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

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Posted on 06-04-05 10:17 PM, in What level editors have source available? Link
I think I have the source for all mine on my website. (Not that it would probably be useful, as some of the code is pure bleh)
dan

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Posted on 06-06-05 12:10 AM, in What level editors have source available? Link
Snowbro made tons of game specific level editors, stuff like CVEdit, Goonedit, etc. They are mostly DOS based, and don't run under XP unless you use something like DOSbox. They are available on Zophar's Domain.

The source code to MetEdit was available, but doesn't seem to be on his site anymore. However, I snagged a copy before it disappeared, and uploaded it here.
dan

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Posted on 06-07-05 08:03 PM, in super mario world for the nes Link
It's not a hack, it's a pirate ROM. It should be available on most of the major ROM sites (or any ROM site that has a complete GoodNES set). Find the GoodNES name for the ROM, and Google it. That's usually the quickest way to find a ROM.
dan

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Posted on 06-07-05 09:48 PM, in super mario world for the nes Link
Alright then, it's unlicensed ROM. If you want to be picky, it's probably not homebrewed, as that title is generally reserved for games that have been made by hobbyists, and generally not sold for profit.
dan

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Posted on 06-11-05 04:10 PM, in Yep, it's another Castlevania hack... Link
Originally posted by EverdredReturns
One annoying problem is that Castlevania DOESN'T load the entire sprite table for the first level: for some reason, the last two lines are just left as what they were (you can see this in FCEUXD's PPU viewer; get past level one, then reset and start over). The thing is, there IS space set aside in the ROM to finish level one's sprite table. So basically what I need to do is either find a way to make it load those extra two lines, or cut an enemy type out of the level. However, cutting an enemy type out would be a lot of work, though, because I'd have to fix a ton of sprite data so that other levels will load candle graphics instead of part of an enemy's head.


Assuming that you are using the PRG 1 ROM version, change $1FE1E from $0E to $10.
dan

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Posted on 06-11-05 04:15 PM, in Heran Bago Reviews Kururin Paradise Link
Great review.
dan

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Posted on 06-11-05 04:23 PM, in Looking for editor help Link
I am interested in making an editor for you. It should be relatively easy. Do you have any sample files/tilesets, as that would make the whole thing a lot easier.


(edited by dan on 06-10-05 11:24 PM)
dan

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Posted on 06-13-05 02:15 AM, in New Admins, welcome to admindom. Link
Wow, this thread smacks of ass kissing.
dan

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Posted on 06-13-05 04:51 PM, in Mario Advance 4 (Mario 3) Link
There was a world map editor for SMA4 released ages ago. I think the guy's homepage got hacked or something, so chances are it will be next to impossible to find online.
dan

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Posted on 06-14-05 07:32 PM, in Congratulations to new staff! Link
Originally posted by Cymoro
Originally posted by Shyguy
If anything bothers you, pm me about it. This is a big place, and you might lose it if you don't know what to do in different situations.


....and you are?


A really obvious, low-class brown-noser.
dan

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Posted on 06-14-05 10:32 PM, in What would a good NES assembler be Link
I use cc65. It's windows based, but uses a console. I don't think there are any that use an actual windows GUI to be honest.
dan

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Posted on 06-16-05 05:57 PM, in Wheres the Soul Blazer, Illusion of Gaia, and Terranigma rom hacks Link
Originally posted by XcomGS
I believe there is a group making a Soul Blazer editor out there. Here is the link to their site. No news of it yet on the site though. infinines.net


Um, that's your website. And there's fuck all about a Soul Blazer editor on there.
dan

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Posted on 06-20-05 12:28 AM, in Marionator v0.08 Link
A Super Mario Advance 4 world map editor.
dan

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Posted on 06-21-05 03:48 PM, in River City Ransom Link
There was an editor in development for it, unfortunately, the author seems to have disappeared, so I guess it's been cancelled.
dan

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Posted on 06-21-05 08:30 PM, in 1943 hacking notes Link
Originally posted by Kefka
Actually, sadly, most people don't pay attention to stuff unless it says "Level data" in it somewhere


I'm the exact opposite then. I usually don't pay much attention to data unless it has something more than level data.
dan

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Posted on 06-21-05 10:01 PM, in Mario 64 - Amazing Stuff Link
I think the reason that the DS stuff is getting less attention is because none of the currently existing DS emulators actually run SM64DS.
dan

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Posted on 06-23-05 02:53 PM, in SMB3 music Link
Originally posted by bbitmaster
RARE Music Engine
I did a search on this engine from some code in battletoads. This code appeared in all of the following games. What really suprised me was to see it in marble madness, which is a Tengen game! Further searches revealed that marble madness may indeed use some code from the RARE games, but it could be a false lead. I really love music style in these games, you can tell that they use the same engine just by listening to them.


Marble Madness apparently is a Rare game. At least, according to the title screen of the european version. Does California Games also use the Rare music engine?
dan

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Posted on 06-24-05 03:53 PM, in New hack: Mario Bros. Special Edition Link
You know that Mario Bros. Classic (E) (!) is the exact same game? And your IPS is nearly as big as that ROM (presumably, because the ROMs aren't the same internally).
dan

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Posted on 06-24-05 04:12 PM, in hex, eh? Link
Originally posted by dark ludwig
Here's an easy way to put it:

SMW uses ASM.
Allstars uses ASM.
They both use different types of ASM.


No, they don't. They both use the same base assembly language. They are coded differently (using different memory locations for things), that's all.
dan

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Posted on 06-25-05 05:10 PM, in EM 3.7 - This time, it's final. Link
Originally posted by elemental
now im a advancemap/elitemap user
trador to both sides i guess


How can you be a traitor to a ROM hacking utility? The mind really boggles.
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