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MathOnNapkins
Posted on 06-23-10 03:14 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass Link | Quote | ID: 132316


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From: durff

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Based on my experience with SPC engines, I'm inclined to say that you are right.

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MathOnNapkins
Posted on 06-23-10 03:38 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass Link | Quote | ID: 132318


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From: durff

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M4A doesn't support modulation of pitch during playback?

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MathOnNapkins
Posted on 06-23-10 03:57 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass (rev. 3 of 06-23-10 03:58 PM) Link | Quote | ID: 132320


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From: durff

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If you can tell me exactly where you got your SPC set, I might be able to. The reason I say this is that I used to get SPC sets from Zophar long ago, now I get them from Snesmusic.org. And there are other places still to get them. I don't want to have to download 8 different SPC sets just to find one that has the fuzzified music.


edit: nevermind, I forgot that snesmusic org lists the track names. It's in that set (I pretty much expected it to.)

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MathOnNapkins
Posted on 06-23-10 04:18 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass (rev. 3 of 06-23-10 10:35 PM) Link | Quote | ID: 132322


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From: durff

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Haven't exactly figured it out yet, but it seems that the stoned effect is solely on channel 0... just gotta figure out how it's doing it. Can't be pitch modulation (PMON register) because that only works on channels 1-7...

edit: Yeah, something is just making the pitch on channel 0 jump all over the place, but what?

edit2: I managed to make the castle theme do something very similar, but I don't have 100% understanding of what caused it. Also, it seems that the effect is nullified after about 7-8 seconds into the song. Knowing how N-SPC works, it probably moved on to another "part" of the song, thus nullifying my vibrato effect. That is how this is being done, I'm sure. How the game communicates to the N-SPC to initiate vibrato is unknown, though. My trouble keeping the effect going also indicates that there's bound to be some problems trying to directly edit SPC files to produce this effect. That is, it may be easier to just hack the game, touch a fuzzy, then dump the SPC. Hard to say at this point.

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MathOnNapkins
Posted on 06-24-10 05:50 PM, in Ask Kawa - cos I obviously have nothing better to do Link | Quote | ID: 132361


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Posted by NightKev
So, what is "XUL" then?


There is no Dana, only XUL!

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MathOnNapkins
Posted on 06-25-10 08:54 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass Link | Quote | ID: 132404


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From: durff

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N-SPC songs are not divided into "start" and "loop" points. They're divided into segments of varying length called "parts". If the spc song in your set is set to the very beginning of the song, and it has an introductory "part", the fuzzy effect will only last the duration of the introduction, which could be 5-15 seconds depending on the song.

And I'm tellin' ya, it's the vibrato effect. It's actually present in all N-SPC drivers going
back to 1990. It's just no one really used it for this kind of thing before that. I was able to hex edit the Flower Garden (Stoned).spc file with only 2-3 values changed and I disabled the stoned effect. Enabling it was trickier though, because it's easy to disable the vibrato effect but harder to start it up properly.

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MathOnNapkins
Posted on 06-25-10 09:00 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass (rev. 2 of 06-25-10 09:03 PM) Link | Quote | ID: 132406


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From: durff

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Well have a listen, you be the judge. It ain't perfect but nothing is.

http://acmlm.kafuka.org/uploader/get.php?id=3248

From personal experience, trying to edit spc files to manipulate them into doing what you want is often a futile exercise, but it depends on what you want to do.

edit: I also think for this you need to make sure that the instrument with the vibrato (fuzzy) effect is never keyed off. And depending on the song that might be futile as well.

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MathOnNapkins
Posted on 06-25-10 09:09 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass Link | Quote | ID: 132408


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From: durff

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That would be because the instrument is not appropriate for the stoned effect. If it were using a different instrument it would sound almost identical to the Flower Garden one.

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MathOnNapkins
Posted on 06-25-10 09:24 PM, in Yoshi's Island - Touch Fuzzy, Get Stoned Off Your Ass Link | Quote | ID: 132410


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From: durff

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Well I'd at least get someone try it with a hacked rom, but don't look at me .

More stoned version (still only lasts about 9 seconds)
http://acmlm.kafuka.org/uploader/get.php?id=3249

Now the thread is over.



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MathOnNapkins
Posted on 06-28-10 03:55 PM, in I haven't posted here in a while Link | Quote | ID: 132466


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Hey baby those are some nice..... replica watches.

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MathOnNapkins
Posted on 06-28-10 03:59 PM, in Zelda3 Hack: Ruins of Rockvan Link | Quote | ID: 132467


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That bug again?.... Sheesh

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MathOnNapkins
Posted on 07-01-10 03:38 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 132549


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Started working on an image to snes graphics format converter. Right now it's designed to work with bmp files but in theory it could probably work with others.

Screenshot of me using it with new menu graphics for my Zelda 3 hack.


Still working out an algorithm to lump together palettes with common colors before I start outputting the actual palettes the graphics use.


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MathOnNapkins
Posted on 07-08-10 03:05 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 07-08-10 03:05 AM) Link | Quote | ID: 132741


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Finally got around to finishing that merge / clustering algorithm for palettes. I proceeded to add code to output a YY-CHR palette file. Here's a screenshot of me using it in that program:



As you can see in YY-CHR only some of the graphics will look right depending on which palette you currently have selected.

The utility also optionally outputs an automatically generated xkas source code file with the merged palette data in text form, along with a table that links each tile to its merged palette. Excerpt:


; Index of which palette to use for each tile.
PaletteIndices:

db $02, $08, $02, $08, $08, $02, $02, $02, $02, $02, $02, $02, $02, $07, $02, $02
db $02, $02, $07, $02, $08, $08, $06, $04, $02, $02, $02, $00, $04, $00, $04, $07
....

; The actual palette data
Palettes:

dw $0000, $14A5, $1597, $21FA, $2ADF, $7FFF, $03DF, $14B6, $18DD, $01FF, $1F5F, $3AB9, $4F9E, $0000, $0000, $0000
dw $0000, $14A5, $21FA, $1597, $2ADF, $5795, $6BFA, $7FFF, $1CE7, $64A5, $7A10, $0000, $0000, $0000, $0000, $0000
...




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MathOnNapkins
Posted on 08-18-10 03:56 PM, in should higher topos theory and derived algebraic geometry be Link | Quote | ID: 134557


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I seriously hope that you are joking. Maybe if they could dumb it down enough and generate enough examples that are easy to work with, but from the pages I'm looking at this seems like a hassle even to me. And I've got a Math B.S. and I've also independently studied a number of areas, including topology and advanced analysis.

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MathOnNapkins
Posted on 09-13-10 09:06 PM, in Zelda3 Hacking help Link | Quote | ID: 135627


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Hyrule Magic can edit the start menu, iirc.

As for the ending sequence and credits, that's not really well documented, even to this day. I know it has some kind of primitive scripting of sprites and backgrounds, but even with access to the code it's quite horrific to work with. You'd have to know how to edit ASM anyways, as the scripting is not true scripting, but hardcoded sequences of code. By "scripting" I mostly meant that it takes sprites that already exists in the game and uses their code like a puppeteer would.

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MathOnNapkins
Posted on 09-13-10 10:26 PM, in Zelda3 Hacking help Link | Quote | ID: 135636


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i no rite

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MathOnNapkins
Posted on 09-14-10 05:51 PM, in Do you know how to drive a motorcycle? Link | Quote | ID: 135678


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Dear God,

Make his posting not hurt my brain, and fix his layout while you're at it.

Kind Regards,
~MathOnNapkins

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MathOnNapkins
Posted on 09-20-10 03:23 PM, in Zelda3 Hacking help Link | Quote | ID: 135906


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Since: 02-19-07
From: durff

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Bottled water and duct tape.

But seriously, you raise an interesting question. There are three options:

1. Just don't allow it to be edited because it's too much of a pain

2. Write a scanner that scans the existing code and converts it to something human readable / easy to edit. After editing this script, convert it back to the same kind of ASM and process it that way.

3. Write a scanner that scans the existing code and converts it to something human readable / easy to edit. After editing this script, keep it in this format and insert an engine that the game can use to run this script when it comes time to show the ending sequence.

I will likely end up going with option 3, as if the script that would be created for that would likely have other uses in hacking the game, such as for generating custom events in the normal part of the game. E.g. creating new dungeon opening sequences with new prerequisites for opening such dungeons. The script would have to be powerful enough to automate just about anything in the game. This would be quite ambitious and that's the main reason it hasn't been done yet.

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MathOnNapkins
Posted on 09-21-10 02:17 PM, in SM64 Town Is Down(HELP WANTED) Link | Quote | ID: 135942


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Sounds good.

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MathOnNapkins
Posted on 10-07-10 06:14 AM, in Advent - Integrated SNES Debugger Plugin (rev. 2 of 10-07-10 06:14 AM) Link | Quote | ID: 136520


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From: durff

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I can't find all the syntax for the damn bbcode on this board so I'm just going to repoint you thatta way: http://www.romhacking.net/forum/index.php/topic,11533.0.html

Discuss.






If you feel like it.


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Main - Posts by MathOnNapkins

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