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

Paratroopa
Level: 21

Posts: 121/147
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Since: 04-09-04

Since last post: 4 days
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Posted on 07-31-05 06:12 PM, in SMW : Symphony of the Night Link
Damn man! You did this!? I nominate you for the nice hack award. It's a solid and well done hack and it's actually complete! You know how rare these are around here?
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 122/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 07-31-05 06:15 PM, in Good place to insert subroutine? Link
Originally posted by Smallhacker
Sukasa: Yeah, I know, but it's hard to be sure if it's always excecuted, or if it happened to be a part of the routine of the block Mario's standing on or such. I'll give it a try anyway.


You could always make a test level with only two blocks in it and trace the code while standing on both blocks so you can use the differences in the traced code to figure out what is block code and what is the actual "playing a level" loop.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 123/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 08-09-05 08:18 PM, in my old hack: super mario x 7 mission's!(ss) Link
Originally posted by Ye Olde Myster
Sweet mother of merciful crap. "DON'T LOST!" Sounds like a two year old wrote that.
You definately need to work on this.
Glitched Graphics: No.
Spelling and Grammar Errors: No.
Either this is a stupid joke, or you are the stupidest hacker ever. God.


Good job jackass! Nice job assuming everyone in the freaking world speaks english.

I say write it in finnish so at least there are no errors =) In addition foreign languages add a bit of flavor to the anything!
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 124/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 08-20-05 01:05 AM, in SMW: Super Mario Land 2, 6 Golden Coins Link
Originally posted by Clockworkz
One: Music cannot be implemented yet.
Two: The Turtle animation would require some heavy duty ASM hacking, which Link knows not much about.


It would not, it would take asm yes, but nothing difficult. A clever enough person can do it easily I bet someone could volunteer to do that part for him.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 125/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 08-21-05 07:36 AM, in Mario Chronicles 2 Link
The bush in the third screenshot looks a bit unnatural and squaring, can you make it more circular?
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 126/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 08-22-05 12:21 PM, in Anti-Gravity Block Link
Why not figure out what the patch is doing and then just paste that code in a place you want it to be in and make your own custom block?
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 127/147
EXP: 42614
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Since: 04-09-04

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Posted on 08-26-05 07:25 AM, in Super Mario Bros. Deluxe Screenshots Link
Very nice, are you putting Mikeyk as a big contributor to the hack? He DID add a lot of important things.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 128/147
EXP: 42614
For next: 7329

Since: 04-09-04

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Posted on 08-28-05 12:46 AM, in What's the deal with sprite generators? Link
Originally posted by Glyph Phoenix
Totally new problem now... You know the way the Mushroom only does something if you are Small Mario? Well, now I want it to do the opposite: Only activate when you aren't small Mario.

I've searched and searched, but couldn't find the code... anyone know where it is?

(I've already found the code that sets the powerup, but that code only runs when Mario is Small Mario.)


I have a feeling you want to make a poison mushroom =P
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 129/147
EXP: 42614
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Since: 04-09-04

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Posted on 08-29-05 11:17 AM, in Mario Chronicles 2 demo! Link
Originally posted by HyperHacker
  1. Title looks a little funny. Copyright text would be better moved up a bit so it's not on the blue blocks.
  2. I know those messages don't give you much room, but the story needs more detail. Why does Mario need a time machine to get back to the Mushroom Kingdom? Nice graphics though.
  3. Cool. Better if it didn't show all the paths at the beginning, though. Level name is a bit plain, no pun intended.
  4. Er... Why is Mario coloured weird, and why is there a glowing green acorn on his head? Also, the water colours look way off.
  5. Nice. BG is a bit plain though.
  6. Awesome. Pure awesome.



Silly goose =P He's colored wierd because he is star mario and that acorn is his cape!


(edited by DisruptiveIdiot on 08-29-05 02:18 AM)
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 130/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 09-03-05 07:50 AM, in Should 1ups be abandoned? Link
Originally posted by Glyph Phoenix
That's actually... wow. That's a great design. Especially if you limited it so you could only save in the Main Hub, so you had to beat each world without saving. That would make lives extra important, while letting you go back through old worlds.

Large worlds will still be problematic, though. When you go to 8-10 and you're about to go up against Bowser, you can always step back to 8-1 and grab a couple of 1ups.


So?

If you want a difficult hack, you can ignore the ease of getting 1-ups for your own enjoyment. If you like to have a few extra lives, you're free to go back and get some from previous levels. Players can make the choice of ignoring the 1-up "problem" or embracing it as a boon. Don't make the decision for them.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 131/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
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Posted on 09-07-05 02:55 AM, in Bowser's Return? Link
Can you change the overworld music? It is irrating =\
DisruptiveIdiot

Paratroopa
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Since: 04-09-04

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Posted on 09-08-05 05:53 AM, in Learning SMW ASM [ASM howto] Link
Can you guys explain to me the different addressing modes for certain commands? I've been trying to learn how to add a new variable to the status bar and I need some help.

The 65c816 reference file I have describes these addressing modes:
[code]
imm8/16 Immediate (8/16-bit value)
dp Direct
abs Absolute
long Absolute Long
A Accumulator
(dp), y Direct Indirect Indexed with Y
[dp], y Direct Indirect Indexed Long with Y
(dp, x) Direct Indexed with X Indirect
dp, x Direct Indexed with X
dp, y Direct Indexed with Y
abs, x Absolute Indexed with X
long, x Absolute Long Indexed with X
abs, y Absolute Indexed with Y
pcr Program Counter Relative
pcrlong Program Counter Relative Long
(abs) Absolute Indirect

(abs, x) Absolute Indexed with X Indirect
(dp) Direct Indirect
[dp] Direct Indirect Long
sr, s Stack Relative
(sr, s), y Stack Relative Indirect Indexed with Y
srcbank, destbank Block Move
[/code]

And it becomes apparant I need to know at least some of the more essential modes before I can do anything.

For example: Let's say I wanted to make a block that incremented this new variable every time it is touched. To do so, I could use increment, INC.

Now, INC has many addressing modes according to this file. However, I'd just like to know the most important ones, direct and absolute. What's the difference between them? Which one would I use? INC direct is E6 while INC absolute is EE.

DisruptiveIdiot

Paratroopa
Level: 21

Posts: 133/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 09-10-05 12:46 AM, in Learning SMW ASM [ASM howto] Link
Very helpful I assumed direct would be important because well, direct sounds important

Ok, so I need to find an empty address in the RAM, and then make a block that accumulates 1 to that address when it is activated. Ok, I got that, sounds very simple and it probably is.

Then I have to edit the status bar to refer to display this new variable next to the appropriate symbol of my choosing, right? I'll have to find out how the status bar is stored then.

Could someone explain the process of saving SMW uses a little so I can get the gist of it? That's the last part of what I want to do, I want SMW to save this piece of data and load it because it is an important part of my hack.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 134/147
EXP: 42614
For next: 7329

Since: 04-09-04

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Last activity: 5 hours
Posted on 09-13-05 05:31 AM, in An Idea: SMW: Sands of Time Link
You could make a vb script that does all the work, so it could start the rom and when you get to the save area it automatically turns off the emulator, renames the save file, and starts up the second rom. It would make it really convenient.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 135/147
EXP: 42614
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Since: 04-09-04

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Posted on 09-13-05 07:47 AM, in [ASM][Sprites][Help] Changing Palette sprites use. Link
Whew, effective use of the tags eh?* I want to know if there's an easy way with mario world reconfigurator or a hex editor to change the palette a sprite uses. I want to make the bob-omb use palette C instead of palette B and I want to make the para-bob-omb use palette C instead of palette A. Funny eh? I just noticed the para and regular bob-omb use a different palette, you just can't notice 'cause they both are black.

*Yes, I know this isn't a thread that tells how to change sprite palettes, but it will be soon. Mwahaha.


(edited by DisruptiveIdiot on 09-12-05 10:51 PM)
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 136/147
EXP: 42614
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Since: 04-09-04

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Posted on 09-13-05 03:41 PM, in SMB3 Screenshots Link
Phenomenal, I hope you get more free time to finish this hack

Did you add in the dragon coin spots manually or did you replace other objects with them that would be there if you didn't want dragon coins?


(edited by DisruptiveIdiot on 09-13-05 06:41 AM)
(edited by DisruptiveIdiot on 09-13-05 06:41 AM)
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 137/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 09-14-05 12:32 AM, in [ASM][Sprites][Help] Changing Palette sprites use. Link
Originally posted by Glyph Phoenix
You idiot!* [HowTo] is when you actually have something to add. Don't go bringing up issues and calling them [HowTo]s, it makes you look like a jerk.

Besides, this problem hasn't been completely solved. Many sprites can't be read or written by MarioWorldReconfigurer. Some palette areas appear to be hardcoded.

*Disruptive, too!


It was a typo actually, I wanted to put in [help] but yeah. Then I rolled with it and tried to make up an excuse.

But now I'm going to go tinker with every sprite and document every code for each sprite and palette, just to correct my mistake.
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 138/147
EXP: 42614
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Since: 04-09-04

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Posted on 09-14-05 12:53 AM, in [ASM][Sprites][Help] Changing Palette sprites use. Link
Here are some of the results I got, thanks andres for pointing me to graphic byte 1 =P

Interesting things about the Parabomb:

If it lands on the ground normally, its palette will change to the same one as the Bob-Omb, but if its interrupted in the air, the palette will stay the same even if it changes into a bob-omb.
To change the palette of a sprite in Mario World reconfigurator change graphic byte 1 to:

11 palette 8
13 palette 9
15 palette A
17 palette B
19 palette C
1B palette D
1F palette E

This has been tested with Goomba, Paragoomba, Bob-Omb, and Para-Bomb. More tests on the way.


(edited by DisruptiveIdiot on 09-13-05 03:53 PM)
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 139/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 09-14-05 02:02 AM, in WOOT! The Thousand Year Pipe Demo AT LAST! Link
Tell me why in the name of all that is hexadecimal did you make a SMAS+ hack of SMW?


(edited by DisruptiveIdiot on 09-13-05 05:25 PM)
DisruptiveIdiot

Paratroopa
Level: 21

Posts: 140/147
EXP: 42614
For next: 7329

Since: 04-09-04

Since last post: 4 days
Last activity: 5 hours
Posted on 09-14-05 02:45 AM, in WOOT! The Thousand Year Pipe Demo AT LAST! Link
Originally posted by SoNotNormal
Originally posted by DisruptiveIdiot
Tell me why in the name of all that is hexadecimal did you make a SMAS+ hack of SMW?


Erm .. . because it was the only ROM of SMW I had at the time. Well, actually, it wasn't, but my other one got seriously corrupted.




Ok I was really confused when I started up the rom.
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Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot


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