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Acmlm's Board - I2 Archive - - Posts by Mattrizzle |
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Mattrizzle Paragoomba Level: 14 Posts: 21/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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D5, E2, 195, and 1DE are Reznor as well. | |||
Mattrizzle Paragoomba Level: 14 Posts: 22/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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 |
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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 |
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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: |
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Mattrizzle Paragoomba Level: 14 Posts: 24/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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) |
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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 |
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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 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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: "" |
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Mattrizzle Paragoomba Level: 14 Posts: 28/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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) |
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Mattrizzle Paragoomba Level: 14 Posts: 29/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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. |
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Mattrizzle Paragoomba Level: 14 Posts: 30/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by Smallhacker 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) |
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Mattrizzle Paragoomba Level: 14 Posts: 31/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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) |
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Mattrizzle Paragoomba Level: 14 Posts: 32/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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. |
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Mattrizzle Paragoomba Level: 14 Posts: 33/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Just so you know, PC addresses are ROM addresses. | |||
Mattrizzle Paragoomba Level: 14 Posts: 34/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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... |
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Mattrizzle Paragoomba Level: 14 Posts: 35/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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) |
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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 |
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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) |
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Mattrizzle Paragoomba Level: 14 Posts: 37/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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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. |
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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 |
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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? |
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Mattrizzle Paragoomba Level: 14 Posts: 39/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by blackhole89 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) |
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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 |
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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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Acmlm's Board - I2 Archive - - Posts by Mattrizzle |