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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

Level: 39

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Since: 11-07-04

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Posted on 07-26-05 06:17 AM, in Return of the Goomba Link
It starts out kinda weird but I plan on getting to all(most) of the questions in time.

Glyph Phoenix

Level: 39

Posts: 402/745
EXP: 385876
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Since: 11-07-04

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Posted on 07-26-05 03:02 PM, in Return of the Goomba Link
Glyph Phoenix

Level: 39

Posts: 403/745
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Since: 11-07-04

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Posted on 07-27-05 04:42 PM, in SMB3 pipes for blocktool, first release Link
It would appear that your release has a drunkening effect on SMW hackers. And with the combination of new toys and SMW hackers of lessening judgement, I'd stay off the streets, mikeyk.

*hic*
Glyph Phoenix

Level: 39

Posts: 404/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 07-28-05 06:25 PM, in hex editor doen't give me correct addresses? Link
Take a look at his other stuff, blackhole. This thread could probably be deleted a thousand times over before he can add up one and one.
Glyph Phoenix

Level: 39

Posts: 405/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 07-28-05 06:27 PM, in My Tilesets Link
Not bad. Not bad at all. I look forward to stealing this idea and using it for my own twisted ends.
Glyph Phoenix

Level: 39

Posts: 406/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 07-28-05 09:23 PM, in You FAD!!! Link
The thing is, fads are like characters in a series. You think they're dead, but then people miss them and the next thing you know they're back again even though you're all like "Hey, that should have stayed dead." Usually they come back a little different, but they come back.

And then there's when you use an uncool fad just because it's uncool to mess around and because it's so lame it becomes cool again. Weird shit.

But does AYB even count as a fad anymore? Fads die. CATS doesn't look like he's going down, no matter how tired we get of him. I personally don't mind. I say he takes those seven poorly ordered words and you go as far as he can with them.
Glyph Phoenix

Level: 39

Posts: 407/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-28-05 09:24 PM, in It's Sofa King impossible to go back ... Link
Eh. Layouts are a mixed bag, but even the bad ones are kinda fun sometimes. I have 56k and I've never had a real problem with slowdown.
Glyph Phoenix

Level: 39

Posts: 408/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 07-29-05 02:48 PM, in Learning SMW ASM [ASM howto] Link
Thanks, DF, I'll add that into the tutorial when I get to those two... but I really need to know how to write a JMP or JML address. Are we talking byte flipping like with the ram addresses or anything like that? Or is this a Lunar Address thing? Not knowing how to change the regular address you use to find an offset from the kind you use in JMP or JML statements is really what's throwing me here.
Glyph Phoenix

Level: 39

Posts: 409/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 07-29-05 02:57 PM, in SMW ROM addresses Link
Pah. STZ is an even better solution! 9C BF 0D will set your coins to zero and save you two bytes.
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 07-29-05 04:22 PM, in Need help on screens and scrolling Link
Well, so I was making this hack, and I thought to myself: wouldn't it be just awesome if there was a custom block that increased the number of screens in the level?

So I got to making this block, changing the address 7E005D. But if you've ever messed with that address you'll know that it won't work during levels, only when the level is loaded. A real disappointment.

But then, I got to thinking again... There has to be some address that tells the level when to stop and not let Mario pass. I really need that address, or something like that for my hack.
Glyph Phoenix

Level: 39

Posts: 411/745
EXP: 385876
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Since: 11-07-04

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Posted on 07-29-05 04:46 PM, in Need help on screens and scrolling Link
XD

XD

XD

That is the greatest problem I have ever had.
Glyph Phoenix

Level: 39

Posts: 412/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-29-05 08:54 PM, in My Tilesets Link
Not bad, not bad. The bush is a little weird since it's obviously made up of flipped tiles and you should probably change that, but still good.

This Zool tileset reminds me of the one from James Pond III. You should definately play that game. It rules.
Glyph Phoenix

Level: 39

Posts: 413/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-30-05 05:13 PM, in Need help on screens and scrolling Link
7E005E is very similar to the "XX screens" option in Lunar Magic. I've made two blocks to deal with this you can download.

If you increase this address beyond the regular screen limit, the game will glitch. That's why I use an invisible block at the start of the level to check if the starting number of screens is equal to the current number of screens and, if that's true, set the number of screens to 3. Because of the way that block is designed, you should never change 7E005E to the maximum screen limit. Feel free to change the block below so it doesn't have that dumb limitation.

Screen Reset Block

Here's a block with code that increases screens by 2... but it's got two major problems. The first is that because I can't find the damn blocktool information, I can't turn the block into a black space once you touch it. So it increases your screens by 2 every frame. For the time being I just set it to a coin block so after you hit it it does its thing and then turns into a brown block and gives you a coin, but it has some major problems...

The second is that you cannot increase your screens when on the final screen or else your graphics will glitch. Use at your own risk.

Increase Screens by 2 Block

If somebody could help me with turning blocks into 25 (permanently and completely, not just what they act like in addition to their usual effect) that would be great.
Glyph Phoenix

Level: 39

Posts: 414/745
EXP: 385876
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Since: 11-07-04

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Posted on 07-30-05 05:27 PM, in adding new power ups Link
Originally posted by The Crimson Chin
I'm pretty sure it can't. Unless you know how to program a SuperFX and the game's level layout is really similar to YI's.


Gah.

Did you even read d4s's post way back when? It was just a scanline thing and it can be done... no, HAS been done.

BMF's switch palace BG > You
Glyph Phoenix

Level: 39

Posts: 415/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 07-30-05 10:41 PM, in Got palette problems Link
You'll be better off just picking the palettes yourself. You'll have more control and you can organize it however you want.
Glyph Phoenix

Level: 39

Posts: 416/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 07-30-05 11:32 PM, in Sprites and such... Link
I'm not sure what you were talking about when you asked about "displaying code while the rom plays", seeing as how roms don't play and I don't know what you wanted to display the code, but Geiger's Debugger might be what you're looking for.You gotta back up your rom because the debugger rips off the header, but its "Show Hex" option will allow you to view and edit RAM addresses and ROM addresses during gameplay and if that's not what you're looking for it's got a bunch of other debugging things that will probably do the trick.

As for the code of enemies, use HyperHacker's MarioWorldReconfigurer. The ASM pointer part should be what you're looking for. But then again, you can't just edit the code of that flashing shell to make it come out of a pipe, you're going to need a generator and stuff.
Glyph Phoenix

Level: 39

Posts: 417/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-30-05 11:48 PM, in It's Sofa King impossible to go back ... Link
The only one I've got blocked is SonicandTails. His was nasty blue and everything.

Oh, and this new one I'm using is original... so... um... yay for originality? Or something? Eh.
Glyph Phoenix

Level: 39

Posts: 418/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-31-05 11:23 PM, in Good place to insert subroutine? Link
o_0

That'd be incredibly stupid. What if you were in water or on top of a background tile or in front of a ledge? It would be nearly impossible to eliminate all such occurances. And then the slowdown. And then the slowdown!

But this did give me a nifty idea for a level. What if, in a water level or something, Block 25 was a waterfall that pushed you down? And then you had to navigate under ledges and things like you do the salt shaker of Level Ate of Earthworm Jim 2, else you couldn't jump because of the watefall pressure. But even then screwing with Block 25 is an inelegant and problematic way to do that, and making waterfall tiles would be a better solution.
Glyph Phoenix

Level: 39

Posts: 419/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 08-01-05 12:18 AM, in Good place to insert subroutine? Link
"Kinda joking"? How the hell do you say something that is only "kinda joking"?
Glyph Phoenix

Level: 39

Posts: 420/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-01-05 01:33 PM, in LM Bug (or not) - Side Exit sprite Link
The Side Exit sprite has got limitations, as you can see. It creates fire at certain X/Y positions, once activated it won't turn off, and the side exit flag stays set for the rest of the level, even after pipe exits. So here are two blocktool blocks that will activate and deactivate the side exits for you.

Activate

Deactivate
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Acmlm's Board - I2 Archive - - Posts by Glyph Phoenix


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