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Acmlm's Board - I2 Archive - - Posts by mikeyk |
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mikeyk Koopa Level: 18 Posts: 81/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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what block are you trying to add to your game? | |||
mikeyk Koopa Level: 18 Posts: 82/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Pipe demo 4 I finally had more time to work on the pipes. The corners are pretty much completed, so try them out. I'm getting pretty close to releasing these, so find all the bugs you can... add to the list of about 10 that I still plan to fix. |
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mikeyk Koopa Level: 18 Posts: 83/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Ringo: No, I haven't. If someone can point me in the direction of the fix, I'd appreciate it | |||
mikeyk Koopa Level: 18 Posts: 84/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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i've replaced the demo with a slightly updated one, please redownload before posting bugs. Ikuzou, I'll look into the situation that you created. Hopefully I can get a fix just by tweaking some numbers. If anyone knows where I can get the patch that makes custom blocks interact with sprites in vertical levels, let me know | |||
mikeyk Koopa Level: 18 Posts: 85/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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pikachu25: when did you download the patch? With the one that's up now, I dont think the press up glitch is present | |||
mikeyk Koopa Level: 18 Posts: 86/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Here's a few things on reznors 1D91B - number of reznors killed before bridge begins breaking 19AC9 - speed of rezor rotation 19AC7 - change 18 69 to 38 E9 - change rotation direction reznor starting position (0-1FF, 000 = 6 0'clock, 080 = 9 o'clock, 100 = 12 o'clock, 180 = 3 o'clock) 19A86 (4 byte table) - low byte 19A8A (4 byte table) - high byte edit: more data... 19E1A - tile for reznor platforms 19E22 - palette of reznor platforms 19D5D - tilemap (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning) 19D69 - palette map (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning) (edited by mikeyk on 07-16-05 02:51 PM) |
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mikeyk Koopa Level: 18 Posts: 87/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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there's a pretty simple way that just invloves changing a few bytes of hex, but you'll have to entirely sacrifice both the blue and silver POW switches. If you want to retain either the silver or blue switch it'll take a bit more asm, but it is pretty easy as well. I can post data for either method at your request | |||
mikeyk Koopa Level: 18 Posts: 88/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Here's the simple way that changes both POW switches to SMB2 style. Open a hex editor and make the following changes. changes sound effect... ACFE = 09 AD00 = FC disables music switch... AD09 = EA AD0A = EA AD0B = EA calls ground pound routine... AD1A = 22 AD1B = C1 AD1C = 94 AD1D = 02 AD1E = 60 |
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mikeyk Koopa Level: 18 Posts: 89/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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someguy: the block was posted not to long ago... http://board.acmlm.org/thread.php?id=14842&page=0 | |||
mikeyk Koopa Level: 18 Posts: 90/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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The most I can offer you is a fix that also affects the feather... change 0xC8C0 from B0 to 80. I just did a quick trace and if you're willing to sacrifice the lack of flipping for the feather, here you go. edit: I found a different byte to change that will only prevent the flower from flipping. The change you'll want to make is 0xC54C from 08 to 00. (edited by mikeyk on 07-22-05 03:53 PM) |
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mikeyk Koopa Level: 18 Posts: 91/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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0x1A883 is the offset for bowser's hit points in the last 2 phases of his attack | |||
mikeyk Koopa Level: 18 Posts: 92/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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As many of you know, I've been slowly working on making screen scrolling pipes for the past month. Today I'm happy to report that they're getting their first release. I think that I have gotten enough of the known bugs out that you guys can start using them. Follow the link below and start getting set up. Scrolling Pipes Release 1 |
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mikeyk Koopa Level: 18 Posts: 93/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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$13E0 is only the image of Mario. I was looking for a flag that I could set that would allow mario to run and jump through water as if it were nothing smwedit: you can put the blocks in the workshop (edited by mikeyk on 07-27-05 06:42 PM) |
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mikeyk Koopa Level: 18 Posts: 94/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Ice Man: Coule you tell me anything more about small Mario dying? Is this in certain circumstances or seemingly random, cuz I've never run into that problem. All animations stop and sprites stop while in the pipes. That's how I meant them to be. | |||
mikeyk Koopa Level: 18 Posts: 95/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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Super Luigi, PM me with a decription of exactly what is happening, and I can try and help you out | |||
mikeyk Koopa Level: 18 Posts: 96/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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The bug that Ice Man mentioned about Small Mario dying has been killed. The zip has been updated, so redownload the files, and repatch your ROM with pipes.ips | |||
mikeyk Koopa Level: 18 Posts: 97/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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GP: Lets say you have write some custom code at PC 0x0A9254 that you want to run. This address corresponds to SNES $159054, so to get to your code, all you have to do is get to it with a JML $159054 statement, 5C 54 90 15 in hex. The hardest part is finding a place to put your jump statement. I find it easiest to replace a JSL statement in the original code with your JML statement, and then just call the subroutine from your custom code. | |||
mikeyk Koopa Level: 18 Posts: 98/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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On the subject of things that were removed from the game, I found this a while back: Nothing too impressive, but there used to be a little dust animation when getting on yoshi. To see this in game change ROM 0x10DB4 from B8 to B9. |
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mikeyk Koopa Level: 18 Posts: 99/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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The block that kills enemies on screen is in this thread, http://board.acmlm.org/thread.php?id=14842. This is not the same as what was posted above about changing the POW block to SMB2 style. | |||
mikeyk Koopa Level: 18 Posts: 100/110 EXP: 25086 For next: 4811 Since: 07-17-04 Since last post: 45 days Last activity: 44 days |
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I've been doing some work with sprites recently. I've attempted to code a few from scratch and have been making some nice progress. Here are a couple of screen shots that show my work... The donut block is a MAP16 tile that turns into a falling sprite when stepped on. The block changes color just to show the distinction between the block and sprite The rest of the new sprites are ridable enemies. Shy guy and beezo are pretty basic. The para beetle is in it's classic form, carrying mario upward. |
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Acmlm's Board - I2 Archive - - Posts by mikeyk |