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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Mattrizzle
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Mattrizzle

Paragoomba
Level: 14

Posts: 21/75
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
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Posted on 07-15-05 08:07 PM, in Reznor Room Link
D5, E2, 195, and 1DE are Reznor as well.
Mattrizzle

Paragoomba
Level: 14

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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 07-15-05 11:17 PM, in Reznor Room Link
Here is the list of boss levels that can't be rendered by LM:
Reznor: 95, D5, D9, DF, E2, 195, 1DE
Larry: 96, 196
Iggy: 97, 197, 1F6
Ludwig: 98, D9, 198
Roy: 99, CC, 199
Morton: 9A, E5, 19A
Bowser: 9B, 19B, 1C7
Mattrizzle

Paragoomba
Level: 14

Posts: 23/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 07-20-05 04:16 AM, in SMW ROM addresses Link
Guess what, I've found Bowser's Mode7 tile data!
Data starts at $1DDBE. Each 8x8 tile is one byte, so $1DDBE-$1DDFD is Bowser's first animation frame, $1DDFE-1DE3D is his second, etc.
Look at the picture below to find the rest of the stuff:
Mattrizzle

Paragoomba
Level: 14

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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 07-21-05 09:42 PM, in SMW ROM addresses Link
I've also discovered Morton, Roy and Ludwig's tile mappings. They are in the same simple format as Bowser's, starting at $1DBDE.
As you can see from the picture below, there are unused fire breathing animations for Morton and Roy!


Now if only someone could find the bytes that change which palettes they use...
EDIT: I've found them!

$1DF6E-1DF70 are the low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes, and $1DF73-1DF75 are the high bytes for these addresses. Going by this, the pointers read as follows:
SNES $00/B2BC (PC $34BC) Morton (Replace with B384 to make him grey)
SNES $00/B2A4 (PC $34A4) Roy (Replace with B33C to make him pink)
SNES $00/B298 (PC $3498) Ludwig (Replace with B378 to make him dark green)


(edited by BigMattrizzle on 07-21-05 03:40 PM)
Mattrizzle

Paragoomba
Level: 14

Posts: 25/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 07-22-05 04:10 AM, in SMW ROM addresses Link
Darkflight- I've tried looking, but I've come up with nothing. Most of what I do involves tilemaps. I don't know what to look for when it comes to the speed of sprites. Perhaps mikeyk could help you with that, if he ever shows up again...
Mattrizzle

Paragoomba
Level: 14

Posts: 26/75
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
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Posted on 07-22-05 04:43 AM, in Stopping Sprite Animation. Link
I tried using MWR, and checking "Disable Animation." However, the flower still flips. I recall someone posting in an old thread an how to disable it, but it has since vanished.
Mattrizzle

Paragoomba
Level: 14

Posts: 27/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 07-22-05 05:50 AM, in Has anyone even considered creating an editor for Mario RPG? Link
I found what determines whether to generate no coin/small coin/large coin sprite. It's in the entrance style byte. The bits seem to be like this:
bits 0-3 determine the entrance animation

But this is what differs from the info previously documented:
bits 4-5 determine height
in binary:
xx00xxxx: up 0 px from origin
xx01xxxx: up 16 px from origin
xx10xxxx: up 32 px from origin
xx11xxxx: up 48 px from origin

bits 6-7 determine what comes from an enemy when defeated
00xxxxxx: nothing
01xxxxxx: small coin
10xxxxxx: large coin
11xxxxxx: ""
Mattrizzle

Paragoomba
Level: 14

Posts: 28/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 07-26-05 08:08 PM, in wow, this sucks. Link
The Nintendo Presents coin sound is at $15C1. Replace the three addresses after that with EA to disable the sound.


(edited by BigMattrizzle on 07-26-05 11:09 AM)
Mattrizzle

Paragoomba
Level: 14

Posts: 29/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 08-09-05 06:48 AM, in Changing cape tile properties and fireball sprites Link
The fireball's graphics are in GFX00, tiles 2C and 2D to be exact.

The graphics for the poof are on this page as well, but I'm not sure if you'd want to change them as they aren't just used for that.

If you want to change the fireball sound, it's at $80B6.
Mattrizzle

Paragoomba
Level: 14

Posts: 30/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 08-12-05 07:58 PM, in Unused Layer 3 image? Link
Originally posted by Smallhacker

Speaking of random addresses in the load from address window... Does anyone recognize this?

That appears to be part of level 1EC, with the incorrect palette.

Edit: At one time, I went to the beta mushroom level ($302BD, listed in LM's help file) and tried to put the mushroom scale platforms (sprite 8F) on the brown columns. They only fit on the first pair of columns! Could this mean that the platforms were originally spaced differently?


(edited by BigMattrizzle on 08-12-05 11:29 AM)
Mattrizzle

Paragoomba
Level: 14

Posts: 31/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 08-13-05 09:08 PM, in SMW ROM addresses Link
I have a request. Could someone find a way to disable the color changing of the berry? It's set so that it only uses the last 8 colors of the palette, but I'd like to change that.

Also, I want the location of the tile to use for the shelless blue koopa sliding out of its shell.


(edited by BigMattrizzle on 08-13-05 12:10 PM)
Mattrizzle

Paragoomba
Level: 14

Posts: 32/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 08-19-05 01:08 AM, in some new screenies (warning: blood) Link
It all looks nice, except for that castle. It just...creeps me out. Poor toads...
Grotesque violence and Mario (or Luigi in this matter) don't mix.
Mattrizzle

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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 08-25-05 07:15 AM, in My Bullet Bill is really messed up Link
Just so you know, PC addresses are ROM addresses.
Mattrizzle

Paragoomba
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 08-26-05 01:33 AM, in Unused Layer 3 image? Link
Great! I've noticed several differences from the final in these screens, and have listed them here:

All Screens:
The star in the bonus star counter is yellow instead of red. (may look white, but look at the rightmost screen)

Vanilla Secret 3:
Nothing different.

Chocolate Island 2:
The background has tan mountains instead of dark ones.
The default ground palette is used instead of the brown one.
Dino-Rhino and Dino-Torch have different graphics.

Donut Plains 1:
Nothing different.

Yoshi's Island 1:
BG is totally different. Tan mountains w/peach sky instead of blue columns w/dark blue sky.
Banzai Bill has different graphics.

Also interesting in the article:
The Super Mario Bros. 4 subtitle is used here.
Yoshi's name isn't mentioned.

Technically this thread is still somewhat on subject. It is still about beta stuff...
Mattrizzle

Paragoomba
Level: 14

Posts: 35/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Last activity: 5 hours
Posted on 08-27-05 06:26 PM, in 16x16 tsa data for both coins and wings Link
Here's some of what you asked for:

11F4B [C2] tile of smiley face coin
11F50 [04] palette/gfx page/priority/flip of smiley face coin tile
11F55 [02] size of smiley face coin tile
(00=8x8; 02=16x16)

8FDF-8FE0 [46 06] palette/gfx page/priority/flip of Para Goomba wing tiles
8FE1-8FE4 [C6 C6 5D 5D] Para Goomba wing tiles
8FE5-8FE8 [02 02 00 00] size of Para Goomba wing tiles

A01C-A01F [5D C6 5D C6] Para Koopa wing tiles
A020-A023 [46 46 06 06] palette/gfx page/priority/flip of Para Koopa wing tiles
A024-A027 [00 02 00 02] size of Para Koopa wing tiles

13D17-13D1A [5D C6 5D C6] Yoshi wing tiles
13D1B-13D1E [46 46 06 06] palette/gfx page/priority/flip of Yoshi wing tiles
13D1F-13D22 [00 02 00 02] size of Para Koopa wing tiles

I still have yet to find the coins or the wings for the flying grey platforms.


(edited by BigMattrizzle on 08-27-05 09:26 AM)
Mattrizzle

Paragoomba
Level: 14

Posts: 36/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 08-31-05 04:38 AM, in Mario's fireball Link
This method does work. I have it in my hack. This is ASM, but don't let that scare you.
Go to $1232A.
You should see the bytes:
A9 21 95 9E A9 08 9D C8 14
Change them to:
A9 02 9D C8 14 EA EA EA EA

This will kill enemies when they are hit by fireballs. Unfortunately they don't fall in the exact same way as they do in SMB3 and you don't get any points for doing so.

Edit: It isn't really as cheap as I said it was. I'm just too hard on myself sometimes.


(edited by BigMattrizzle on 08-31-05 02:56 PM)
Mattrizzle

Paragoomba
Level: 14

Posts: 37/75
EXP: 12123
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Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 09-01-05 12:25 AM, in Mario's fireball Link
If at all possible, I would like to know what enemies look messed up when killed in this way. I already know that Dino-Torch and Rex do, and I may be able to fix the graphics for some of them.

As an alternative, you can also replace the string with this:
A9 03 9D C8 14 EA EA EA EA
This will make enemies disappear in a puff of smoke when hit by a fireball, instead of falling off the screen.
Mattrizzle

Paragoomba
Level: 14

Posts: 38/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 09-01-05 06:34 AM, in Mario's fireball Link
Strange. They don't look messed up on my rom, and I made no modification to them.



Do they appear messed up when you smack them with the cape?
Mattrizzle

Paragoomba
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Since: 11-19-04
From: Louisville, Kentucky, USA

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Posted on 09-04-05 11:07 PM, in Solar Soundtrack ~ approaching the final phase. Link
Originally posted by blackhole89
No, it uses a weird derivate (prototype? for SMW was the first game released for the SNES) which both I and Bouche were trying to make usable, and both ended up with only insufficient results.


A while back I found the SMW SPC data (pointers are at $730DA) and experimented with it to find some of the command equivelants. Here they are, the SMW ones first, N-SPC ones second:
DA=E0= Instrument
DB=E1= Pan
DC=E2= Pan Sweep
DD=F9= Pitch Slide
E0=E5= Global Volume
E1=E6= Global Volume Ramp
E2=E7= Speed
E3=E8= Speed Ramp
E4=E9= Global Transpose
E7=ED= Volume
E8=EE= Volume Ramp
E9=EF= Call Loop
EF=F8= Echo
F0=FA= ????? found at start of most tracks

I know this isn't much, but with it I was able to port the Keyhole and P-Switch tracks from SMW to the SMAS music hack.

Anyway, a question for blackhole89. If I already edited the SPC data using a hex editor, will Solar Soundtrack be able to recognize it?

Edit: Why should you believe me? I'll let the evidence speak.

Keyhole
P-Switch

Edit 2: More commands above.


(edited by BigMattrizzle on 09-04-05 02:40 PM)
(edited by BigMattrizzle on 09-04-05 09:05 PM)
Mattrizzle

Paragoomba
Level: 14

Posts: 40/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 09-05-05 01:37 AM, in Solar Soundtrack ~ approaching the final phase. Link
Using your editor would it be possible to restore some of the instruments from SMW? I ask this because I had to swap some instruments to prevent that P-Switch SPC from sounding like a mess. Also, all of the samples from SMW are still there in the SMAS data.

I edited the post I made above this one.


(edited by BigMattrizzle on 09-04-05 08:52 PM)
(edited by BigMattrizzle on 09-04-05 08:53 PM)
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