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Posts by ASMagician Maks

ASMagician Maks's Profile → Posts

How do the RATS tags work?
I know that it begins with $53,$54,$41,$52 and I think that the next 4 bytes are supposed to indicate how much space is supposed to be protected, but I don't know how to convert that to a readable number.
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Originally posted by Super Maks 64
How does the tuning command (tuning["instrument number"]=x) work?
Is it something that only exists in the .txt or not?


Does anyone know about it?

EDIT:Never mind, I now know how it works, but why are the tunings for instruments 2,9,10,12 and 15 different by default?
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The only suggestion for the Fishin' Boo level that I have is to mark the points past which you have to go to trigger the next Fishin' Boo respawn area.

How does the dash work? Could you show a video of it in action?

Also are the diamonds saved or just bonus items like Yoshi Coins?
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I think that LM should allow you to choose translevel numbers bigger than $5F and event numbers biger than $77, but throw a warning asking if the user knows how to modify the original code to work with it.
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I know that the last update added an option that would remove the pause when switching certain vanilla tracks, but could this version of patch.asm (with my awful piece of code) be a better idea?
Link
This works with any track change. It checks if the next song uses the same amount of samples as the last one that updated samples and then compares if they use the same samples, and if they do, it doesn't upload them.
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I didn't expect to get 29th with my terrible level.
I don't understand how I thought that having multiple gimmicks in a level could work. Also why I wanted to use something other than coins as indicators.
Also this was based on my unfinished VLDC8 entry's idea. The idea however wasn't as good as I thought it was.

Should probably make a good level for once.

Conveyor platforms are going to remain a mystery though.
Unless you actually put some effort and check out how they are placed in my level, I'm not going to mind that at all.

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So, I don't know if the creator is still alive, I don't have its permission, and it wasn't even uploaded to the hack section, but I was requested to do this and I guess I should share this with everyone.

Fixed Super Marina World

It's just Super Marina World with working music.
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The X3 version of the SubOffScreen subroutine in the 1.2 release of PIXI doesn't seem to work, the sprites using it just don't spawn (everything works fine after replacing it with the old version however).
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Originally posted by Vice President Ludwig
The second is from the first level in World 1 in Classic Mario World 1 https://drive.google.com/file/d/1feOpyX89oDDAhK8W8ZHZXBDrpKPgGKXG/view?usp=sharing

https://www.smwcentral.net/?p=section&a=details&id=7176
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Loop start takes 4 bytes (E9 XXXX YY, XXXX-address, YY-number of loops) and the end takes 1 byte (00-end of data). Label loop is just only a copy of the loop start. Not sure about the superloops.
Also I think that the length and q are redefined in every loop.

I'm sure that AMK actually optimizes the ^s, by for example changing ^16^16 into ^8 or c4^8 into c=72 (also c1 doesn't exist, it's actualy c2^2).
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Originally posted by 6646

  • I don't understand 65816 so much.



This, the bugs so far and the incompatibilties with PIXI make me uncertain of this tool, still going to use PIXI.
But I hope that you'll be able to improve this tool in the future, and creating an entirely new spritetool (PIXI is based on Romi's spritetool) surely must not have been the easiest thing possible.

Also, this tool is able to insert TRASM sprites, but is also compatible with the More Sprites patch and SA-1, so does it convert the sprite before inserting?
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Assuming that the part you posted is the whole port, it seems that it defines the extra instruments, but doesn't load the samples themself.
At the top add:
Code
#samples
{
	#optimized
	"YI/yi-16.brr"
	"YI/yi-29.brr"
}


Also you must insert this as a local song and not a global one.
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