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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by cpubasic13
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User Post
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 561/1346
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Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
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Posted on 09-22-04 05:07 AM, in Yoshi's Island Unknown Sprite Discovery Thread Link
Originally posted by Mutation
I'm not sure if these items are actually in the ROM, but...I've heard about some transformations that were removed from the game, but the unused graphics were left in the ROM...if I'm not mistaken, they were a tree, airplane, and mushroom. Maybe you might be able to find the morph bubble items for those transformations...


Yes, the graphics are in there, but they are unused. I have no clue where the sprites for it would be, but I would think they would either be one of the many NSPs or they were never made into the game... or they are hidden in the bubble sprites... who knows? Just play around and see if you can find them...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 562/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
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Posted on 09-22-04 05:56 AM, in Yoshi's Island Unknown Sprite Discovery Thread Link
It acts like the watermelon shooting mini game bandit, just controlled by the second player. Glitchy graphics, but if you find the right sprite set...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 563/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-23-04 03:04 AM, in Yoshi's Island Unknown Sprite Discovery Thread Link
2P is invincible, yes, but that sprite was made only for the mini game, so of course it acts weird.

S46: Burt The Bashful
SCF: Rocks from Bowser Battle (NO GRAPHICS GLITCH WITH ROCKS!)
SD7: Slug Boss
SEF: Makes Mario disappear and only Yoshi playable. Really cool.
S155: Fat bouncing Goonie that only appears when you see it from the right?
S171: Pirahna Plant Boss
S196: Rock Platform that falls.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 564/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-23-04 03:12 AM, in ASM to enable 3 exits? Link
Originally posted by Kratos Aurion
You could probably do the same thing to make 4+ but that would be rather awkward, though not completely useless if you were to use new path tiles triggered by the event to alter the path.


Think about that for a second... you enter one way (lets say the bottom) and you have four exits. How will that work?

Anyway, It could be possible, but you would need a custom block as since SMW originally came with only two different exit sprites. ASM could also do it, but you also have to remember about LM's limits. It would not allow you to edit the third exit in it, so you would have to use ASM...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 565/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-23-04 03:19 AM, in The Champs Report: It dosn't answer ALL your questions Link
Rips can be done in two ways to my knowledge:

1) Open up the rom you want to rip graphics from and find the graphics you want. Copy and paste to an ExGFX file.
2) Take a picture of what you want to rip. Put in a 128x64 bmp in 8x8 squares (like in LM) and import it in a tile editor.

Either way, you have to edit the palette yourself.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 566/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-23-04 03:32 AM, in SMB3 Workshop - Public Alpha Link
There is a bug. I zoomed in at max and scrolled down as far as I could. I then zoomed out and couldn't move the screen vertically. The level was off the screen. I had to zoom in, scroll up, and zoom out to fix the problem. Will you fix this?
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 567/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-23-04 04:08 AM, in Pokémon Hacking Forum Rules Link
Now, I am going to sound like a big meanie, but I have had it with something:

If you are going to say you are going to make a hack, SHOW SCREENIES! I have seen thread after thread after thread stating that the person is going to make a hack, but doesn't show a screenie. They say screenies later, but they never do. I hate those kind of threads. I want proof that these people are actually making a hack with photo evidence, especially with these R/S/FR/LG hacks.

This is the only forum that is bad with this. I hate no screenies because the person says they are going to do something but then it turns out they don't.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 568/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-23-04 04:13 AM, in SMB3 Workshop - Public Alpha Link
Ok, at least that bug is gone. It just got annoying when I did it.

It is a nice editor. I can't wait when you perfect everything else in it (map editing and such). Plus at least we see a whole lot of progress in this editor.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 569/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-23-04 04:17 AM, in Yoshi's Island Unknown Sprite Discovery Thread Link
Originally posted by Golden Yoshi
Originally posted by cpubasic13
SCF: Rocks from Bowser Battle (NO GRAPHICS GLITCH WITH ROCKS!)



Oooh, that's awesome. But does it crush the ground like it does in the Bowser battle?


Yes. You have to have the tileset be able to use object 14, though, so only a few tilesets would work.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 570/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-24-04 06:55 AM, in Continue Basic Land or Start New Hack? [SS, Info] Link
Ok, I have made very little progress with my SMW hack, Basic Land. In fact, the last time I started working on it rather than recently was the beginning of summer. Now I am in a predicament.

First off, I want to show you so far what I have done so far.

New sprite (NOT GRAPHICS WISE ONLY!!!). Acts like a shelless Koopa, but isn't affected by shells.

Smashed.

Proof that it isn't a shelless Koopa with changed graphics.

As you can see from those, I actually created a new sprite with mikejk's data. I like the sprite, although I am playing around with more sprites.

Here is the thing though. I now want to create a new hack with custom sprites and a complete level/graphics overhaul. I don't know whether or not to continue Basic Land and complete it first before starting the new hack, cancel Basic Land, or ice Basic Land until I get interest in hacking it again.

That is why I am asking all of you. I was wondering in your opinion what I should do. Continue, ice, or cancel Basic Land?
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 571/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-24-04 07:15 AM, in Continue Basic Land or Start New Hack? [SS, Info] Link
I never said it isn't. I just haven't been interested in hacking Basic Land in a while now until I found out this sprite code. I just can't seem to get into hacking Basic Land anymore... although if I start a new hack, there will be much more stuff for me to do.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 572/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-24-04 07:34 AM, in BG palletes Link
As far as I know... no. There isn't an easier way.

Unless I am completly mistaken...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 573/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-25-04 04:22 AM, in Continue Basic Land or Start New Hack? [SS, Info] Link
Ok, I have 4 votes to continue it, and 1 to ice it. It looks so far for me to continue it. I will... possibly, but that depends on if I can get motivated to get into it again... don't know if it is the game itself, or just the tileset I am working on, but I will possibly continue. I just want to see what happens in the next few days, especially with the hurricane and such...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 574/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-25-04 04:28 AM, in Starting a YI hack. Link
Liking what I see here, even with the graphic glitches. The boss looks fun, though.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 575/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-25-04 05:25 AM, in OMFG Link
Ok, first off saying you can't do this is bad. Never think that.

Also, you are rushing. You don't want to pick up an editor and begin editing gameplay and graphics and a while bunch of other stuff right from the start (unless you have had past experiences). Start slowly, such as with a level-only edit of SMW. Once you have done that, work with editing FG and BG graphics and then put those skills to the test in another hack.

Work slowly. It took me a while just to learn how to edit graphics myself... I learned how to rip myself, which leads me to another point. Don't come here for every question you need answered. If you want to find something out, use Google (mainly if you want to find something), ask others polietly, and even better is finding it out yourself through trial and error (after making a backup of course).

You are just working too fast. WAY too fast...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 576/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-25-04 05:39 AM, in SMB3 Workshop - Public Alpha Link
Error with the editor. Scroll down in the editor and then maximizing makes the scoll bar inactive and doesn't want to show some of the level... to fix is simply restoring the size of the window... but can get real annoying....
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 577/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-26-04 02:22 AM, in Disable sliding? Link
The best way I would find out how to disable it is to make a GG code that forbids you to slide. Then convert it to a hex offset..

I am pretty sure that there is a GG code already made that does that. Not 100% sure, though...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 578/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-26-04 02:33 AM, in Editing Sprites in ASM... Link
Originally posted by MathOnNapkins
If you want to change sprite behavior, sometime's it's enormously complicated, and sometime's it's very simple.


Have to agree with you there. Sometimes making a sprite is simple, but then when you want it to do something specific and setting where the graphics go, it gets complicated. Unless you have the proper notes...

I will just post the data that mikejk released on sprites (comes in handy). You may be confused at first but it is rather easy... just long...

NOTE: REALLY LONG POST!!!

0x03F46C -> 7E1656
0x03F535 -> 7E1662
0x03F5FE -> 7E166E
0x03F6C7 -> 7E167A
0x03F790 -> 7E1686
0x03F859 -> 7E190F

All of these tables are indexed by sprite number (starting with x00 for the shelless green koopa). Here's a few of my notes about some table values. I've still barely touched the surface of all this data. I have the RAM locations as the headers, cuz that's what I see in my trace logs.

7E1656
setting both bits 5 and 6 makes an enemy stompable
setting bit 8 changes the cape/star kill style

7E166E
setting bit 1 changes the gfx page
bits 2-4 tell which palette (8-F) the sprite uses
setting bit 5 disables fireball killing of the enemy
setting bit 6 disables cape killing of the enemy

7E1686
if bit 8 is set the sprite passes through floor
bit 7 is set if the enemy is sprite creating (which is created is in a different table)

7E1662
I've noticed that changing data here changes the area for sprite interaction. For example, you've probably seen in hacks where rexes have been changed into goombas, you can still get killed by an invisible rex head. Fixing this is as simple as changing rex's table value 0x03F5E0 (0x03F535 + AB) to x00.

Keep in mind that not all sprites use the data loaded from these tables. Some get new data from their own tables found in sprite specific routines.

For my demo, I just changed entry 12 to match entry 00 for all six tables. I then needed to make sprite 12 use the code for shelless koopas, so doing some tracing I found another very important table at ROM address 0x0087CC. This table holds the memory locations (2 bytes for each sprite) to go to for the handling of each sprite. Sprite 12 intially jumped to a RTS command (made sense since it's listed as a null sprite), changing it to use the shelless koopa's code finally gave me some results I could see. I had a sprite that acted like a koopa, but the graphics it used was off. 7E1602 holds the animation frame, but I needed to change the tiles that the frames used... more tracing, more tables.

0x009E7F is the begining of an offset table that is indexed by sprite number. 0x009D83 is the start of a gfx tile table that is indexed by a value in the offset table. For example the entry for a green shelless in the offset table is x09, so the gfx tiles for the shelless start at 0x9D8C (0x009D83 + x09). Again not all of the enemies are stored here. I started to document which were but lost interest. I'll include what I did find though:

(0)
82 A0 - koopa Walk 1
82 A2 - koopa walk 2
84 A4 - koopa turning
8C - koopa shell
8A - koopa shell ani 1
8E - koopa shell ani 2

(9)
C8 - shelless walk 1
CA - shelless walk 2
CA - shelless turn
CE - unused?
CC - shelless fliping shell
86 - struggling shelless 1
4E - struggling shelless 2

(10)
E0 - blue shelless walk 1
E2 - blue shelless walk 2
E2 - blue shelless turning
CE - unused?
E4 - blue shelless kicking
E0 - blue shelless struggling 1
E0 - blue shelless struggling 2

(17) para-goomba
a3 - straight goomba 8x8 tile 1
a3 - straight goomba 8x8 tile 2 (mirrored)
b3 - straight goomba 8x8 tile 3
b3 - straight goomba 8x8 tile 4 (mirrored)
e9 - tilted left goomba 8x8 tile 1 (mirrored)
e8 - tilted left goomba 8x8 tile 2 (mirrored)
f9 - tilted left goomba 8x8 tile 3 (mirrored)
f8 - tilted left goomba 8x8 tile 4 (mirrored)
e8 - tilted right goomba 8x8 tile 1
e9 - tilted right goomba 8x8 tile 2
f8 - tilted right goomba 8x8 tile 3
f9 - tilted right goomba 8x8 tile 4
e2 - straight parachute
e6 - tilted parachute

(25)
AA - goomba walk/struggling 1
A8 - goomba walk/struggling 2
A8 - goomba turning
AA - unused??

(29) para-bomb
A2 - straight
A2 - straight
B2 - straight
B2 - straight
C3 - tilted left
C2 - tilted left
D3 - tilted left
D2 - tilted left
C2 - tilted right
C3 - tilted right
D2 - tilted right
D3 - tilted right
e2 - straight parachute
e6 - tilted parachute

(37)
CA - bob-omb walking 1
CC - bob-omb walking 2
CA - bob-omb turning

(3A)
AC piranha plant closed mouth
CE classic/upside down stem frame 1
AE piranha plant open mouth
CE classic/upside down stem frame 2
83 displays behind left of jumping piranha frame 1 ???
83 displays behind right of jumping piranha frame 1 ???
C4 jumping stem 8x8 tile 1 frame 1
C4 jumping stem 8x8 tile 2 frame 1
83 displays behind left of jumping piranha frame 2 ???
83 displays behind right of jumping piranha frame 2 ???
C5 jumping stem 8x8 tile 1 frame 2
C5 jumping stem 8x8 tile 2 frame 2

(46)
8A - football

(47)
A6 - bullet bill

A4 - ???
A6 - ???
A8 - ???

(4B)
80 - spiny walking 1
82 - spiny walking 2
80 - spiny turning

(4E)
84 - spiny egg 8x8 tile 1 frame 1
84 - spiny egg 8x8 tile 2 frame 1
84 - spiny egg 8x8 tile 3 frame 1
84 - spiny egg 8x8 tile 4 frame 1
94 - spiny egg 8x8 tile 1 frame 2
94 - spiny egg 8x8 tile 2 frame 2
94 - spiny egg 8x8 tile 3 frame 2
94 - spiny egg 8x8 tile 4 frame 2

For my demo, I gave sprite 12 the same offset as the SMW goomba, and that's precisely what appears. The more I look through the ROM, the more tables I see, so hopefully this will spark some interest in documenting them.


Hope this helps somewhat... just be patient and experiment... mainly with sprite 12, since it is the first null sprite.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 579/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-26-04 02:54 AM, in my hack screenies Link
Nice... you deleted your post. Why did you do that?
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 580/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 09-26-04 03:01 AM, in screenshots Link
You didn't need to make a new thread... nor delete the post in that other thread...

First, upload your pics to the internet (I use Photobucket, http://www.photobucket.com). After that, type [img ]http://your.pic.url.here[/img ] (minus the spaces in the img boxes. When done, you can see your pic on here. Photobucket does this automatically also, so you could just copy and paste the code...
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Acmlm's Board - I2 Archive - - Posts by cpubasic13


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