Me-me
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Sagittarius.
Not too fond of shooting. At least not arrows.
Also: Dislikes astrology in all forms
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This thread never dies. And it's my fault.
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So, what's the most random forum? Is it Craziness Domain or Innocent Town?
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| Posted on 10-12-10 07:26:24 PM, in Enya |
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I'm more for Anya than Enya, but that may be because I haven't been here so long.
I was pretty confused when Schala changed to Kerli and hydrapheetz to Anthro Yogurt Tub 
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I tend to eat a lot of bread when I'm angry.
It's what I'd like to call "Sandywitchy-mode"
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I saw it a lot in the SM64 hacking forum.
I'm sure Metal_Man88 misses it too.
Why, have you felt the urge to use it recently? 
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Originally posted by messiaen Have you tried Notation Musician/Composer? They seem very appropriate for MusicXML export because of the intelligent quantization setings.
Notation Composer is the best, from all I've tried, but it's just trial and I don't have any money...
It's too bad really, and on top of that I cant buy anything on the internet yet (not 18).
But if we are talking how well it exports .xml, it's awesome.
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Can't say I've gotten exacly that error, but it is similar in nature. Whenever I open one of my ROMs, there's a few levels that generates a script error
if you try to access them. It says e.g. Draw: Bob-ombs Battlegfield, but never finishes loading and instead causes a script error (Index out of range).
The only special about the ROM is that it's manually Hex-edited by me in some places. |
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I assume you only overwrite one sequence (not choosing "-all") in the importer.
Also, specific channels are used for sfx, (I think channel 9 or 10 is reserved)
so overwriting them might put off the sound effects.
If you have another sequence imported, check it's length too.
Now I don't know anything more about this, I'll leave it to someone else. And hope it works out for you. |
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Originally posted by messiaen Are you sure the importer caused this? Did this problem happen with the last two versions (v12 and v13) ? If so, can you send me the ROM and tell me which levels so I can take a look?
Sorry for the misleading post, the errors appeared before using your importer actually.
Funny, the importer fixed the errors, and now I can continue hacking o.o
It seems like some stuff I did in the hex editor prevented original levels from loading... or I might be way off
Edit:
This maybe isn't where I should post this, but lets say I want to find something particular in a ROM from a hex editor. Where should I start?
For example the coin colour. Where should I look to find the bytes that determines their colour?
If it requires a long explanation, just say so and I'll try to find out by myself.
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Back to the future was awesome,
but it's Epoch for me. ...I should go play Chrono Trigger again O.o
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| Posted on 01-20-11 02:43:00 PM, in NOOOOOOOOO!!!! (last edited by Me-me at 01-20-11 11:43 AM) |
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NOOOOOOOOOOO!!!
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So thats what it was. I never notice changes until someone points them out for me.
Like when they changed the Star 1-5 rating system to "Like" and "Dislike". My sis told me once and I thought... yeah... thats right... Youtube did that.
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Originally posted by Joe If you need to know more than that, I'd be glad to explain in detail. 
Well, since you willingly said so yourself, I'd really want to hear more about this
Also, thanks for telling me Messiaen, I went to his page and found the codes. I will try using them to search tomorrow.
I also really want to know where Mario's voice pitch value is stored. I saw some strange gameshark code about it on some site but it didn't work (Maybe it was for PAL)
But my prioroty right now is to learn how to find this stuff myself, because I don't like asking people to take of their time to do stuff for me. It makes me feel lazy 
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Hmm, while I did understand how to convert the colour RGB code and all that, I can't figure out how to use the values to search.
Should I search for them as 16 bit Integer numbers? If so, I can't find it anywhere in the ROM (pure yellow, 7FE0)
Sorry, I actually find them, but WAY too many other places uses these values too
Also, unfortunately, and according to YoshiElectron's notes the game uses four different colour values for each corner of the coin texture.
While he DID give the addresses to them in RAM, I'm having trouble with searching the ROM using them
If thinking of using your method to find the colour of the Bowser keys, since they don't use textures (and probably just have one RGB colour code).
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This helped a lot, and now I've successfully changed the colours of all coins
While greyscale textures uses the same 0x04 command lines,
3D objects have different ones, like the bowser key (offset 0xAB240C):
04 F0 01 00 03 01 [56 F8]
04 F0 01 00 03 01 [57 F8]
04 F0 01 00 03 01 [58 F8]
04 F0 01 00 03 01 [59 F8]
04 F0 01 00 03 01 [5A F8]
04 F0 01 00 03 01 [5B F8]
04 D0 00 E0 03 01 [5C F8]
04 F0 01 00 03 01 [5D D8]
04 F0 01 00 03 01 [5E D8]
04 D0 00 E0 03 01 [5F D8]
Well... what do I do? There are multiple references.
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I've found myself running into the "texture coordinates are out of range" error ever so often.
It's seemingly impossible for me to get a single level correctly imported, and more so since v13 of messiaen's importer.
Subdividing doesn't work, so my question is:
Is there other ways to prevent this error?
Any help is appreciated.
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Ok, I'll try something completely different.
I'll make the model in Sketchup and then import it into Blender and do my texturing there.
I'm sure it'll work, because the problems started when I changed to Sketchup.
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Originally posted by messiaen That's a good idea. Perhaps apply the textures in SketchUp, then do later corrections in Blender, tell us if that works well.
Well, I tried, and it didn't work for me
However, I created a level in Blender, textured it, and imported it successfully.
Pethaps I should go back to using Blender again. But thats just me.
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