Language…
9 users online: 1E5asasas, 35TCB77, DasFueller, Josuke Yoshikage, monkey03297, simon.caio, The_Uber_Camper, UTF, X11Gbyte - Guests: 97 - Bots: 91
Users: 70,846 (2,348 active)
Latest user: DanteGue29

Posts by Hayashi Neru

Hayashi Neru's Profile → Posts

It would be nice if Lunar Magic had Vram address remapping.

Default:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64

Example 1:
Layer 1 Graphic = $0000
Layer 2 Graphic = $0000
Layer 3 Graphic = $A000
Sprites Graphic = $C000
Layer 1 Tilemap = $8000
Layer 2 Tilemap = $9000
Layer 3 Tilemap = $B800
Layer 3 Tiles = 32×32 Here, if set the tile size of layer 3 to 16x16, it can create a 512x512 background (the status bar is not affected)
(More layer 1/2 graphics, sacrificed layer 3)

Example 2:
Layer 1 Graphic = $E000
Layer 2 Graphic = $E000
Layer 3 Graphic = $8000
Sprites Graphic = $C000
Layer 1 Tilemap = $6000
Layer 2 Tilemap = $7000
Layer 3 Tilemap = $A000
Layer 3 Tiles = 64×64
(Share layer 1/2 tiles with sprite tiles)
If using both Vertical Parallax and Sprite Status Bar v1.1.1, the ROM is crash. Same goes for other sprite status bar patches.
And if will don't use the patch included with this UberASM, parallax scrolling won't work.
Is there any way to solve this problem?
I converted the background graphic created by others to layer 3.
Do I need to get permission in advance before submitting the graphic in this case? Or should I write the nickname of the person who drew the graphic in Author?

(Before, after converting Hinalyte's graphic to layer 3, I wrote my name and Hinalyte in Author. I got permission through DM, but after uploading the graphic.)
The graphic is Super Mario All-Stars: Super Mario Bros. 2 - Pyramid(The graphic is 'ripped', not 'original'.)
I remember that 'ExGFX Revolution' in the past was able to move the tilemaps of layers 1 and 2. However, this patch is not compatible with the latest version of Lunar Magic.
If this patch comes out, you will be able to minimize the graphics on layer 3 and use up to 4 pages of graphics on layer 1 and layer 2.
The 8bpp background was already made by me and Ladida with UberASM.
If I put more than 9 font files in this patch, I get the following error:

error message:
Code
/b4vwf/font.asm:311: error: (E5032): A bank border was crossed, SNES address $5010800. [incbin "gfx/Uni4100.bin"]



If using Japanese, Chinese, or Korean fonts, there are need to use a lot of glyphs. Of course, Japanese can only use hiragana and katakana, but Chinese and Korean do not.

How can I solve this problem?
Originally posted by Green Jerry
If you want to edit the text, you can use this tool. Although it's old (the executable is dated 2005) and will most likely not work with SA-1.

Or if you just don't want to see the prompt at all then you can use this UberASM code. By default it shows the prompt when pressing Select, you can toggle it off.


Thank you for answer. That tool also works on the SA-1.
Originally posted by Ice Man
You're inserting too many fonts. Asar throws a warning when you cross bank borders and doesn't insert. I had the same issue with uberASM but managed to fix it by inserting the rest manually to another location.
Maybe there's another fix to that...
(skip)


Then, if I make a Korean hack, I have to put only the characters that are used without considering Unicode. (In this case, it have to do it differently from the Unicode mapping. Actually, not all 11172 Korean characters are used.)
If only 8 font files can be included, the number of usable characters is 2048, and KS X 1001 uses 2350 Hangul characters.

If it's a Japanese hack, It can replace kanji with hiragana.

Japanese and Chinese also do not use all Kanji/Hanzi.

I thought again, if want to use Korean, Japanese and Chinese, I think RPG Hacker's VWF would be more appropriate. It is 16×16 and can insert more than 9 bin files. (one bin file uses 256 characters) However, this is difficult to use simultaneously with the layer 3 background, and cannot be used in Mode 0, Mode 2.
Originally posted by Ice Man
I never said 8 font files is the maximum, but you will most likely find a work around.

Maybe try to put "check bankcross off" in fonts.asm at the very top without eh quotes.


Code
 No freespace found in the mapped banks. (Requested size: 69632) [freedata align]


As a result of adding that phrase to the top of font.asm, this error pops up. This error also occurs when inserting the 9th bin file. (If there are less than 8, there is no problem.
and this rom is clean(and 8MiB)
(Font file's size is 4kiB)
Late but thanks for the reply. I already found a freely available Hangul font, and converted it to a BIN file. And I also found the 8x8 kanji font.
Name: Candle flame is Layer 3 Background
Type: Sprite or UberASM or Cluster
Description: Like as Candle flame in Background(E6). But My request is Following Layer 3. The reason this is necessary is that Layer 3 can only use 3 colors in one tile, and for this reason it is difficult to express the flame. This background needs this.
It would be nice if the position of the background layer or the flame could be changed in the settings.
(restricted)
It is a line guided-platform that appeared in Yoshi Island. Color, speed, and length vary depending on the Extension.
Extension Byte 1: Palette
Extension Byte 2: Speed (00 is Defauit)
Extension Byte 3: Size
EXTRA BIT = direction
Extension Byte 4 = 0: move from the beginning, 1: move when stepped on, 02: movement only while stepping on, 03: movement only when not stepping(same as Line-Guided Platform, Moves When Stood On)

I've made this request before, but the result was buggy and not applied. so I did it again.
This is very much to look forward to!
(restricted)

This graphic is brown 'used' block with palette number 4. Most hacking roms use this block as an instant kill block or hurt block(Unchangeable when any POW switch is pressed), also in SMBX2 it is a unchangeable hurt block.

In my hack rom, I use this block as a Hurt block, but when press the blue POW it turns into sky blue coin. Conversely, the light sky blue coin is replaced with the block above when press blue POW.

※ In my Hack rom, the instant kill block is a purple muncher (black piranha with palette 7), and the unchanging hurt block is spike block.
The question mark blocks included with lx5's Powerups 3.4.4 were not inserted, so i used 'Question Mark Blocks v1.3.0' blocks

The original code didn't work, so I changed it to below.

Code
db $42

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioInside : JMP MarioHead

!Sprite = $02	; sprite number
!IsCustom = SEC ; CLC for normal, SEC custom sprite
!State = $08	; $08 for normal, $09 for carryable sprites
!1540_val = $3E	; If you use powerups, this should be $3E
				; Carryable sprites uses it as the 

(This part has not been edited, so it is omitted.)

	LDA #!ExtraByte1
	STA !extra_byte_1,x
	LDA #!ExtraByte2
	STA !extra_byte_2,x
	LDA #!ExtraByte3
	STA !extra_byte_3,x
	LDA #!ExtraByte4
	STA !extra_byte_4,x

	lda #$01
	sta $02
	lda $15E9|!addr
	pha
	stx $15E9|!addr	
	%init_item()
	pla
	sta $15E9|!addr
	lda #$00
	sta !7FAB10,x

	LDA !190F,x
	BPL Return2
	LDA #$10
	STA !15AC,x

Return2:
	PLY
	PLX
RTL

print "A block which spawns a super leaf."


This happens when the player hits this block from below or hits it with a shell or cape.
The item comes out from above, but after a while it moves to the side.


Or is there a way to fix the block included in the lx5's power-up patch to make it compatible with GPS 1.4.3?.
This was solved by modifying the code in the block accompanying the lx5's power-up patch.

Instant question blocks:
Code
	LDA #!ExtraByte1
	STA !sprite_extra_byte1,x
	LDA #!ExtraByte2
	STA !sprite_extra_byte2,x
	LDA #!ExtraByte3
	STA !sprite_extra_byte3,x
	LDA #!ExtraByte4
	STA !sprite_extra_byte4,x

into
Code
	LDA #!ExtraByte1
	STA !extra_byte_1,x
	LDA #!ExtraByte2
	STA !extra_byte_2,x
	LDA #!ExtraByte3
	STA !extra_byte_3,x
	LDA #!ExtraByte4
	STA !extra_byte_4,x


normally ? blocks:
Code
	LDA ExtraByte1,y
	STA !sprite_extra_byte1,x
	LDA ExtraByte2,y
	STA !sprite_extra_byte2,x
	LDA ExtraByte3,y
	STA !sprite_extra_byte3,x
	LDA ExtraByte4,y
	STA !sprite_extra_byte4,x

into
Code
	LDA ExtraByte1,y
	STA !extra_byte_1,x
	LDA ExtraByte2,y
	STA !extra_byte_2,x
	LDA ExtraByte3,y
	STA !extra_byte_3,x
	LDA ExtraByte4,y
	STA !extra_byte_4,x
Name : Custom note block
Type : block
Description : This is a note block of SMW (or SMB3), There are two versions. regular note blocks and item included note block.

Need Options:

!Above_bounce: It bounces when the player steps on it from above. (true/false or 0/1)
!Below_bounce: If the player hits from below, it bounces up. (true/false or 0/1)
!Sideway_bounce: If the player hits from sideway, it bounces sideway.(Likely All sides note block or unbreakable turn block with a side feather inside)(true/false or 0/1)
!Sprite_bounce: If a sprite hits, it bounces up. (true/false or 0/1)

!change_map16: Map16 address changes when activated, only regular note blocks have this option. (true/false or 0/1)
!bounce_Map16: Changes into the Map16 tile directly($0000~$7FFF)

!bounce_num: Bounce sprite number. default is $02($00~$07(If using Custom Bounce Blocks 3.3 patch, $00~$1F))

!bounce_block: Default is $0D, if set as $FF, “!bounce_properties” and “!bounce_tile” are enabled.
!bounce_properties: YXPPCCCT properties($00~$FF or %00000000~%11111111)
!bounce_tile: Note block's bounce tile number.($00~$FF)

The sprite options for note blocks with sprites are the same as those of “Question Mark Blocks v1.3.0”.