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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 09-24-05 04:39 AM, in PalEnemy Link
Originally posted by DisruptiveIdiot
How hard would it be to make the palette a sprite uses be based on a color?


Go into Lunar magic, select "Custom Palette". Now you can change a sprite's palette for each level. And it's all entirely based on color!
Glyph Phoenix

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Posted on 09-24-05 06:43 AM, in PalEnemy Link
SNES does not have a RGB color system. It only has 2 bytes, and it should be the second byte that it reads.
Glyph Phoenix

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Posted on 09-28-05 07:04 AM, in Lunar Magic Version 1.63 Released! Link
It's too bad all this DNS craziness prevented me from getting on Acmlm's days earlier. I had to find out on my own about the new LM.

Anyway, w00t! Being listed in LM's changes file for finding the gray/brown platform error really made my day.

And Skyon, while there's a possibility it might not be the very final version, it took over a year for this one. There are no new LM releases on the horizon.
Glyph Phoenix

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Posted on 09-28-05 07:09 AM, in PalEnemy Link
The last one. FF.

Anyway, since I couldn't get on Acmlm's for a while, I sorta took my mind off of SMW and focused on other things. But now that I'm back around, I'll probably start work on advancing this patch so it works on a number of sprites and when the palette number is 00 it'll just create a default enemy. That way your bullet bill shooters will shoot bullet bills in regular levels and your lakitus will toss regular lakitu eggs and stuff. But that'd be kinda hard, and I'm lazy, so don't expect these right away.
Glyph Phoenix

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Posted on 09-28-05 07:27 AM, in SMA2 support clue? (Not again) Link
Originally posted by Skyon
Is that screen above from Lunar Magic 1.62 or 1.63


Originally posted by Smallhacker
I looked through 1.63 in ResHacker.


Originally posted by Smallhacker
However, the odd thing is that this dialog doesn't exist in 1.62.


The only question with a clearer answer is "Is Skyon an idiot?"
Glyph Phoenix

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Posted on 09-28-05 12:14 PM, in PalEnemy Link
I meant that it didn't follow the R-to-byte, G-to-byte, B-to byte system. I was not aware that there was any other kind, such as the 5-bit system.

And Darkflight, yeah, I could use that code.
Glyph Phoenix

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Posted on 10-02-05 02:25 AM, in LevelNames v1.0! Link
Are you talking about the original SMW game timer, or did you get ahold of BMF's timer, or what? Because the SMW timer and the name don't even use the same space for tiles.
Glyph Phoenix

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Posted on 10-02-05 01:59 PM, in Solar Soundtrack ~ approaching the final phase. Link
mvent2, do you have any idea what you're talking about? There are already a bunch of Winamp plugins that read SPC files. Almost all these problems are rom compatibility related and have nothing to do with whether or not you can play the music.


(edited by Glyph Phoenix on 10-02-05 05:01 AM)
(edited by Glyph Phoenix on 10-02-05 05:01 AM)
Glyph Phoenix

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Posted on 10-02-05 05:18 PM, in So me and four other guys were jumping on a building, right? Link
Were any of your guys missing one of their HP?


(edited by Glyph Phoenix on 10-02-05 08:18 AM)
Glyph Phoenix

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Posted on 10-02-05 05:31 PM, in One level only Yoshi Link
Great find, Smallhacker. I'll probably use this to make a beige and purple Yoshi.

By playing with RAM addresses:

7E13C7 - Yoshi colour (4=yellow, 6=blue, 8=red, A=green - refreshes on level change)

7E0DBB - Luigi Yoshi Colour

and

7E0DBA - Mario Yoshi Colour

I bet you could get even more little tricks. I don't know how you'd come about getting a gray Yoshi with all the attacks, though.
Glyph Phoenix

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Posted on 10-03-05 02:48 PM, in Idea for freeing up stages and maybe the overworld Link
Originally posted by Kryone
You can split up these test stages into.They can be split into the full six parts.

What are you talking about? How would you go about splitting a stage in 6?

Originally posted by Kryone
1)Use less of the overworld and more sub-maps.

Er... I don't think that'd make the game any bigger.

Originally posted by Kryone
2)Use a custom block that loads a pointer(heh I don't know entirely either) to an empty offset in the rom.The empty offset has a savestate inplanted in it.



Savestates are different depending on the emulator, and you can't read savestate data into an emulator from a rom. You can't load any external files into a rom, in fact...

Originally posted by Kryone
3)Trick the SMW engine into thinking another file is the SMW rom and then it loads a save state.(being smaller it should be quicker than the decompression at the begining of the game)


You wouldn't be tricking the SMW engine, you'd be tricking the emulator. And again, you can't access other files into a rom. The emulator handles all that.

Originally posted by Kryone
4)Hack the game.Expand the ROM.Patch the empty space with savestates.Have a custom block load a pointer to the save states.


LM already expands the rom for you. It can expand the rom so much ZSNES won't even read it anymore. And savestates should actually be bigger than the space levels take up. And they'd glitch. And we're already hacking the game if we've gone this far.

Originally posted by Kryone
5)Trick the SMW engine into thinking another hacked game is a the original then reseting it but keeping some statuses(coins,lives,pwr up ect).Making it load another game.Have a lockout feature to stop cheaters from skipping to part 2,3,4 ect.


Can't access separate files, and you can't really stop cheaters... just maybe hamper them by switching the locations of data or saving the data in a different format.

Originally posted by Kryone
6)Hack the SMW loading scheme into loading parts of data from another rom.Get another SMW. Erase everything in it. Make another palette OV ect.



Starting over with a new rom, a sort of "sequel" rom, might be the best option. You couldn't open it up during gameplay, though.

Originally posted by Kryone
7) Somehow change palettes into other types of palettes(like making a stage into OV space)

They're all the same type of palette. They're just loaded into different areas of the rom at different times. I don't know what you're saying about OV space, though.

Originally posted by Kryone
8)Trick the SMW engine into thinking a Hi rom is a normal rom but not glitch out.Thus loading only part of the game.Then it resets(after you beat World 1) and and loads from the second part.Then it resets and loads from the third.(variation of an earlier idea but only it faster to load up.)


I think HiRoms use a totally different addressing format, so there would be no way to change from lorom to hirom and not glitch out without totally overhauling the engine. And again, no external file loading.


(edited by Glyph Phoenix on 10-03-05 05:49 AM)
(edited by Glyph Phoenix on 10-03-05 05:51 AM)
Glyph Phoenix

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Posted on 10-03-05 02:50 PM, in Solar Soundtrack ~ approaching the final phase. Link
Originally posted by mvent2

So, note how I said Winamp output plugin. It can make an M-SPC file out of the music.


Right, then, so you don't know what you're talking about. Wave format is very different from the SPC format. It would be nigh-impossible to make a program that converts one to another, and even if you managed, it'd make huge files nearly impossible to put into a rom. Like people before me have said, MOD is the only type of file that is similar enough to SPC to easily convert.

So instead of working on that pathetic excuse for an idea, he's making an editor so those who want to actually write music into SMW (instead of just toss in their favorite wav) can do so.

Originally posted by mvent2
It would make less people resort to hacking and more original work.


I hope that's a joke. "Hey, let's make a plugin for a popular music generator that lets you rip mp3s into games! That'll encourage originality!"
Glyph Phoenix

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Posted on 10-03-05 07:51 PM, in Solar Soundtrack ~ approaching the final phase. Link
I was just trying to make the point that the SPC format is closer to MOD than the other popular formats. I wasn't suggesting you put in an import device for MOD files or anything, that'd be stupid. I just meant that since the MIDI is tick-based and the Wav file doesn't have samples or note data, the MOD and MOD-type files would be the only ones that run the same way as SPC. And therefore the only ones you could put in a rom without changing the whole design of the file.

Originally posted by blackhole89
Also, the SPC format you all keep talking about holds no music data whatsoever. SPC, in fact, is just a ROM image format like SMC is.


That's like saying the Super Mario World SMC rom doesn't hold any game data. I don't think that's what you meant to say.
Glyph Phoenix

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Posted on 10-03-05 10:00 PM, in Adding Tiles to Sprites? Link
The short answer is "No". The long answer is "If you can totally rewrite Mario's display routine so 9 tiles are loaded and displayed and change dynamic tile loading settings so you have enough room for all of Sonic's frames".

Since I doubt the latter, the former.
Glyph Phoenix

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Posted on 10-04-05 08:34 AM, in Note on the status bar for ayone who could use it Link
No, I encountered that problem as well while I was working on my status bar today and I don't use BMF's addon. It might be a remnant of the large bonus star counter that Smallhacker didn't fully understand, and therefore didn't remove. Because the large bonus star counter and SMWSBE never worked together entirely correctly.
Glyph Phoenix

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Posted on 10-04-05 08:46 AM, in My birthday present to you Link
You have a BG that is so vivid it looks like it could fit in the FG, an ugly red and green (M) ripoff, extremely vivid spirit road doors, annoying multicolored "finality" text, and weird looking > marks by the title. Besides your space pipes you don't have anything that looks good.

Consider the lack of cursing and "What were you thinking?!" style comments in the above paragraph your birthday present.
Glyph Phoenix

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Posted on 10-04-05 08:57 AM, in Learning SMW ASM [ASM howto] Link
No. You can't just copy a feature and paste it in another game. It's even tougher for roms, since features like that status bar undoubtably use RAM that is already designated for something entirely different in SMW.

It'd be much easier just to write an enemy life bar from scratch than copy one from a game. And you picked a NES game, to boot. What are you thinking? Get a move on.

Oh, sorry, I mixed up "things to tell people when they ask stupid questions" with "things the announcer from Multi Racing Championship says". Sharp right turn.
Glyph Phoenix

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Posted on 10-04-05 09:25 AM, in So me and four other guys were jumping on a building, right? Link
No, no, it's just five.

I thought it was 10, also, but then I remembered that everybody had two HP.

Kyouji, I think I may have the answer. If you take a look, you have to all be one person when you jump but five people when you attack. You have to be like that multiply guy in X-men, I guess.
Glyph Phoenix

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Posted on 10-04-05 09:33 AM, in Learning SMW ASM [ASM howto] Link
Ha ha. Figures, of all games with a life bar to pick you picked the one for SNES that happened to have NES graphics in one of the only times that it mattered. This sort of thing happens to me all the time. Now push it to the floor.
Glyph Phoenix

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Posted on 10-04-05 08:38 PM, in Note on the status bar for ayone who could use it Link
I move the bonus star counter and the bottom two tiles mess up. If it was X and Y related, then why was the bonus star counter placed on top of a no-flip 2 digit counter? To be fair, I didn't really try very hard to solve the problem; I just moved on to something else.
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