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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by cpubasic13
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cpubasic13
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Posted on 10-16-04 05:34 AM, in Uber green koopas..? Link
...easy peasy. I have already done this and made a shelless koopa that uses a different area of the graphics and is unaffected by shells...

That was using mikejk's data. I will probably look into how each of the stuff works and submit what I figure out. What you did was change the first set of the sprite tables to make it so that the green koopa interacts a specific way. Hmmm... what value did you change it to?
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-17-04 11:42 PM, in Cryogenical experiments continue. SMW: ALttP unfrozen. Link
Screen 1: Nice and interesting...
Screen 2: Good FG palette. Nice.

I am glad this hack is going back up to speed. I can't wait to see the lightning effect (this is that hack, right?).
cpubasic13
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Posted on 10-18-04 12:36 AM, in Yoshi's Island Unknown Sprite Discovery Thread Link
Sorry for the big bump, but I do have valuable data that can be used. These sprites will help level design greatly.

1BA: Change to (Cave Graphics/Blue Palette X&1)
1BB: Change to (Grass Graphics/Green Palette X&1)
1BC: Change to (Submarine Graphics/Sub Palette X&1)
1BD: Change to (Castle Block Graphics/Red Palette X&1)
1BE: Change to (Snow Graphics/Snow Palette X&1)
1BF: Change to (Mud Tileset/Mud Palette X&1)
1C0: Change to (Castle Tileset/Red and Cyan Palette X&1)
1C1: Change to (Flower and Grass Tileset/Cyan Palette X&1)
1C2: Change to (Cave Tileset/Greenish Palette X&1)
1C3: Change to (Grass Tileset/Yellow Palette X&1)
1C4: Change to (Wooden Castle Tileset/Yellow Palette X&1)
1C5: Change to (Sewer Tileset/Sewer Palette X&1)
1C6: Change to (Flower Tileset/Greenish Blue Palette X&1)
1C7: Change to (Flower and Grass with Rocks Tileset/Dark Green Palette X&1)
1C8: Change to (Rocky Castle Tileset/Brown Palette X&1)
1C9: Change to (Flower and Grass with Line Guides Tileset/Green Tileset X&1)

This was used in 3-4, from the mud to the castle tileset. Also these are used in 4-4 when you go from the grass tileset to the castle tileset.

As for your question, Mutation, what will happen is the graphics will be glitched. That is all. No screenshot needed.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-18-04 12:48 AM, in Short but Sweet Pokémon Hack I'm starting... Link
Killer hen! AHHHHHHH!!!

This looks really cool. I like your Pokemon ideas also. They are creative, which you don't really see much. I like the sprites and I hope you make some more good ones. Whether or not they are serious or funny is not really important. Just be creative.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-18-04 12:54 AM, in Custom Backround Insertion Problems "Colors" Link
You need to change the palette. Change it using the palette editor in the overworld editor (it is the star button). Find the palette of the submap you are editing and change it. Some palettes are shared, such as the cave and Bowser submaps. I don't know if it is the same with the star world and special.

Edit the palettes and you will then have it to work.

EDIT: I made post 11111 in this forum. Weird...


(edited by cpubasic13 on 10-17-04 03:59 PM)
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-19-04 04:29 AM, in Yoshi's New Isle Update [SS] Link
Beta testers: I am trying to get my beta up on Freewebs but it isn't working for me. I will have to use my old Geocities account... if it will work! AHHHH!!! So you will all have to wait a while... which can be from one day to a week, as I am probably going to get a job.

I originally was going to make it short, but since the first part had some space left over, I decided to add a little bit to it (the first part is with the castle blocks with the 3D effect).

Sure you want to see screenshots, right?


Start the scroll!

The tileset goes from castle blocks to general castle tileset with just 2 sprites.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-19-04 04:41 AM, in More Sprite Data [Info] Link
NOTE: This is a long post. You have been warned

These are my notes on SMW sprite data, which uses mikejk's data. I went in depth to figure out how the sprites are programmed and these are the notes I have. None of this will make since unless you see the beginning of his notes, so...

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.


Now for my notes. I don't know if the bits are what they should be so please correct me if I am wrong. Also, I experimented with the cape only, so some of the bits I did not know about probably deal with the fireball, so someone check them out.

x03F46C

In the notes, he says it deals with whether it is stompable or not. Bit 1 (Not sure if it is bit 1... bits read as 00000001. Correct me if I am wrong) will determine whether or not it goes through the ground. Setting bit 2 makes it bounce very weirdly. Bit 3 does somewhat the same as bit 1. Bit 4 makes it slide on the ground. Bit 5 makes it stompable. Bit 6 does nothing? Bit 7 will determine whether or not to go in shells. Bit 8 determines whether or not it will die by "falling" or going "POOF!"


x03F535

Says for sprite interaction. Bits 1 to 5, I don't know what they do. Bit 6 makes the sprite have a "head" like a Rex. Bit 7... well, probably deals with the Koopas, but I am not sure. Bit 8 makes the sprite just fall when you jump on it.

x03F5FE

Palette. If it is an even number (00, 02, 04, 06, 08, etc...) will set the palette to page 1, and the palette (Example: 00 would be sprite palette 0, page 1. 02 be page 1, palette 1. Get it?) Odd numbers make it page 2. Simple. Nothing complex.

x03F6C7

Hmmm... he wrote nothing on this... so... Bit 1 made the gravity for when dead really heavy. Bit 2 made it invincible to the cape, but it still jumped in the air. Bit 3 I don't know. Bit 4 is unknown. Bit 5 same. 6 same. 7 same. Bit 8 makes the sprite untouchable by Mario unless you use the cape (Set Bit 2 and 8 for NPCs for a village!!!).

x03F790

Says walk through floor or sprite creating. Bit 1 does nothing. Bit 2 same. Bit 3 made it so when the sprite falls onto another ground, it walks 3 pixels in the ground (wha?). Bit 4 makes it not interact with shells (maybe other sprites). Bit 5 does nothing. Bit 6 same. Bit 7 makes it an exploding Bomb-omb when you jump on it! Bit 8 makes it fall through the floor.

x03F859

He wrote nothing on this either. Bit 1 does nothing. Bit 2 same. Bit 3 same. 4 same. 5 same. Bit 6 made the death 16x32 pixels big. Bit 7 nothing. Bit 8 same.

x0087CC

Involves coding of the sprite. 2 bytes per sprite. I got it to freeze sometimes with some values, so now to experiment with sprite 12 (I made it a sprite like the shelless koopa for this part).
I set the code to 20 8A and it made a sprite stay still with no animation. Evil hidden guys? 20 8A made it do the same, but not interactable. So... now for the bits set.
Setting second byte's bit 1 makes game crash. Same with both bits 1 set. It will be hard to make this typed up so here is a little table.

Byte 1 bits | Byte 2 bits | Effect |
-----------------------------------------
00000000 | 00000001 | Crashed |
00000001 | 00000001 | Crashed |
00000002 | 00000001 | Crashed |
-----------------------------------------

I gave up since a lot of the stuff crashes the game. I did, however, make an interesting sprite. It will slide to the right at a fast speed. Set the bytes to 33 8A to have this sprite. That is an awesome sprite in my opinion. Wait... set the first byte to 4D and second byte to 8C and you got a jumping sprite. I did notice that the second byte is usually 8X (X is a number). Mess around with this, somebody, and figure it out.

The last thing is the graphics section at offset x009e7f and x009d83. The first edits the graphic tiles that the sprite uses. The second... I don't know what it does.

This is all that you really need to know about sprites. Now someone make an editor as I am tired of using a hex editor.

Hope you understand them.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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From: Blame my parents, Eddy

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Posted on 10-20-04 04:02 AM, in More Sprite Data [Info] Link
Well, from what you said about the sprite, you did something that deals with the sprite interaction. Maybe you messed around with the sprite interaction of it. Probably with bits 1-5 of it... hmmm... I should try it out...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-20-04 04:07 AM, in Cryogenical experiments continue. SMW: ALttP unfrozen. Link
The background looks like a background from Ed, Edd n Eddy, not in design, but in shading... there is none! This is a good thing, though, although I would recommend a few more tree layers...

Otherwise good.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-20-04 04:12 AM, in a quick question about Egg Vine Link
Sometimes just fetching badgers relaxes you when you get stumped on something. It does for me, anyway. Stupid castle walls!
*fetches badger*
Hahaha! Now I can work on it.

This also works with the About dialouge. Funny stuff...
cpubasic13
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Posted on 10-20-04 04:24 AM, in Yoshi's New Isle Update [SS] Link
Originally posted by gnkkwinrrul
Looking great But it seems as if 1-8 is extremely long....


Ummm... not really. I just posted a lot of screenies of it. I posted more screenies of it then any other level.

Betas: Turned out, it did actually upload... didn't show it yesterday, but it did today... so enjoy the beta!

Now for an user interactive moment: What kind of theme should 1-E have? I want one of the following:

-water
-scrolling
-falling rock
-Poochey!
-nightime with ghosts

I can't choose which one though. Any suggestions? If you have another theme, feel free to tell me.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posts: 652/1346
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From: Blame my parents, Eddy

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Posted on 10-20-04 04:46 AM, in More Sprite Data [Info] Link
Bad idea. You know how many people would submit different types of stompable goombas? Lots. Plus not only that, it deals with the graphic locations which would have to be described where exactly they are stored.

Even with the hex code thing, it would be difficult for people to understand what they are doing. Maybe they want to alter the sprite, but they can't because they don't know what does what. That is why I would like people to use some editor that actually describes what you have to do so maybe we could have some interesting sprites.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-20-04 04:55 AM, in More Sprite Data [Info] Link
Then again, there were a few things I did not know about in the sprite interaction area. You probably did change those bits and that happened. Notice this...

x03F6C7

Hmmm... he wrote nothing on this... so... Bit 1 made the gravity for when dead really heavy. Bit 2 made it invincible to the cape, but it still jumped in the air. Bit 3 I don't know. Bit 4 is unknown. Bit 5 same. 6 same. 7 same. Bit 8 makes the sprite untouchable by Mario unless you use the cape (Set Bit 2 and 8 for NPCs for a village!!!).


Notice bit 8 and what it does... that means you changed this byte. Mess around with it...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-20-04 05:01 AM, in Yoshi's New Isle Update [SS] Link
I would if I could, but not only am I low on bytes available in the game, the sprites that change the tileset only change the foreground, not the background or sprites. And since falling rocks, ghosts, and Poochey were never used together...

I am thinking of a water level though... but I want some opinions...
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-21-04 03:06 AM, in More Sprite Data [Info] Link
To answer HH's questions:

So in RAM would they still be indexed by sprite #, or the order of the sprites in the level? And if you wrote to them would they go back to normal in the next level?


Well, that was from mike's notes, not mine. The sprites do work on more than one level. I have tested it and it did work.

So set bit 7 and it'll turn into a shell sprite when you stomp it? And what is falling/going "POOF!"?

No. Bit 7 deals with whether or not the sprite will jump into a shell (Koopas use this). And for when it falls, it is like hitting it with a cape, but it doesn't jump, but fall. And the POOF! thing makes it explode instead of fall or get squished.

I assume what you mean is bit 6 toggles whether the sprite is 8x8 or 8x16?

Yes and no. This makes the interaction area 8x16, but not the graphics look like that.

So the lowest bit toggles the palette page? Any idea what the rest do?

Not really, but I could figure it out. I would think, though, that this is all you need, as I tried using 17 instead of 07 and... well, I think it did the same thing as 07. I will have to check that again.

Is there a sprite that does this normally?

I don't think there were... unless I am mistaken...

So it acts like you killed it, but when it hits the ground it goes back to normal? Or does it just jump up?

It just jumps up. That is all.

What exactly does this do?

mikejk said it will decide whether or not it will fall through the ground. Bits 1 and 2 do nothing that I could see.

As in when you stomp it it becomes a bob-omb about to blow? What happens if this is set along with the bit that makes it go into a shell?

When you stomp on it, it will turn into a bob-omb about to explode. I have no clue what will happen when it goes in a shell... maybe a suicidal sprite... I will have to check into that...

Pic?

No need. Imagine the Koopa falling dead. That is all it does...

Same as...?

Same as the previous bit, but since I only use "same" when there is no effect, when you see same that means I don't know what it does.

Hope this helps... somewhat...

Smallhacker: Can't wait to see the editor.
cpubasic13
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Posted on 10-21-04 03:15 AM, in Solar Soundtrack - unfrozen once again. Link
Looking very good. This will be one of the editors that I will be really looking forward to. Great work with it.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posts: 657/1346
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Posted on 10-21-04 03:22 AM, in Yoshi's New Isle Update [SS] Link
A sky level... that would be cool. Very cool idea. Why didn't I think of that? That is perfect.

And maybe some Goonies or Gustys... or lots of them. That would be really cool.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-21-04 03:27 AM, in Hack pages and links Link
Don't forget EggWiki. That place needs more people...

http://eggvine.wootest.net/wiki/index.php/Main_Page

If you hack Yoshi's Island, go there and help with data files and stuff.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posts: 659/1346
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Posted on 10-21-04 03:39 AM, in More Sprite Data [Info] Link
Originally posted by HyperHacker

BTW, what I meant about the RAM tables was: say you wanted to change some attribute of a Green Koopa during the level. Would you write to index #4 on the table, or would that only modify the 4th sprite in the level? And when you went to another level, would the data still be changed or would it go back to normal?


That would modify the Green Koopa, not the fourth sprite in the level. I tested this when making a sprite similar to a shelless koopa and placed many in it and they work fine. Going from one level to the next is no problem either as that info stays intact throughout the game.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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Posted on 10-21-04 03:43 AM, in Mario's Return demo 1 Link
A picture is worth a thousand words... and...

...this is what I get in the first level...

It isn't my rom as every other hack that is released works perfectly. The only problem with this is ExGFX... it doesn't like ExGFX for some reason... anything edited in the original tileset works fine (notice the pic), but anything ExGFX does not work...
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Acmlm's Board - I2 Archive - - Posts by cpubasic13


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