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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 09-13-05 07:14 PM, in An Idea: SMW: Sands of Time Link
That'd be a waste of time. It'd be a huge hassle to create a program that checks the save file for changes, and upon those changes, renames it and opens up another rom. It'd be a lot of setup for what would just take you a second to do. Click on your rom. Change the name. Double click on the rom. Is that worth setting up a program?
Glyph Phoenix

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Posted on 09-14-05 10:21 PM, in Damn it (Sendy's World) Link
Sendy, do you have any repeat blocktool blocks, or do you link the new block to the old block?
Glyph Phoenix

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Posted on 09-14-05 10:24 PM, in blue koopa tile problem!!!Help!!! Link
You didn't accidentally paste the goomba over the blue koopa tile, did you?
Glyph Phoenix

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Posted on 09-15-05 12:46 AM, in Tell me what you think about these ideas... Link
Plus, we've already seen 'em. Levels from SMB3, SMB2, SMB1, and SML have all already been done in TLC, by peter_ac, and Sgraff87, and others.

Technically we've already seen 'em twice, since, y'know, you're stealing levels directly from those games.
Glyph Phoenix

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Posted on 09-15-05 01:07 AM, in Tell me what you think about these ideas... Link
Actually, every time you play a rom you're pretty much stealing. I was referring to the fact that if you take a level from a SMB game, chances are we all have already played it both in the original game and in someone else's hack, where they took th level from the same game.

So it's just a lot better to simply design your own levels.
Glyph Phoenix

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Posted on 09-17-05 02:03 AM, in I'd like to redeem my coins now. Link
What the heck are these stats based on?
Glyph Phoenix

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Posted on 09-17-05 02:30 AM, in I'd like to redeem my coins now. Link
Where'd you get that information? I'd like to see a more detailed explanation...

...see if I can cheat the system...

...stuff like that.
Glyph Phoenix

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Posted on 09-18-05 10:27 AM, in SMW ROM addresses Link
Now those are some goooood locations.

If someone found out about the windows that display the enemy settings and where the locations of the text is stored, you could write your own little ending to SMW. But you'd have to go to all kinds of great lengths to change the graphics page so you can insert the ones you want.

For now we can mangle some enemy code and still have them look fine in the ending, or even not appear at all. w00t.
Glyph Phoenix

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Posted on 09-19-05 10:42 PM, in SMW ROM addresses Link
It is a group effort. Other people have already started working on this. Besides, some people are really quite bad at finding addresses.

In fact, in all my notes the only address that wasn't just an existing address was this:

x2DD1B - where the code that increases your bonus at the end of the level is.

Originally posted by BigMattrizzle
Don't forget that Smallhacker already found the enemy names.


I meant the code that scrolls the enemy names, and the code that tells where the enemy names should go. Otherwise we're stuck keeping the enemy names where they are.
Glyph Phoenix

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Posted on 09-19-05 10:55 PM, in Solar Soundtrack ~ approaching the final phase. Link
AFAIK if you ported all the SPC data from one game from another you'd take the SFX with it. Which means that none of the sounds would match; SMW would call for the jump SFX and it'd get something totally different.
Glyph Phoenix

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Posted on 09-20-05 01:47 AM, in Experience the HDMA Revolution! [Release] Link
Yeah, but nobody cares about n00bs. If they can't figure out that they're supposed to drag-and-drop or whatever then too bad. A WinGUI would be good, sure, but not necessary.


(edited by Glyph Phoenix on 09-19-05 04:50 PM)
Glyph Phoenix

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Posted on 09-22-05 02:58 AM, in Too lame for Craziness Domain Link
Colleen's blue. If he were green he would die.
Glyph Phoenix

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Posted on 09-22-05 07:26 PM, in PalEnemy Link
Have you ever wanted a hack that made your Lakitus and Puntin' Chucks toss different enemies depending on the last color in the SMW palette? Of course not! But I did it anyway!

PalEnemy

It must be patched to roms already edited once with Lunar Magic, I think. That means it should work with any SMW rom hack that doesn't already have data saved at the PC address "xA0000". I only needed about 20 bytes for my expanded code, so it can fit just about anywhere.

If you want it expanded to do the same thing for any other generating sprite, like the Diggin' Chuck, I can probably work on this patch a little more. Also, maybe sometime in the near future I'll change it so if your last palette number is 0 it'll go by default(spiny, football) instead of just create sprite 00, a green koopa.

I guess it depends on how many people like this patch.

Also, I ripped off BMF. I wrote the code myself, but I'm guessing it works a lot like BMF's PalASM so I named this patch accordingly.
Glyph Phoenix

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Posted on 09-22-05 08:04 PM, in LevelASM v1.0 - the hacking marathon continues! Link
This will be better than having to make a custom palette every level, but still, I'm not too fond of subroutining each level by hand. I think I'll start working on a spriteASM system instead.

But I shouldn't look a gift blob in the mouth. I don't want to be Rising Meatloaf Backhand Combo'd.
Glyph Phoenix

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Posted on 09-23-05 01:25 AM, in PalEnemy Link
Just the two right now. I could make more if other people are interested. I'm thinking that I should split up the patches: one places the code in the ROM and then I release a new patch for each enemy I change.

Kinda stupid since all I do is change about 5 bytes in some sprites, but the thing is, if I make the system more complicated then my work becomes pointless because whoever would want a system like mine could easily understand and make one themselves.
Glyph Phoenix

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Posted on 09-23-05 01:32 AM, in Rise of SMW Link
Um... did everybody forget about the pause button?
Glyph Phoenix

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Posted on 09-23-05 08:07 AM, in PalEnemy Link
It does both. If I ever get to the next release, I'll change that.
Glyph Phoenix

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Posted on 09-23-05 08:08 AM, in Solar Soundtrack ~ approaching the final phase. Link
Well, you could just take the track with the particular sound channel you dislike and remove all the notes. That should do it, right?
Glyph Phoenix

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Posted on 09-23-05 11:41 AM, in PalEnemy Link
It's "Lemetaal" and once you change the number it stays that way for the entire game. With Lemetaal you can change the palette number in-game or using a Lunar Magic custom palette for each level.
Glyph Phoenix

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Posted on 09-24-05 03:23 AM, in PalEnemy Link
It was late. I was tired. Never again.
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