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Main - Posts by MathOnNapkins |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 173/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
I'd also recommend reading Anomie's Register Doc and looking up "Mode 2". The official manual is usually more confusing to read, and I use it as a backup source. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 174/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Well, if no-one cares...
If everyone cared, and nobody cried, if everyone loved, and nobody lied If everyone shared, and swallowed their pride, then we'd see the day.... when nobody died ... singing A----men--I. I'm alive (I'm alive) Based on the wisdom of Nickelback, if nobody cared then everyone dead! ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 175/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Posted by Zem I don't care about this primitive culture anyway, why should this concern me. I'm moving to Japan to get an asian girlfriend and watch anime and eat ramen all day. I hope funpic.org destroys all of you and your cheeseburgers. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 176/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGH ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 177/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Hrm.... some quick points
1. Server admin and Xk don't get along -> Xk leaves or gets the boot déja vu? 2. Someone hacks the board and Xk gets blamed -> Xk attempts to prove it wasn't him. déja vu... 3. Someone says they are leaving in ensuing drama (sonicandfails) deja vu! ack! As far as I can tell, there is no real REAL (board threatening) problem with the board. A board can exist with looser rules and less enforcement. This is just a bitchfest, and I think it would just make it easier if everyone shut the fuck up for a few weeks and then if there still is a real problem deal with it. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 179/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Posted by Grey Mario Allow me to laugh at this irony for several minutes. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 181/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Cutscenes are not really video in SNES games. They're scripted sequences involving sprites and backgrounds where the player has no control. You could also use windowing to do that whole "widescreen" look. i.e. have two black rectangles at the top and bottom of the screen.
The text thing would probably require a VWF (variable width font) to look nice, though. Look at a game like Demon's Crest. It sorely needs a VWF b/c the letters are huuuuuuuuuuge. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 183/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Posted by smkdan Who needs memory addresses when you have a stack?
In one case I saved a couple cycles and negated the need for a memory address and an indexing register by using stack relative operations such as above As for multiplication and division, I suppose if you have the space in the rom it's probably faster to use a lookup table. For some operations it might take up a bank or two, though. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 184/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
The games in question are 32 megaBITs in size, which is equivalent to 4 megabytes, only 1/4 of the available address space. Carts really can't be bigger than 6 megabytes. Though, I think with the right memory mapper on a cartridge, you could have a rom with a lot more than 16 megabytes anyway. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 185/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
http://www.veoh.com/videos/v901594bWq9bbdH
Small showcase of ASM hacks I've done recently. If you can identify each and every one of them you can have a cookie . ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 186/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
That's a really nice title screen. I'm not a huge expert on Zelda II, but the ones that I "think" I can tell look different are "Zelda's Castle," "Sand Palace," "Inside Sand Palace," and the "Forest Palace." No offense, but the other screens were kind of bland in that I was expecting something that looks markedly different from the original game. I think you modified the energy and magic meters too though. And maybe added the sword power to the top of the screen? I don't remember seeing that unless the game was paused. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 187/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
If I was going to make an editor of this sort, I think I'd find it cumbersome to stick a SPC player in it. Can't you just output them to an SPC format that say, winamp could play. That's how I'd do it anyway. Less coding and less redundancy in programs I own. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 188/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
The item stuff is kind of a placeholder for later item work. Being able to switch items without bringing up the menu is something I've always wanted to do though. The thing I spent most of the time on in that video was the flashing magic bar. And it doesn't just flash, it moves in waves in an upward direction. That required me to switch my HDMA table for it every frame. So it's a showcase of improving the gradient MP par (that was static) to one that has a bit of oomph to it. It doesn't look as good in the video, I'll send you the .asm file for all this if you want. It's really nice to look at . ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 189/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
The problem here is that you are trying to write a byte for each step of the first transfer on channel 0 and trying to write two bytes every step of the second transfer You need to do LDA #$02 STA $4310 That *should* fix it. Let me know how it goes edit: by the way, I do a transfer similar to this and i only use one HDMA channel. I use transfer mode 011 (3) which writes to $2121 twice then $2122 twice. So it effectively writes the color address twice then writes the whole color using only one table. Yes it's wasteful to write that address twice, but on the other hand, it is also wasteful to have the master cycle overhead of using 2 hdma transfers rather than 1, ne? ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 190/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
http://www.bottledlight.com/ds/index.php/Main/FileFormats
ndstool.exe also will unpack the filesystem as well as reassmble it. One might start by looking at what it does. The source is probably available too. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 191/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
It may be related to the notion of "OAM reset". Also there may be some difficulties arising from the manner in which you are writing to the low table and then to the high table
Instead of doing this all from ROM, I'd suggest setting up a buffer in WRAM to store all your OAM data. reserve $220 (544) bytes. Then when you want to blit your OAM data, just write to $2102/3 to reset the address to zero. Then blit all $220 bytes using a DMA transfer. That's what most games do and they usually do it each and every frame. edit: also, make for damn sure you are in Vblank when these writes occur. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 192/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Interesting concept but I think using the same perspective as A Link to the Past looks really confusing in a side scroller. Hopefully it will turn out all right ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 193/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Sine just means it looks like a nice smooth wave (rather than a jagged wave). You want animation to look smooth, not stilted.
And I guess you figured out that HDMA effects aren't automatically awesome unless you put some work into them. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 205/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
the LSB of byte 4 IS the nametable select bit. You're using qwertie's doc again. I strongly suggest you download Anomie's register doc, it's a lot more recent and has stuff that Qwertie's doc doesn't, including details on when specific registers can be written (during Vblank, Hblank, forceblank, etc.) ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 216/842 EXP: 1936611 Next: 48075 Since: 02-19-07 From: durff Last post: 4495 days Last view: 4018 days |
Can you keep all your questions in one thread? And this time (and the last thread) you haven't really given us much to go on. I'm more than happy to help out once in a while, like when your HDMA settings were off, but I don't think you should expect people to jump up every time you have a problem with your code.
There's plenty of creative ways to solve your own problems when it comes to assembly language, you just have to think of them. E.g. if you're using Geiger's Debugger or the BSNES debugger, you can manipulate a lot of things, including changing code while the ROM is loaded. Memory, VRAM, ARAM. You can change all those things to perform various tests. (Though you can't edit OAM or CGRAM directly). THAT SAID I figured out your problem in seconds using GSD. Your OAM table in WRAM is at $7E0001 to $7E0220 (inclusive) The problem is you were writing the large toggle bit (32x32) to $7E0221 which is outside of your table! I simply edited the memory at $7E0201 to 0x02 and it worked just fine. edit: though I will say that this is the first time I downloaded the rom and it is pretty good progress for just by yourself. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Main - Posts by MathOnNapkins |
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