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

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Posted on 07-10-05 03:42 AM, in ASM hack requests Link
I didn't ignore it. I just figured it'd be weird with both timers going and since you could easily get this effect by stuffing both of the different sprites in the same place and because I'm lazy I shrugged it off.
Glyph Phoenix

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Posted on 07-10-05 04:53 AM, in ASM hack requests Link
I sure can't do any of that. I'd first have to save all the variables somewhere and create a bunch of functions that deal with this and make changes and I am nowhere near displaying graphics on my own instead of just tweaking the system.
Glyph Phoenix

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Posted on 07-10-05 09:10 PM, in ASM hack requests Link
I didn't mean at the exact X and Y location, I meant placed right next to each other. Although I can't see a problem that can't be fixed by clever placing of both the P-switches, you have a couple of good points. And since I haven't really contributed anything yet, I might as well get on this.

Now, I'm thinking that the actual block will set the timers off (there's probably a function that will do that and all the p-switch things) and all that, but acts like block 25 as long as the timers are still active. If you make an animation that changes as long as a blue or silver P-switch is active it should look and work almost exactly like a P-switch except you can't carry it.

I'll get to working on this sometime. (Unless I can get somebody else to do it for me.)
Glyph Phoenix

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Posted on 07-10-05 09:22 PM, in SMW ROM addresses Link
Awesome, man. Every rom address that is listed here is one more question answered.
Glyph Phoenix

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Posted on 07-12-05 04:06 AM, in Custom Block... Link
That wouldn't make a lot of sense. I mean, you either bounce off a block or you pick it up... having both would neither work right or have any sort of purpose. Unless you planned on jumping on the sprite that came from the noteblock. In which case... why not just use on of those blocks that has a springboard pop out of it?
Glyph Phoenix

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Posted on 07-12-05 10:54 PM, in SMW ROM addresses Link
Awesome. That Mechakoopa's getting a makeover.

Now, does anybody know the spot in rom that handles Mario's spin jump? I want to get rid of Mario's cape flying (mikeyk already listed how) and instead make it so Mario can only spin jump when he has a cape. So I'll need to know where that location is in ROM.
Glyph Phoenix

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Posted on 07-13-05 06:21 PM, in If you were a soup, what kind would you be? Link
Bah. Tomato isn't even that good. And there aren't so many combinations; you might put cheese or sour cream but if you add much else it stops being tomato soup and starts being something else entirely.

As for me, I'd be ramen noodle soup. Ramen noodle is awesome. Clam chowder is good, too, but when you're feeling sick Ramen is still awesome (possibly even more awesome) while clam chowder is as consistant as vomit and looks like it too.
Glyph Phoenix

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Posted on 07-14-05 12:34 AM, in If you were a soup, what kind would you be? Link
Dang it. It's got broth. It's kinda like soup. Now I'm going to have to default to some stupid soup like chicken noodle. But CNS isn't ramen-worthy. Ramen's a consistant awesome, while CNS can be severely hurt in the taste category just because you didn't make the noodles smooth enough.

As for this, it isn't too bad. I prefer snakes though. Snakes are cool. That spider's just fugly.
Glyph Phoenix

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Posted on 07-14-05 11:03 AM, in SMB3 pipe demo... with corners Link
Working in autoscroll levels would be so awesome. You could create a scrolling level using the FAST setting where you'd have to jump through pipes really fast otherwise you'd scroll right into a pit or spikes or something.

MikeyK really went above and beyond the call of duty with these. Go him.
Glyph Phoenix

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Posted on 07-15-05 12:33 AM, in SMB3 pipe demo... with corners Link
Listen, DF. I can't even do a JML or JSL without having Super Mario World crash miserably. I'm just going to have to wait with everybody else on this one.
Glyph Phoenix

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Posted on 07-15-05 12:52 AM, in Is there a way... Link
If you don't plan on using the palette that appears after you complete Special World you might be able to repoint Bowser's Castle palette to Bowser's Castle Special World palette.
Glyph Phoenix

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Posted on 07-15-05 12:59 AM, in Unexpected death at level start- please help! Link
Originally posted by Knight of Time
I'm planning to make it a paradox of Donkey Kong Country 3.


Parody, man. Not paradox.

Now, usually the problem here is that your Map16 tiles are set to 130 (meaning your character is transported into a solid wall at level start and dies). You need to set whatever blocks you're supposed to go through to 25.

If that's not it, you'll need to show some screenshots because we aren't mind readers. We don't know what you did to the rom and we don't know what particular problems are causing Mario to die.
Glyph Phoenix

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Posted on 07-15-05 01:06 AM, in Spam. Link
Hey. It's an effective and accurate, if a bit pessimistic, way to do things.
Glyph Phoenix

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Posted on 07-15-05 01:08 AM, in Unexpected death at level start- please help! Link
Oh, damn. Forgot about that one. Yeah, the beginning Layer 2 and Layer 1 positions will have to be low or high depending on where Mario starts out. Otherwise the game will think Mario fell into a bottomless pit and therefore should be killed.
Glyph Phoenix

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Posted on 07-15-05 01:26 AM, in Is there a way... Link
What I meant was that if you weren't using that special world palette (which you're not) then you might be able to tell the game to always load the special world palette for Bowser's Castle but no other palette. That way you have a totally different palette to work with for Bowser's Castle but Vanilla Dome uses the regular one.
Glyph Phoenix

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Posted on 07-15-05 10:27 AM, in Palette problem Link
Darkflight's comment about hex editing was an assumption but getting into that is just nitpicking. Like, say, the nitpicking one does after being thorougly pwned by somebody in the way or Super Mario World hacking knowledge. And you can't be condescending unless you actually know what you're talking about. Now STFU.
Glyph Phoenix

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Posted on 07-16-05 03:56 AM, in Learning SMW ASM [ASM howto] Link
I'd like to extend my knowledge of this so I can extend this tutorial, but 65c816 has annoyingly few resources. I need to know how Direct Page accessing works and the syntax of jmp and jsl statements.
Glyph Phoenix

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Posted on 07-16-05 06:04 AM, in Something About Music Edition Link
This thread makes me sick to my stomach.

SMW does not use MIDI files. SPC is a totally different format.

But you'd still be wrong to say that one cannot be converted into another. A WAV file is vastly different from an MP3 which is very different from MIDI which is very different from SPC. But with the know how, converting any format to the next is very possible.

We'd all like a music editor for Super Mario World. So just wait until Blackhole finishes Solar Soundtrack.
Glyph Phoenix

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Posted on 07-16-05 06:17 AM, in ASM hack requests Link
Ha ha. It's that time again...the time where I say I'll do something but end up slacking off and putting it off indefinately.

But here. Have two blocks that activate and deactivate side exits instead.

Open up that crazy side exit

Close side exits

I'll probably get to that POW block sometime yet.
Glyph Phoenix

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Posted on 07-16-05 06:28 AM, in Something About Music Edition Link
Super Mario World is a game for the Super Nintendo. If you wanted to make music for its levels you'd need to convert it to SPC format and not MIDI which is a totally different format.

Unless you're talking about a program that would somehow interact with your emulator (or perhaps an emulator add on) that would play midi files based on the levels. But that would be even more difficult than just making the damn SPC and it would be incompatible with other emulator types.

This idea of yours makes no sense. If you want to play music during Super Mario World turn the sound off and get a fucking boombox.
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