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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 08-18-05 11:26 AM, in What is the your favourite type of level Link
It's not unique. I made a level like that in my hack, Mariostrocity. And it wasn't cool then. Spin jumps like that suck, and as soon as somebody finds the address I'm going to remove spin jumps altogether. It's hard and spinning to avoid taking damage from spikes is a stupid concept altogether. Nintendo never should have implemented it.
Glyph Phoenix

Level: 39

Posts: 462/745
EXP: 385876
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Since: 11-07-04

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Posted on 08-18-05 11:35 AM, in SMW ROM addresses Link
Does anyone know where the spin jump code is?
Glyph Phoenix

Level: 39

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Posted on 08-18-05 11:41 AM, in SMB3 Workshop - Public Alpha Link
Yeah, but maybe it's a good thing this was bumped. It's a nice reminder that it's been months since somebody updated this and right now we've got a lot of feature-lacking SMB3 editors but no real definitive one. Hukka should pick this one back up or something.


(edited by Glyph Phoenix on 08-18-05 02:42 AM)
(edited by Glyph Phoenix on 08-18-05 02:42 AM)
Glyph Phoenix

Level: 39

Posts: 464/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-19-05 04:44 AM, in Coding Sprites Link
If you're suggesting that SMW hacked to be like SMB2 will be really similar to hacking the SMB2 allstars version you're wrong.
Glyph Phoenix

Level: 39

Posts: 465/745
EXP: 385876
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Since: 11-07-04

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Posted on 08-19-05 09:21 AM, in Coding Sprites Link
@peter_ac: I was referring to what mikepjr said. It was his usual incoherent drivel, so I probably misinterpreted it.

Originally posted by mikepjr
He can actualy make it like SMB2.

And then we could actualy hack Mario allstars mario 2.


I translated that as

Originally posted by mikepjr
Peter_ac's SMB2 hack will help us hack the SMB2 part of Super Mario allstars.


Or something like that. But maybe he was just putting two unrelated sentences together or some crap like that.
Glyph Phoenix

Level: 39

Posts: 466/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 08-19-05 09:21 AM, in SMW ROM addresses Link
The code that runs when Mario spin jumps. Oh, and if there's a branch or jump statement that leads to that code, I would like to know where that is as well. I plan on finding a way to make it so mario only spin jumps when he has a cape. Or, if I don't have enough room or know-how or some such, I'll just make it so he can't spin jump at all.
Glyph Phoenix

Level: 39

Posts: 467/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 08-19-05 12:33 PM, in Coding Sprites Link
Parabeatle, eh? Would that be the kind that sing songs like Mario's Silver Hammer, Rocky Racoon Leaf, A Hard Day's Night(because Mario kept stepping on us) and Koopa in the sky with diamonds?
Glyph Phoenix

Level: 39

Posts: 468/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 08-21-05 12:11 PM, in Editing Cape Mario Link
Good ol' MikeyK has found the cape flying. Change 00586F from 90 to 80 to disable cape flight

I don't know cape smacking, though.

But if you're looking for other cape-related stuff MikeyK's post on this page.
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 08-21-05 05:57 PM, in Release: HDMA package 1 Link
Ugh. The thread doesn't even cover things like the stack (yet). It doesn't cover scan lines. You can't toss something like HDMA in there.
Glyph Phoenix

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Posted on 08-22-05 12:52 PM, in ASM hack requests Link
I am much more likely to cause more glitches attempting any of those things than to actually fix any.

But, on the BG thing... I have to wonder... doesn't the game just read the next data directly after the BG data? Could you reserve that space and manually hex edit the data after it to be the background data you want?

Because if you're looking for any other kind of solution I probably can't help you with it.
Glyph Phoenix

Level: 39

Posts: 471/745
EXP: 385876
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Since: 11-07-04

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Posted on 08-22-05 02:01 PM, in Pipe Colouring Problem Link
HH posted something about this very thing in the ROM address thread today.
Glyph Phoenix

Level: 39

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EXP: 385876
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Since: 11-07-04

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Posted on 08-24-05 06:49 PM, in ASM hack requests Link
Jeebus. All the RAM number crunching must be getting to me; I can't believe I didn't see a solution like "Check for Y speed". Good job, though.

But what if you run at it from the side? You might end up being trapped within the box and Mario dies.
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 08-24-05 11:08 PM, in ASM hack requests Link
We need some status bar expansion, then... we can't have Mario having A0 coins, can we?
Glyph Phoenix

Level: 39

Posts: 474/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 08-24-05 11:09 PM, in My Bullet Bill is really messed up Link
Hey. The tables MarioWorldReconfigurer use do not contain the sprite's code. It contains a pointer to the sprite's code and a couple variables like whether or not Mario can jump on the sprite, but lots of the main code is contained at the space that the sprite points to.
Glyph Phoenix

Level: 39

Posts: 475/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 08-25-05 04:24 AM, in My Bullet Bill is really messed up Link
All generator sprites only work in their original positions. You can't make a new sprite with generator code for some reason. It would seem that cannons are the only ones known to follow that rule as of yet.
Glyph Phoenix

Level: 39

Posts: 476/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 08-25-05 04:30 AM, in ASM -> Machine code guide? Link
Wait... so you want to know how to change ASM to machine code? There are a couple of guides that show, like...

LDA imm8/16 | A9 XX

Or something like that. Whenever I want to change an opcode, like in this example LDA, I just compare the opcode to the hex sequence. Basically LDA #02 (or whatever you write to signify immediate opcodes) translates to A9 02 in hex.

There should be a link to one of the guides I use with tables like that in the inappropriately named ASM thread.
Glyph Phoenix

Level: 39

Posts: 477/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 08-25-05 06:27 AM, in ASM hack requests Link
OWNED.

Man, I need to think outside.. er... below the box more often.
Glyph Phoenix

Level: 39

Posts: 478/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 08-26-05 06:14 PM, in Is this possible? Link
Peter_ac, do you have any idea of what you're talking about? Because from your "20 berries" solution it seems pretty clear that you don't.

Now, this is actually pretty tricky... I don't think there's a simple solution because the moment the "block acts like" setting is set to 12E, it should act solid, right?

You might need to code a new block altogether; one that would produce a sprite and turn to tile 25 when you press B. But that's an awful lot of work for just a mod of the blue block.

In short, this is one of those things that you're probably better off not doing and simply dealing with the built-in blue blocks. That is, unless there is a subroutine you can call that will deal with the grabbing but not the solidity. If there is such a thing and someone knew its location, I could whip up a block pretty easily.
Glyph Phoenix

Level: 39

Posts: 479/745
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Since: 11-07-04

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Posted on 08-26-05 06:20 PM, in Mario Land Remake Link
This does actually look kinda cool. You should fix the strange black turn block and keep the pyramids and pipes from coming off the edge of the platforms, though.
Glyph Phoenix

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Since: 11-07-04

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Posted on 08-26-05 06:27 PM, in What's the deal with sprite generators? Link
I have been pondering the creation of a boss that consists of a block that you can hit to decrease its HP and a sprite on top of it which generates enemies for Mario to dodge. (Because I'm not good enough to build a real boss...)

So, I whip out MarioWorld Reconfigurer. I check the Bullet Bill Generator's code, because I'm thinking that a sprite with the code of the Bullet Bill but which shoots, like, spinies or something would be nice. I look at its sprite pointer. It's not valid.



...okay, what's the deal here? Sprite generators have invalid sprite pointers in MWR and they apparently only work on the sprite number that they were created on. I'm not nearly skilled enough to figure this one out on my own, so I turn to the board to solve this spritely conundrum.
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