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Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 121/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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 |
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Originally posted by Smallhacker 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. |
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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 |
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Originally posted by Ye Olde Myster 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! |
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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 |
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Originally posted by Clockworkz 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. |
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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 |
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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 |
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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 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Glyph Phoenix I have a feeling you want to make a poison mushroom =P |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 129/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by HyperHacker 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) |
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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 |
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Originally posted by Glyph Phoenix 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. |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 131/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Can you change the overworld music? It is irrating =\ | |||
DisruptiveIdiot Paratroopa Level: 21 Posts: 132/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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. |
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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 |
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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. |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 134/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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) |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 136/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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) |
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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 |
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Originally posted by Glyph Phoenix 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. |
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DisruptiveIdiot Paratroopa Level: 21 Posts: 138/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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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) |
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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 |
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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) |
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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 |
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Originally posted by SoNotNormalOriginally posted by DisruptiveIdiot Ok I was really confused when I started up the rom. |
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Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot |