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Acmlm's Board - I2 Archive - - Posts by Ringodoggie |
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Ringodoggie![]() Snifit Level: 27 Posts: 262/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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A new background. Cave GFX in development, they may change. |
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Ringodoggie![]() Snifit Level: 27 Posts: 263/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Thenks everyone for the comments and Koneko for the suggestion. BTW, does anyone know the timer offsets in RAM for stunned koopas? | |||
Ringodoggie![]() Snifit Level: 27 Posts: 264/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Originally posted by anonymous28 That's odd. It works fine for everyone else. Try re-downloading it. |
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Ringodoggie![]() Snifit Level: 27 Posts: 265/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Nice finds. Get the address where the GFX starts and try to decompress them with Lunar Compress. That can help you find beta tiles. | |||
Ringodoggie![]() Snifit Level: 27 Posts: 266/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Here's some new screens: New colours for Mario's clothes (that's fire Mario in the pic) and a new enemy: Elite Chuck. He's just like the old chuck but it takes 10 stomps to kill him now and he's invincible to fireballs. Goombas are now squishable. (edited by Ringodoggie on 08-20-05 05:30 PM) |
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Ringodoggie![]() Snifit Level: 27 Posts: 267/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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You can make the game give you a yoshi right after you start, disable the code that makes Mario fall off when hit, delete Mario's GFX, freeze the byte in RAM that tells the game if Mario's on Yoshi. | |||
Ringodoggie![]() Snifit Level: 27 Posts: 268/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Here's the demo of World 1: http://www.freewebs.com/ringodoggie/mchron2.rar Here's some more screens: A new title screen demo. The story. The map. Level 2 Level 3. You'll need that silver ! switch. The fortress. |
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Ringodoggie![]() Snifit Level: 27 Posts: 269/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Thanks for the feedback everyone ![]() |
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Ringodoggie![]() Snifit Level: 27 Posts: 270/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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There's a keyhole in the level somewhere (hint: go up). I'll need the offsets for the castle entrances so I can fix them. | |||
Ringodoggie![]() Snifit Level: 27 Posts: 271/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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With the sprite ASM pointers listed in Mario World Reconfigurator, is there a way to find the location of the code in the ROM? If so, how do I? | |||
Ringodoggie![]() Snifit Level: 27 Posts: 272/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Smallhacker, I followed your instructions correctly, and the addresses that I got and edited with a hex editor just crashed the game at the title screen. I was editing a flying hammer brother and the ASM pointer is 879D and converted to PC address is 899D. | |||
Ringodoggie![]() Snifit Level: 27 Posts: 273/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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I forgot to mention I converted from 1879D, 879D is what's listed in MWR. | |||
Ringodoggie![]() Snifit Level: 27 Posts: 274/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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I made a green pirhana plant from SMB3 with sprite 36, which is unused, using pirhana plant ASM code and this happened: Does the code only tell the original pirhana plants to move 8 pixels right than they're set? |
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Ringodoggie![]() Snifit Level: 27 Posts: 275/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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Originally posted by ZTaimat If you're thinking the green pirhana plant is in the demo, it's not. |
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Ringodoggie![]() Snifit Level: 27 Posts: 275/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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I tried this editor last night, and the features are great. Nice work ![]() |
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Ringodoggie![]() Snifit Level: 27 Posts: 277/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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While messing around in RAM, I stumbled upon the turret buffer for ships and giant bombers $100 - $1FF: Ship/Bomber turret buffer Map: Attributes for one turret are 8 bytes long in RAM 00 11 22 33 44 55 66 77 00=Destruction timer - If not set to FF, counts down to 0 with the turret sprite displayed as flame and then disappears 11=X position of turret 22=If not set to 00, turret is not shown 33=Y position of turret 44=Turret type (see below) 55=Unknown 66=Unknown 77=Unknown Turret types: $00 - Napalm Turret $01 - Anti-Aircraft turret $02 - Anti-Aircraft turret $03 - Medium sized battleship turret $04 - Anti-Aircraft turret $05 - Large battleship turret $06 - Small battleship turret $07 - Anti-Aircraft turret $0A - Bomber backside turret $0B - Bomber topside turret $0C - Bomber leftside turret $0D - Same as $03 $0E - Nothing $0F - Bomber cockpit $10 - Bomber rightside turret I'll add more data as I find it |
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Ringodoggie![]() Snifit Level: 27 Posts: 278/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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I'll test it. Send the hack to ringodoggie@yahoo.ca | |||
Ringodoggie![]() Snifit Level: 27 Posts: 279/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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I ran into a problem, and I followed all of the instructions correctly. But when I modify $FE1 in the ROM with the correct values as listed in the readme, the game crashes after the "Ringodoggie Presents" screen in my hack. | |||
Ringodoggie![]() Snifit Level: 27 Posts: 280/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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I found a topic on gscentral.org about hacking objects in Zelda OOT and MM. http://gscentral.org/bb/viewtopic.php?p=4374#4374 There's a long of list of object values on that page, and there's even some beta objects, like a green blob thing, and even enemy arwings from Starfox! (edited by Ringodoggie on 10-05-05 07:31 PM) |
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Ringodoggie![]() Snifit Level: 27 Posts: 281/281 EXP: 114340 For next: 1819 Since: 03-23-04 From: London, Ontario, Canada Since last post: 27 days Last activity: 5 hours |
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This should be closed since there's already a thread about it. |
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Acmlm's Board - I2 Archive - - Posts by Ringodoggie |