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Acmlm's Board - I2 Archive - - Posts by Glyph Phoenix |
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Glyph Phoenix Level: 39 Posts: 581/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by DisruptiveIdiotHow hard would it be to make the palette a sprite uses be based on a color? |
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Glyph Phoenix Level: 39 Posts: 582/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 Level: 39 Posts: 583/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 584/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 585/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Skyon Originally posted by Smallhacker Originally posted by Smallhacker The only question with a clearer answer is "Is Skyon an idiot?" |
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Glyph Phoenix Level: 39 Posts: 586/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 587/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 Level: 39 Posts: 588/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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) |
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Glyph Phoenix Level: 39 Posts: 589/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Were any of your guys missing one of their HP? (edited by Glyph Phoenix on 10-02-05 08:18 AM) |
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Glyph Phoenix Level: 39 Posts: 590/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 591/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Kryone What are you talking about? How would you go about splitting a stage in 6? Originally posted by Kryone Er... I don't think that'd make the game any bigger. Originally posted by Kryone 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 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 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 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 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 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 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) |
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Glyph Phoenix Level: 39 Posts: 592/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by mvent2 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 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!" |
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Glyph Phoenix Level: 39 Posts: 593/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 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. |
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Glyph Phoenix Level: 39 Posts: 594/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 595/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 Level: 39 Posts: 596/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 597/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 598/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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. |
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Glyph Phoenix Level: 39 Posts: 599/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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 Level: 39 Posts: 600/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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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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Acmlm's Board - I2 Archive - - Posts by Glyph Phoenix |