Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by francoispress
Pages: 1 2
User Post
francoispress

Goomba
Level: 8

Posts: 21/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-16-05 11:31 PM, in Mario's Movements Link
Originally posted by Kyouji Craw
What the... Make some sense, damn you.


You must be buddies with peter_ac. I'll just ignore you guys. Hopefully you will go away.
francoispress

Goomba
Level: 8

Posts: 22/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 12:42 AM, in Mario's Movements Link
Originally posted by peter_ac
a buster beetle? explain, please.


You never played Mario 3? That character is not very nice. In other words I didn't like your comment. I wish you would have answered the question that I asked in the thread rather than putting that picture. That's doesn't help anybody.
francoispress

Goomba
Level: 8

Posts: 23/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 12:48 AM, in Collision Detection Link
Originally posted by Darkflight
actually, if you look very closely, mario overlaps all other objects and spries by one pixel before he interacts with them.


Hmm... but how does one deal with the collision detection between sprites that are not box-like. You know, bubbles. How are their collision detection mapped? Is it safe to say that the bounding box would be completely inside the bubble?
francoispress

Goomba
Level: 8

Posts: 24/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 12:51 AM, in Mysteries of Super Mario World Link
Originally posted by Shyguy
No, in the ghost house, fly over to the left with your cape, avoiding the boo's. There will be a platform. Land on it. Follow where it leads, and you'll end up past the wal in a corner where you can get 1ups. exit the door from that corner, cross the tape, and it will take you to the Top Secret Area.


No, you misunderstood me. I was talking about the island north of Donut Plains.
francoispress

Goomba
Level: 8

Posts: 25/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 01:27 AM, in Mysteries of Super Mario World Link
Originally posted by Scatterheart
I've always wanted an extra stage on that little island tio right of the map. Same as in Vanilla Dome where the four little rocks are with a gap in the middle. Looks so suspicious, huh?


Sure does. That's supposedly where the Super Mario World cartoon took place.
francoispress

Goomba
Level: 8

Posts: 26/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 03:02 AM, in Mario's Movements Link
Originally posted by Keikonium
In the other thread made by you about sprite interaction, someone posted that Mario's sprite has a one pixel overhang when he is standing on the ground. I would like to know the offset in hex that would make it so he doesn't do this.....that is, if there is a possible offset(s).


I think you have to mess with the program itself. Maybe they made it like that so that it looks like Mario is actually standing on the ground.
francoispress

Goomba
Level: 8

Posts: 27/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 05:02 AM, in Mario's Movements Link
Originally posted by peter_ac
I managed to get around that when making the SMB3 mario, i just shifted everything up by one pixel, simple.

excuse me francois, that was rude of me. my apologies.

@Kei again, it's all down to sprite placement, an area in hex which hasn't been explored yet. every sprite is placed one pixel lower than its tile, except for mario which is placed two pixels below. but his default gfx have a blank line on the bottom anyway. i have know idea why Nintendo did this, but i'll look into that area later this summer, and i'll be sure to post my findings.


Thanks for the apology. Maybe they wanted to make Mario look like he was in the ground. If you have a ground that is supposed to be grassy (i. e. the forrest levels) then it would make sense to have his feet be in the grass rather than on top of it. Probably the other sprites were placed incorrectly but that's just a speculation. Why hasn't this area been explored yet? Is it too complicated to be decoded or is it hard to find?
francoispress

Goomba
Level: 8

Posts: 28/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 06:28 AM, in Really scared Link
Perhaps you have a copper defiency. This could lead to the same types of thoughts that you're having. Why do you care about politics?
francoispress

Goomba
Level: 8

Posts: 29/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-17-05 08:47 PM, in Mysteries of Super Mario World Link
Originally posted by Banedon
Hmmm...if we are talking about secret levels, I seem to remember seeing a fifth switch palace in Bowser's Valley when editing the overworld in Lunar Magic. There was no way to access it though, and it was invisible in the actual game. Does anyone know why that's there, and if there's really a level there, or it's just some stray bytes on the map?


You're not missing anything. I checked it out myself. It's nothing more that a test level.
francoispress

Goomba
Level: 8

Posts: 30/30
EXP: 2158
For next: 29

Since: 05-14-05

Since last post: 168 days
Last activity: 167 days
Posted on 05-18-05 01:38 AM, in Subroutines in Super Mario World Link
Originally posted by FloBo
@darth mole: Uhm,... about tracing, I think there are quite many motivated hackers who just don't know how to trace efficiently.. me included. If I want to trace, I try something. And I don't succeed. Then again, I try, and nothing seems to work. When I finally get a Tracelog (like once D4S created for my Lufia-issues), I seem to be so confused that I can't get any idea on how to interpret what happens during that code-segment...

Are there no simple tutorials about how to trace data with geigers SNES-debugger?! I really do want to learn how to handle this.... But seems like I'm just too stupid...


Assembly is a bitch. That's why I never took to machine code. Has anyone disassembled
Super Mario World sucessfully? Is there anything in that code that looks like a subroutine?
I wonder if Nintendo's programmers used assembly when making Super Mario World. Do you think they also could have used C?
Pages: 1 2
Acmlm's Board - I2 Archive - - Posts by francoispress


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.021 seconds.