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05-03-22 08:23:43 PM
Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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Fuzzyfreak
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Posted on 03-18-10 06:35:41 PM (last edited by Fuzzyfreak at 03-18-10 03:56 PM) Link | Quote
As I said, I was working on the Mode 7 overworld project. It is nearly finished, but I want to add/change the last couple of things before finally releasing it as an .asm file (which can be between now and April 1st, or at SMWCentral's C3 in May):

-> Overworld sprites, such as hills, which scroll along with Layer 1 and interact with the player. This gives Mario's/Luigi's Y position some use, too (I have a jumping function implemented, as can be seen in the video).
-> Fix the bug that occurs with the player sprite at OW load : it's a little bit displaced
-> Fix the bug that occurs when scrolling the camera vertically (changing zenith angle) : the HDMA gradient is a little bit displaced.
-> No use of DSP-1. I shouldn't be using a chip when it's not 100% necessary.
-> Make SNES9x not poop on Mode 5's graphics (the clouds). In the video, it's not very noticable, but if you play it with SNES9x, the clouds look a bit choppy. I've always had problems with Mode 5 and SNES9x - they just don't seem to like eachother very well (although I got it to work in a homebrew ROM, for some reason).
-> Customizability. I even want people who know no ASM at all to edit this patch to their likings.

IPS patch can be found here.

<object width="480" height="385"><embed src="http://www.youtube.com/v/nWNJeB-vXTA&hl=nl_NL&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

(If it isn't yet processed, view it at my channel. It works there.)
(On a side note, it's been exactly 2 years ago since I started learning ASM.)
Shadic
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Posted on 03-19-10 05:58:13 PM Link | Quote
xdaniel
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Posted on 03-24-10 08:16:26 PM Link | Quote
<object width="640" height="385"><embed src="http://www.youtube.com/v/YSiBNhXaZz8&hl=de_DE&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

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messiaen
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Posted on 03-26-10 01:58:14 AM Link | Quote
That's a pretty interesting cross-platform console interface.

Does it support kanji? Many moons ago I ported ZZT's "console debugger" from Mupen to PJ64, but the lack of correct ANSI and Kanji prevented me from releasing it since you would get too much garbage in the console window.

By the way, the .obj dumper is working nicely now, now it's my turn to do Zelda -> Mario 64 .
xdaniel
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Posted on 03-26-10 09:43:02 AM Link | Quote
It doesn't support Kanji or anything yet, but I believe the Windows console itself supports Unicode since NT4 or so, so it's probably only a matter of setting it up correctly... I might look into that over the weekend.

Also, here's looking forward to some Z64-to-SM64 imports


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Tauwasser
"dumb piece of shit needs to learn some fucking ettiquette" - Anonymous
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Posted on 03-26-10 10:00:56 AM Link | Quote
Originally posted by xdaniel
[...] the Windows console itself supports Unicode since NT4 or so [...] .


Nope, still ANSI. You can set it to Unicode, but that has pretty bad side-effects for many users. The console IME for Japanese only works with codepage 932 set, same things for other console IMEs for Chinese, Korean iirc.

cYa,

Tauwasser


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cYa,

Tauwasser
xdaniel
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Posted on 04-06-10 06:58:28 PM (last edited by xdaniel at 04-06-10 04:57 PM) Link | Quote


Getting started...

Edit:


Leaning Tower of Lylat?


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Peardian

  
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Posted on 04-06-10 08:07:07 PM Link | Quote
Oh man, oh man. I love Star Fox 64.


I'm really interested to see where this is going.

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xdaniel
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Posted on 04-08-10 08:04:15 PM Link | Quote
No level editing, but something related:

<object width="480" height="385"><embed src="http://www.youtube.com/v/YTqQueGfEh4&hl=de_DE&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>


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Rachel Mae

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Posted on 04-21-10 05:44:10 AM Link | Quote


Yeah, I know it's not much (just a custom layer 3 upload routine, I still have to poke RAM addresses to make it work), but gosh darnit I haven't really hacked SMW in-depth in over 3 years and I'm pretty proud of this achievement.

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Conte de Contis
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Posted on 04-21-10 07:47:39 PM Link | Quote
Oh cool one Gunstar bmf! I thought this is something like vwf tool, seeing it the first time.
What is that Mario-Luigi garbage on the bottom? a dialogue or a glitch you need to fix?
(also i wonder what's up with Odissey)

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Darkdata
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Posted on 04-21-10 09:57:14 PM Link | Quote
That is awesome BMF. Nice and user-friendly too.

The only thing is you get to struggle with LM autoformating for text now! :specialed:

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Rena
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Posted on 04-22-10 12:48:37 AM Link | Quote
04-21-10 07:48:37 PM
Post #3142
Originally posted by Conte de Contis
What is that Mario-Luigi garbage on the bottom?
Looks like a test string.

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witty comment
why not?
Rachel Mae

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Posted on 04-22-10 03:13:53 AM Link | Quote
Yeah, it's just a test string, making sure tiles from both banks display properly.
Originally posted by Darkdata
The only thing is you get to struggle with LM autoformating for text now! :specialed:
I'm actually making the text in Terra Stripe, not LM. I have a lot more control over the positioning and can even color the text if necessary!

(though I...probably shouldn't do that )

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Rena
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Posted on 04-22-10 03:19:46 AM Link | Quote
04-21-10 10:19:46 PM
Post #3145
Hm, if you made the box the entire width of the screen, you could do all sorts of HDMA tricks to it. Switch to mode 5, get all 3 layers involved (box on layer 3, text on layer 2, underline/bold/shadow on layer 1), etc. You could also skew the text layers horizontally to italicize a line.
Even without doing that, you can probably make a gradient background colour fairly easily, and maybe overlay sprites for bold/bouncing text.

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Rachel Mae

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Posted on 04-22-10 09:45:10 PM Link | Quote
Yeah, I'm...not gonna be doing that.

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Darkdata
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Posted on 05-01-10 02:20:12 AM Link | Quote



I am really thinking of having another pass or five at milly. I am really not happy how it turned out. I am also thinking of giving Xkeeper another pass as well...

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Rachel Mae

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Posted on 05-01-10 06:13:55 AM Link | Quote
UPDATE: the new message box is fully operational! You just shove a string of message numbers you want a character to say into a RAM array, set the message box trigger ($1426) to #$FF, and the rest is taken care of automatically. It even adds a blinking "next page" cursor to all but the last page of dialogue.

I'll probably upload either a video or test patch soon-ish.

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FPzero
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Posted on 05-01-10 02:23:38 PM Link | Quote
Those look great Darkdata! Are you still taking trainers? Viarra would probably make a decent one and I/Tyty have images of her for reference.

BMF: Sounds awesome, can't wait to see it in action. You could wait and show it off at SMWCentral's Creativity Convention next weekend...but then you'd probably get a bunch of Odyssey questions...maybe it's not such a good idea.

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Tyty

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Posted on 05-01-10 02:30:34 PM Link | Quote
Darkdata, the hair on mine seems a bit... poofy (for lack of a better word)

Also, hydra is adorable. :3

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<Bitmap_Dale> Devin you fuck
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Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries.
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