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Acmlm's Board - I2 Archive - - Posts by Mattrizzle |
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Mattrizzle Paragoomba Level: 14 Posts: 41/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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I can't give you an exact location, as I don't know exactly where it begins, but I can tell you that one track begins at $F49A1, and another one begins at $F5143. Not sure of what music they are though. | |||
Mattrizzle Paragoomba Level: 14 Posts: 42/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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I was looking at the mold pointers that you posted, giangurgolo, and I found that the pointer for mold 30 is unused. It has all of the animations an enemy would have too, but I can't find any art that fits it though. | |||
Mattrizzle Paragoomba Level: 14 Posts: 43/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by ZTaimat You don't have to give me credit. Just don't call it your own. The fireball thing was a very simple change. The SMB2 Mario (which is completely finished, btw) is a totally different story. |
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Mattrizzle Paragoomba Level: 14 Posts: 44/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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I think that the unused forest background didn't look as messed up at one point. I mean look at it, you can clearly see windows and a beanstalk in it that aren't in the version that is used. The palette is the only thing that looks messed up. But what is peculiar is that the Mushroom Castle appears twice in the list and there was originally a battlefield that took place outside of Bowser's Keep. |
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Mattrizzle Paragoomba Level: 14 Posts: 45/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by Dark Ludwig I don't kfow exactly what blackhole89 plans to do, but the music import filter will most likely just import from SMW for now, as it varies only slightly from the N-SPC, and the other formats are very different from it. Here's an incomplete list of games which use the N-SPC format: F-Zero The Legend of Zelda: A Link to the Past Mario Paint Stunt Race FX Super Mario All-Stars Super Mario Kart Super Mario World 2: Yoshi's Island Super Metroid Super Scope 6 Yoshi's Safari The Super Nintendo test ROM does as well, although it probably only has two tracks. No Kirby or Donkey Kong Country games seem to use the N-SPC format, sorry. |
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Mattrizzle Paragoomba Level: 14 Posts: 46/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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I think at one time that the explosion attack was in the spot that the Bowser spike attack is now. The unused blue Corkpedite body uses the Bowser attack too. Also, I think that Johnny originally occupied the slot that the Left Eye uses now. It makes more sense if you look at it this way. | |||
Mattrizzle Paragoomba Level: 14 Posts: 47/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by HyperHacker I searched and searched through that ROM and SPC dumps from it and couldn't find anything resembling N-SPC data, so I think it uses a totally different format. |
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Mattrizzle Paragoomba Level: 14 Posts: 48/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by HyperHacker I would say this, but it would be uncompressed when looking at an SPC dump, and there is nothing resembling N-SPC data in any of the SPC dumps I've made of the game. |
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Mattrizzle Paragoomba Level: 14 Posts: 49/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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This has been said numerous times, but we can't see pictures on your hard drive. | |||
Mattrizzle Paragoomba Level: 14 Posts: 50/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by Dark Ludwig That is because the SMW explosion sound is separate from the SMAS explosion sound. You do need the Demo World 3 patch, but you also need to change the sound in a hex editor. I can help with that. Below are some explosion sounds you'd probably want to change. Change the values at these addresses from 09 to 4A for the SMAS explosion sound: 54A6 blasting out of diagonal pipe 8591 Banzai Bill 9832 Bob-omb 13289 1 Bullet Bill generator 132E0 4 Bullet Bill generator 136A8 Bullet Bill cannon generator (edited by BigMattrizzle on 09-14-05 05:04 PM) |
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Mattrizzle Paragoomba Level: 14 Posts: 51/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Finally, I have found the enemy tiles for the end sequence! Here they are, listed in the order you see them in the game: 6340D Para Bomb, Para Goomba, Lakitu, Fishin' Lakitu, Spiny, Bob-Omb, Wiggler 6322D Amazing Flyin' Hammer Brother, Super Koopa, Jumping Piranha Plant, Volcano Lotus, Chargin' Chuck 632D2 Sumo Brother, Pokey, Monty Mole, Bullet Bill 63333 Rex, Mega Mole, Banzai Bill 63111 Dino-Rhino, Dino-Torch, Koopas 63156 Spike Top, Swoopers, Buzzy Beetle, Blargg 6339C Blurps, Porcu-Puffer, Urchin, Rip Van Fish, Torpedo Ted 634A6 "Boo" Buddies, Fishin' Boo, The Big "Boo," Eeries 631B2 Dry Bones, Lil Sparky, Bony Beetle, Hothead 6353B Ball 'N' Chain, Grinder, Fishbone 635A4 Reznor 631F8 Mechakoopas 6360D The Koopa Family The tiles are in this format: XX YY TT AA XX- the x-coordinate. Higher values move the tile to the right. YY- the y-coordinate. Higher values move the tile downward. TT- the low byte of the tile. AA- tile attributes. The bits are in this format: 76543210 7- y-flip 6- x-flip 5- 0=scrolls left; 1=scrolls right 4- the size of the tile, 0=1x1 1=2x2 3- palette 2- palette 1- palette 0- high byte of the tile(gfx page) |
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Mattrizzle Paragoomba Level: 14 Posts: 52/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Glyph Phoenix: Don't forget that Smallhacker already found the enemy names. Here's another one: The tile data for the very last screen with Mario, Peach, and Luigi is located at 62C53. It is in the same format as the other screens, aside from the scrolling bit. As for the backgrounds, I should look for those next, as well as the "The End" text which appears on the very last screen. Or anyone else could look, if they wanted to. I mean, I don't want to hog everything. I think that finding data should be a group effort, don't you? (edited by BigMattrizzle on 09-18-05 08:24 AM) |
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Mattrizzle Paragoomba Level: 14 Posts: 53/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Actually, I know the problem. Dont ever change Graphic Byte 3. This table is actually the listing of several sprite graphics and isn't really related to each sprite. If HyperHacker ever makes a new version of MWR, he should get rid of the option. | |||
Mattrizzle Paragoomba Level: 14 Posts: 54/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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GFX Byte 3 is actually what GFX Byte 2 points to. It isn't paged by sprite ID like the other bytes are. Just so that you can understand what I'm talking about:From one of mikeyk's documents You could implement this in a different way, but it would have to let you view the tiles. (edited by BigMattrizzle on 09-19-05 05:30 PM) |
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Mattrizzle Paragoomba Level: 14 Posts: 55/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Awesome BMF! This could be used in so many ways. You could give a different clue or riddle in each room in order to find a secret exit. | |||
Mattrizzle Paragoomba Level: 14 Posts: 56/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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I voted other. I think you could at least wait until you finish the overworld, as it doesn't require ASM like the Venus Fire Trap. | |||
Mattrizzle Paragoomba Level: 14 Posts: 57/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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There are four bytes before each of the enemy names which control certain attributes. I will use the Sumo Brother name bytes as an example, at 6F80E: 50 81 00 17 50 81- the high byte & low byte of string placement, respectively. There are no X or Y values. As the byte increments, the text is shifted by increments of 8 pixels. 50 00 is the top left corner of the screen. 00- Don't change to anything other than 00! It messes up the screen! 17- Length of text string This is all you need. Unlike the sprite tiles, the text will scroll in the direction of the background. If you move it, it will already scroll in the proper direction. Originally posted by Ghettoyouth I already posted that here. On another subject, the layer 3 "THE END" text is located at 63836, and is in the same format as the enemy names. This text is made up of two strings because the letters are two tiles high. There's even unused space after this, so you could add more text! (edited by BigMattrizzle on 09-24-05 07:39 PM) (edited by BigMattrizzle on 09-24-05 07:41 PM) |
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Mattrizzle Paragoomba Level: 14 Posts: 58/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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The shadow tiles of the border are tiles 54, 55, and 56 in GFX29. As Bio said, make sure you didn't replace them with blank tiles by mistake. | |||
Mattrizzle Paragoomba Level: 14 Posts: 59/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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How can I make the text string shorter, so that each level could say 1-1, 1-2, and so on? I want to make the scorebar look like the SMB scorebar. Edit: Never mind, I found that offset $40 in levelnames_code.bin changes the length of the text string. Just don't go over 10 (16 in decimal). (edited by BigMattrizzle on 09-30-05 09:01 AM) |
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Mattrizzle Paragoomba Level: 14 Posts: 60/75 EXP: 12123 For next: 948 Since: 11-19-04 From: Louisville, Kentucky, USA Since last post: 3 days Last activity: 5 hours |
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Originally posted by Ice Man I thought of doing it that way at one point, but then I thought that might cause problems with the timer. (edited by BigMattrizzle on 09-30-05 09:09 AM) |
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Acmlm's Board - I2 Archive - - Posts by Mattrizzle |