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Posts by S.L
S.L's Profile - Posts by S.L
Pages: « 1 2 3 4 5 6 7 »
No, I was using Zsnes. But the new table you've put fix it, thanks. :)

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I have some problems with this port

The port in itself was incredible difficult for me, but I love this song. The problem comes at the end: the last note of channel #0 plays too long when it restarts playing the song; it does an a+1 instead of just a+8r32. What is wrong?
Also, #1 & #5 are supposed to be a banjo, but I do not find an instrument near it...

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Well,

I was making xkas tests when I got a stupid idea: to assemble this code :
!Number1 = 0F

LDA #!Number1

Which is, I know, completely wrong.
However, I drag it on xkas (not the GUI version), and when I opened the .smc file with Translhextion... Windows crashed.

So can you try to see if it is only my PC do you think it comes from my computer or it is a incredible bug of Translextion?

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Oh yeah, it must be the cause since :
BRK #5

is also powerful to BRK Windows too.

I had also errors with translhextion in the past, like "windows has an error and has to close" or something, but it was not BSoD.

Anyway, I must get rid of this ****. Have you any advice for another hex editor (not buggy, of course)?

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I know it is wrong, that's why it was a stupid idea: I just wanted to know what will do it. And it is unbelievable that it produces an OS crash.

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When I do it with cmd.exe etc, xkas give an error, but it compiles the asm file despite.
With BRK #5, it does not give error.
Then, who's guilty?

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If you want to make your BG scroll, you should make a RAM table based on the current layer position and use indirect hdma. However, you will find that it will not work, as I saw it myself when I did it. To fix it, Kaijyuu said me to double buffer the RAM table and alternate which table you use, since the glitch is caused by a change to this table when hdma use it (when the screen is being drawn).

--------------------
I'm currently making HDMA which will modify the screen every frame, with a repetition every 16 frames.
Since this table:
frame1:
xxxx
...
db $00
frame2:
xxxx
...
etc
will be huge with '16 frames depending', and since my table is just a 'rotation' like this:
frame1:
xxxxxxx
yyyyyyy
zzzzzzz
db $00

frame2:
yyyyyyy
zzzzzzz
xxxxxxx
db $00

frame3:
zzzzzzz
xxxxxxx
yyyyyyy
etc

, I would like to group them together, kinda like this:
frame1:
xxxxxxx
frame2:
yyyyyyy
frame3:
zzzzzzz
---db $00--- for frame1
xxxxxxx
---db $00--- for frame2
yyyyyyy
---db $00--- for frame3

But it is impossible. And if I stop at the first db $00, frame3 will not draw in the bottom of the screen.
Thus my question: what will happen if I exceed number of scanlines needed? like:

frame1:
xxxxxx
frame2:
yyyyyy
......
.....
...
.....
......
-------screen entirely drawn with last framex:------
db $00
In this example, frame1 will have a too big scanline count compared to the scanline count the screen need for being drawn.

Thanks in advance for any answer.

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It does not really reply to my question ; let me reformulate clearlier. The screen has about 200 scanlines ; will there be any glitches if I draw 300 scanlines for example ?

Fakescaper > I already use a pointer ;)

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It was just the answer I expected, thanks ! :)

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AAARRRRRRRRRGGGGGG

I was looking at the snes dev book 1. I've looked at it many times:
WHERE'S THAT DAMN CHAPTER 4?!?!???

We jump from 3-9 to A-1... no no no no, one of the most interesting chapter :'(
Maybe there's a space/time break-like thing. Or I'm blind. So what's the problem with this chapter?

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(restricted)
Yeah, it was this one. There's another site where we can get it? including chapt 4?

Edit: if I understand correctly, I can just cry in silence about that...

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Hey Kaijyuu... if I have well understood you code, it's like:
Indirect
RAM                                                       RAM
scanline count + pointer [updating]       value depending on layer X/Y position [updating]

I find my method (the one you can see in my numerous PMs :p) a bit easier (and faster?):
Indirect
ROM                                                         RAM
scanline count + pointer [frame depending] value depending on layer X/Y position [updating]

What's your opinion about this?


Also, I didn't understand how you avoid the "changing table glitch" without double-buffering...



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It would be nice if someone makes a BG mode tutorial. Because of
Originally posted by "Roy"
there [is] a Mode 7 fever going on at SMWC

, I can see many threads with
'how i get mode 7'
So a tutorial on BG modes, how to jump to them, what problems will be encountered, things to be careful with, etc. can be helpful.
Or at least a sort of summary of what it has been said.

Thanks :)

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Oh ok...


I definitely find my method easier :p
Last question: while double-buffering, isn't that true that you have small lateness of one frame? I mean, the table is uploaded frame X, but is really loaded with HDMA at frame X+1, so there's a sort of latency?

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I'm really impressed by the tap-tap boss, but much more by the antigravity effect :p
Actually you just flip Mario Y speed and his GFX? I guess there is also more code to reproduce sliding, etc...

That's a pure win anyway :)

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Woh. It's only now I understand how it works.

Pure genius. I can only congratulate you. :)

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Haha, that remembers me I've done something similar one year ago. I made a custom block which turns Mario into... Weegee. x)
My method was even more simple (but less efficient...): I just used Smallhacker's separate Luigi GFX patch code to DMA uncompressed GFX to $7E2000. Actually, just a level.asm code. :D

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Few questions :
-HDMA: if HDMA is about horizontal lines, how does SMW make circle effects, keyhole, etc?
-OAM: can someone indicate me the purpose of addresses $0200 to $02FF, $0300 to $03FF, $0400, $0401 to the end?

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Pages: « 1 2 3 4 5 6 7 »
S.L's Profile - Posts by S.L

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