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Please chime in on a proposed restructuring of the ROM hacking sections.
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MathOnNapkins
Posted on 11-12-09 09:11 PM, in Zelda 3-Area name asm Link | Quote | ID: 119260


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From: durff

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Why don't you post what you're typing into it and maybe we can be of some assistance.

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MathOnNapkins
Posted on 12-07-09 03:08 PM, in Public Service Announcement: Use of the term "TSA" Link | Quote | ID: 121734


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MapX is only descriptive when the metatile objects themselves are squares, though. From what I understand, the "TSA" in Mega Man games features any number of different shapes. The game I hack even uses non square TSA in the dungeons (LTTP).

MapX is a subtype of whatever we want to call this phenomenon.

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MathOnNapkins
Posted on 12-08-09 06:57 PM, in Public Service Announcement: Use of the term "TSA" Link | Quote | ID: 121840


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From: durff

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Resuable Tilemap Component.

Reusable because most such objects are designed to be used more than once, in some cases hundred or thousands of times like with Map16 (Metroid games come to mind.)

Tilemap because ultimately these arrangements are applied to a larger tilemap, and are usually stored as hardware level tilemap entries (vflip, hflip, palette, chr, or other hardware specific properties). In the case where the "tile" data indexes into another layer of metatiles, the functionality is the same - it functions as a tilemap. Whether it's a tilemap consisting of tiles or metatiles is irrelevant, really.

Component because the arrangements themselves are not tilemaps. They are components that can be used to build up the finalized tilemap.

That's the best I can come up with on 5 hours of sleep :3.

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MathOnNapkins
Posted on 12-08-09 07:05 PM, in Public Service Announcement: Use of the term "TSA" Link | Quote | ID: 121844


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From: durff

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Well, for that reason alone I consulted a thesaurus and couldn't think of an alternative for component other than something like "piece" or "object". Object would work but I think it is a term that might overstate the generalized functionality of most so-called TSA.

On the other hand, abbreviations are often context sensitive. If I ask someone for an ATM at a gas station they probably aren't thinking of this.






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MathOnNapkins
Posted on 12-08-09 07:34 PM, in Public Service Announcement: Use of the term "TSA" (rev. 2 of 12-08-09 07:42 PM) Link | Quote | ID: 121852


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From: durff

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Well I think the chief problem is that TSA is an abbreviation for something 66% nonsensical.

Tile - good...
Squaroid - wtf?
Assembler - wtf?

Btw, I believe someone was asking earlier in the thread where TSA came from. As far as I know it was invented by Vagla in an old document he did called "The Art of Romhacking"

boop

Moving on, I'll revise my previous term:

RTA - Reusable Tile Arrangement
or perhaps just TA as Grey Mario put it.

Argument against "metatile":

I see some people using the word metatile, and I think the "meta" part is quite right, but the "tile" part only explains a subset of the concept. To me, the "tile" in "metatile" implies that the tile arrangement is either square or at least rectangular, which is not always the case.

Other thoughts:

The usage of the term TSA almost invariably refers to the inherent arrangement of 8x8 tiles for the purpose of building a level in a game. The nature of the TSA varies from game to game, but its purpose remains invariant - to design levels, maps, worlds, whatever you want to call them. Perhaps we should focus on its purpose rather than describe what it is?

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MathOnNapkins
Posted on 01-20-10 04:22 PM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125770


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When I first read the title of this thread, I thought you were going to be recreating the bizarre scoring system featured in the movie "The Wizard" for SMB3.

JIMMY WATCH THE MUSHROOMS!

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MathOnNapkins
Posted on 02-09-10 06:29 PM, in smw item box for smb3 Link | Quote | ID: 126850


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Pretty sure that's impossible...

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MathOnNapkins
Posted on 02-09-10 06:51 PM, in So how much do you guys think I could get for these? Link | Quote | ID: 126852


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No one would pay $150 for this, regardless of how good a job you did. If you're desperate for cash, and you need to sell them, you could make back probably $50 for each large poster and $25-$30 for each of the small ones, imo. But as they say, there are people on ebay that will pay more money if they perceive that it's one of a kind or rare, which they are. Only problem is that they are not official, so pricing is not in your favor at that point.

I'm more shocked that it took $150 to make those than anything else. That seems outrageously expensive, even for what you used to make it.

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MathOnNapkins
Posted on 02-09-10 09:19 PM, in smw item box for smb3 Link | Quote | ID: 126870


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Posted by zand
DharkDaiz did it in mario adventure, luigi vs mario and luigis coin quest.I am only 11 years old i need help


Ah, the I'm only 11 years old cop out. Perhaps if your netiquette were better people would be willing to help you. That couldn't be it...

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MathOnNapkins
Posted on 02-09-10 09:50 PM, in smw item box for smb3 Link | Quote | ID: 126902


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Posted by Insectduel
I'm bored so I'll post this little IRC til Mod/Admin shows up.

I still have people asking me questions about my work, even if I'm retired this hobby.


*epic facepalm*

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MathOnNapkins
Posted on 02-09-10 09:53 PM, in smw item box for smb3 Link | Quote | ID: 126905


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You must be new around here...

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MathOnNapkins
Posted on 02-09-10 10:03 PM, in smw item box for smb3 Link | Quote | ID: 126916


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Posted by Insectduel
Posted by Dialga
Oh, OK, Can't we leave this thread now, and just make one for this?


I guess so! Let's discuss this more in IRC Chat.


Okay, just logged into IRC but I can't see you.

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MathOnNapkins
Posted on 02-09-10 10:07 PM, in smw item box for smb3 Link | Quote | ID: 126919


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How do you hook a webcam up to IRC?

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MathOnNapkins
Posted on 02-11-10 11:23 PM, in SNES enhancement chips? Link | Quote | ID: 126986


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My advice if you really want to learn more about them is to read emulator source code (Snes9x / BSNES / ZSNES). They might not even 100% accurately emulate the expansion chips but emulator source and emulator authors are going to have way more about this stuff than just about any other source of information. That type of knowledge isn't common, even among SNES rom hackers, unless they happen to hack a game that uses a special chip. Even then, unless they're programmer type rom hackers they aren't going to know squat about the chip (e.g. Super Mario RPG.)

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MathOnNapkins
Posted on 02-16-10 10:50 PM, in Schrodinger's Cat - dead or alive? (rev. 2 of 02-16-10 10:50 PM) Link | Quote | ID: 127146


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Posted by blackhole89



Is someone hating their quantum computing class?

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MathOnNapkins
Posted on 02-24-10 11:07 PM, in Photoshop Cs4 and/or GIMP... Link | Quote | ID: 127572


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Are those supposed to be subscripts and superscripts on the same symbol? hate.

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MathOnNapkins
Posted on 03-02-10 07:32 PM, in Winter Mosts 2010 - Voting Link | Quote | ID: 127945


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Best Listener - Nightkev
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MathOnNapkins
Posted on 03-16-10 07:07 PM, in Winter Mosts 2010 - Discussion Link | Quote | ID: 128459


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Isn't it a bit... what's the word........ incongruous... to be obsessing over trophies and ribbons when only 9 people have voted?

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MathOnNapkins
Posted on 03-17-10 03:56 PM, in Why do homebrewers write faster code than professionals? Link | Quote | ID: 128517


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I think this is how it works. Programmers that make games first have to make something that works. Then they might have to add more shit to it per design requests, etc. Then I suppose they have to do some alpha testing and see how it all works together, b/c these games were all coded by more than one programmer. If it slows down too much to become unplayable, they have to optimize a bit. But I doubt they optimized as much as a rom hacker or homebrewer like us would. They probably get it as good as it has to be to be playable. It's actually not a good idea to optimize code first. Better to write it well with *good* design and then optimize after the fact (which could sully your design a bit).

Also consider than when you work with other people's code, you sometimes have to make concessions for their perhaps "suboptimal" coding mechanisms.

And some of those guys probably didn't know much at all about optimizing. When you can code with fancy macros, it makes coding easier but the inefficiency can often build up.

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MathOnNapkins
Posted on 03-25-10 05:58 PM, in Optimizing Tilemaps Around SNES Space Limitations Link | Quote | ID: 128879


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From: durff

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If you really need to store full tilemaps or larger collections of tilemap you could also consider a compression format if objects aren't appropriate for your design.

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