Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Glyph Phoenix
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38
User Post
Glyph Phoenix

Level: 39

Posts: 441/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-08-05 08:33 AM, in my hack is gone! Link
Yeah, newbie threads tend to suck. The only decent newbie thread I've ever seen was Breakman's because he used myriad in a sentence correctly.
Glyph Phoenix

Level: 39

Posts: 442/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-09-05 10:52 AM, in SMW ROM addresses Link
While we're on the subject of the status bar, I'd like to know where the code for showing the big bonus star numbers are. I would like to change the big counter so it shows your time instead of bonus stars, if possible...
Glyph Phoenix

Level: 39

Posts: 443/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-09-05 11:38 AM, in Reversable switch blocks idea . . Link
I think I get it. And it's not entirely possible; I don't think you can change the "What level does this overworld tile point to" table by events... so you'd have to change your original level tile to a path and have a new level appear right above it or something that you can only now get to now that the old level has turned into a path.

But that's all a pain to do and it'll look stupid to the player. In the rom address thread there's a bunch of information about having blocks turn into outlines instead of the other way around.
Glyph Phoenix

Level: 39

Posts: 444/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-09-05 12:09 PM, in Favorite SNES games Link
Originally posted by Xeolord
Just to clerify, do you mean Bahamut Lagoon?

If so, then I can somewhat agree. I never learned how to play that game correctly, it was just ... chunky.


Um... he was ranting about hit detection and sword length. Bahamut Lagoon was a tactical RPG. Do the math.
Glyph Phoenix

Level: 39

Posts: 445/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-09-05 09:54 PM, in New Program: SMW Thank You Message Importer Link
Because it would be a lot of work? Because you'd run out of tiles pretty quickly if each letter had more than one display speed?


(edited by Glyph Phoenix on 08-09-05 12:54 PM)
Glyph Phoenix

Level: 39

Posts: 446/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-09-05 10:03 PM, in Super Mario Sunshine (SNES Style) demo Link
You would need major ASM in order to get the powerups to be anything like FLUDD, though. Unless you think shooting bouncing balls of water from your hands is like Super Mario Sunshine.
Glyph Phoenix

Level: 39

Posts: 447/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-12-05 07:02 AM, in Coding Sprites Link
Originally posted by Keikonium
Anyway, what about the unused sprites from F7 to FF? I know that if you try and edit them the game glitches/freezes, but they are in a table and are unused. I think they are generator options tho.


Something HH said lead me to believe that sprites F7-FF aren't actually valid and changing anything at that point is actually changing code for something completely different. But I'm not sure.

Originally posted by Smallhacker
Mikeyk, the one who basicly appeared out of nowhere with sprite information in his hands never ceases to amaze me.


Somebody oughta start a religion around this guy.



And is anybody sure that 96 isn't the sprite that comes out of Splittin' Chuck?
Glyph Phoenix

Level: 39

Posts: 448/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-12-05 07:15 AM, in Learning SMW ASM [ASM howto] Link
Also, Fu, you've got the power of Win-compatible Jeremy Gordon's assembler on your side.

Hex editors work just fine for little edits. For more advanced stuff you'll need more advanced tools, but that is beyond me and beyond these tutorials.

Edit: Added a bit more tutorial information.


(edited by Glyph Phoenix on 08-11-05 10:41 PM)
Glyph Phoenix

Level: 39

Posts: 449/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-12-05 06:27 PM, in Unused Layer 3 image? Link
Sheah. This would have to be one of the greatest SMW discoveries in a long time. Since it turns out 88 is used... maybe Fu will release another LM to accommodate for this?

Anyway, if nobody else is planning to I should probably make a cage level. The only problem is that the cage uses graphics also used for the layer 3 bg in certain levels... maybe Fu will release a new LM to load layer 3 ExGFX then?

Hey, a guy can dream.

This is obviously a great discovery. You can't look at this and not say it's a great discovery. But the question is... is it the last one? Is this the last big thing we'll find in Super Mario World? It's probably one of the most hacked games ever, thanks to Lunar Magic... how many more things are there left to find?
Glyph Phoenix

Level: 39

Posts: 450/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-13-05 04:21 AM, in Request?? Link
Peter_ac had no less right to tell MM that than you had to tell Peter_ac what you did. Being a mod doesn't make your posts any more sound than the posts of nonmembers. Kyouji Craw is a mod and if we all took his advice most of us would be dead. (This isn't exaggeration. A lot of his advice involves killing yourself.)

Being a mod lets you delete, edit, and trash posts, view some restricted files, and it turns your name to an extremely light shade of blue. Last I checked, a lighter font color != WHOMG absolute authority. You enforce the rules, you do not make them.
Glyph Phoenix

Level: 39

Posts: 451/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-13-05 05:10 AM, in ASM hack requests Link
This one is actually pretty easy. Just take a new page in the map16, set its graphical tiles all to F8, and set the "Block acts like setting" to whatever powerup block you want. The only nasty problem with this one is that you should still be able to jump on it, even though it's invisible.

In order to fix this you can make a blocktool block with the following code (I just made it up on the spot so it might not work. Heh.)

A0 XX A9 YY 8D 93 16 60

XX should be the first number of the powerup block you want. IE. 1 if you want your block to act like 130, 0 if you want it to act like 030. YY is the next two digits. Set the blocktool settings to -1 for everything except Below, which should be 0.

Now it should act like whatever the LM setting is until you hit it from below at which point it will act like whatever your code is supposed to set it to. The only problem is that if you jump directly on it from above it may turn into a solid block and kill you. See, this is why you're really better off just making a regular block invisible. Because I don't know what I'm talking about.
Glyph Phoenix

Level: 39

Posts: 452/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-13-05 08:25 AM, in Unused Layer 3 image? Link
They don't exist. You'll have to make your own.

Originally posted by Smallhacker
Originally posted by Glyph Phoenix
The only problem is that the cage uses graphics also used for the layer 3 bg in certain levels...

You know, it's not impossible to edit which tiles to use. I checked and the data is stored right before the wooden smasher data. Tell me which tiles to use instead and I can change it for you. The biggest problem might be the fact that you can't have winged enemies. Also, the collision detectioning with the cage isn't perfect in auto scrolling levels.


Thanks for the offer, Smallhacker, but I'm not sure exactly what I want to point it to and all. This is the kind of thing people would want to know in the future... so if you could put the starting and ending addresses for the thing in the ROM address thread, that would be great. They follow the ol' 1 byte tile, 1 byte tile flip and palette setting thing, right?
Glyph Phoenix

Level: 39

Posts: 453/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-13-05 12:44 PM, in Unused Layer 3 image? Link
Originally posted by Ikuzou
andres: It mainly uses GFX 2B.



Do'h! Misinterpreted the question.

Anyway, if the bars aren't the right GFX, why do they seem to fit so well? It doesn't look like Nintendo bothered getting rid of a lot of the stuff they put in. What are the chances that they overwrote graphics for a feature they don't use in the game with graphics that happen to fit but aren't what they're supposed to be and are once again not used in the game?

And Kei, it's up to you and the other not-afraid-of-glitches people to test them out and see for yourself which sprites do what.
Glyph Phoenix

Level: 39

Posts: 454/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-14-05 04:34 AM, in Free notes, anyone? Link
This topic would be considerably less stupid if you just posted it for everyone to read.
Glyph Phoenix

Level: 39

Posts: 455/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-14-05 12:28 PM, in Odyssey... Link
There ya go, folks. Living proof that talent != happiness.
Glyph Phoenix

Level: 39

Posts: 456/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-16-05 04:55 AM, in Unused Layer 3 image? Link
Yes, the pirate sucks. But you have to keep in mind that since Nintendo didn't make it, somebody had to go and do everything in that game themselves. That shouldn't excuse crap like Mario's palette or the physics, but keep in mind that this is much more a gimmick by somebody and this took more work than even amazing stuff like Super Mario Odyssey because they started from scratch.


(edited by Glyph Phoenix on 08-15-05 07:56 PM)
Glyph Phoenix

Level: 39

Posts: 457/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-16-05 01:23 PM, in Disabling the Fade-out? Link
Just in case anyone wanted to know, Kyouji Craw was dead wrong about the question block sphere and now he's just trying to weasel his way out of his earlier comment. Trust me, folks, it may look like he knew what he was talking about with the vertical sphere thing, but he doesn't.

I know because neither of us knew the vertical level rule. I was originally going to post something hateful after Luigi-san. But then I decided to convince Kyouji to do it instead because if we turned out to be wrong he'd get the blame.
Glyph Phoenix

Level: 39

Posts: 458/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-17-05 03:49 AM, in What is the your favourite type of level Link
I don't think I've ever seen the mechanical factory tileset done, so I voted for it. I personally don't like most of these, because they've all been done before. The levels that shoot for something totally different than any one I've seen before would be my favorite. But voting "other" sucks because you never know what kind of "other" you mean until you read the whole thread, and if you never do, you'll never have any idea of what the person really meant.

Edit: Oh, and all of you should look for the James Pond III rom. It's got totally awesome and new levels; it'd be a great inspiration for any level designer. And it's really fun.


(edited by Glyph Phoenix on 08-16-05 06:53 PM)
Glyph Phoenix

Level: 39

Posts: 459/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-17-05 04:44 AM, in What is the your favourite type of level Link
Well, as long as it's not ugly. But yeah, the more interesting the idea, the better the level. For the love of ROM, you just have to make interesting levels with interesting themes. Without people finding different ways to make more interesting levels, then ASM is the only way anyone can make interesting hacks.
Glyph Phoenix

Level: 39

Posts: 460/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-17-05 09:27 AM, in Custom music Link
http://board.acmlm.org/thread.php?id=15489

Here you can learn a bit about how SMW works, but if you want to learn about making custom music for SMW you should check old threads Blackhole89 made about custom music.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38
Acmlm's Board - I2 Archive - - Posts by Glyph Phoenix


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.018 seconds.