Savings Time Link | Quote | ID: 80026


Yellow Stalfos
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Speaking of this, does anyone know the reason why the day when we modifiy the clock was changed recently?
Is it related to new astronomical findings?

Trax
Posted on 03-09-08 09:15 AM, in board2 Radio! Link | Quote | ID: 80033


Yellow Stalfos
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Just for kicks, I'll see if I can get something to work from a quick try...
I'll try to be online March 9th, around 2:00 PM...
You may hear me hum, or swear if I'm programming...

Link: listen.m3u

Trax
Posted on 03-09-08 07:16 PM, in I finally beat SM64! Link | Quote | ID: 80054


Yellow Stalfos
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Next challenge: try to get all coins in all levels...

Trax
Posted on 03-11-08 07:57 AM, in REMINDER: Daylight Savings Time Link | Quote | ID: 80163


Yellow Stalfos
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For your information, I don't live in the USA and I change the clock twice a year...

Trax
Posted on 03-12-08 11:25 AM, in board2 Town Square: Typos leave me bothered Link | Quote | ID: 80222


Yellow Stalfos
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I ate a bagel yesterday, but it smelled more like an English Muffin...
Leclerc created a new sort of cookie, named Praeventia, with prebiotics and antioxydants incorporated in them...

Trax
Posted on 03-12-08 11:28 AM, in REMINDER: Daylight Savings Time Link | Quote | ID: 80223


Yellow Stalfos
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Posted by chungy
He didn't say all other countries. Just "other countries" which means 2 or more.

Drats, it seems there are still English grammar subtleties I'm not aware of...

Trax
Posted on 03-13-08 09:05 AM, in (NES) Mega Man 1 Elec Man Remix Link | Quote | ID: 80276


Yellow Stalfos
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I guess with some good tuning, it'll be worth OC Remix's listing...
Some instruments (the synths, for example) sound like cheap MIDI synthesizer notes from 8 year ago...

Trax
Posted on 03-15-08 09:59 AM, in 1-letter Swap Link | Quote | ID: 80391


Yellow Stalfos
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AT
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