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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by KawaiiImoto-e
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KawaiiImoto-e

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Posted on 08-03-05 02:19 PM, in All-stars on GBA Link
Originally posted by stag019
Originally posted by Hyper Hacker
Originally posted by peter_ac
HH, do you mean like Super Mario Bros. DS? If you did, yeah, that would kick ass.

No, I mean like Super Mario Bros in full 3D, like Mario 64.
I think both of those ideas are great. I think SMA5 should be SMRPG. And actually, someone's been working on a Pocket SNES, which can kinda play All-Stars.
http://www.snesadvance.org/
http://boards.pocketheaven.com/viewforum.php?f=33


Please, do not link to Pocketsnes, cos the owner of that site just makes profit, or tries to, from Loopys work.

Always use SNESAdvance or Pocket Heaven Boards

But what does that have to do with Super Mario Allstars? It's just emulated on GBA or DS.
KawaiiImoto-e

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Posted on 08-04-05 02:19 AM, in A picky Gameboy Emulater request Link
If you want to trade on Advance Pok
KawaiiImoto-e

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Posted on 08-04-05 03:00 AM, in Request?? Link
I ported the first Level of SML2 by hand to SMW, i.e.; I played the Level and drew the Layout out on paper, counting spaces and such.
KawaiiImoto-e

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Posted on 08-04-05 03:23 AM, in Request?? Link
Originally posted by The Crimson Chin
I don't think all the SML2 levels can be ported. IIRC a few are too big (would need a Horizontal and Vertical level).


It depends what's out of range, like Turtlezone 2, where just the floor for the secret exits is out of range (easely done as a second Level with an exit enabled pipe.

But in this regard, SMWs Engine is the 3rd worst, right after SMB / SML and SMUSA. Super Mario Bros. 3 and Super Mario Land 2 offer more freedom (diagional Level scrolling, 5-9 in SMB3)
KawaiiImoto-e

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Posted on 08-04-05 03:20 PM, in Luigi vs Mario (formerly SMB3DX) Link
Originally posted by DahrkDaiz
NES processor is 8 bit, NES gfx works on 2 bit paletted graphics. Done deal, back to my awesome hack now!


DD has spocken. Hugh.
KawaiiImoto-e

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Posted on 08-04-05 05:06 PM, in Still working on SMB3WS Link
hukka, just keep on working for the NES-Version.

And you may develop a Graphics export and import feature as in Lunar Magic. I think it's very usefull, so everyone can use the Graphics editing programm of their will. (As long it's suited for Hacking purposes, like YY-CHR.
KawaiiImoto-e

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Posted on 08-04-05 09:59 PM, in Request?? Link
Originally posted by peter_ac
So is anybody else doing it? Or am i free to do it alone?


If ya need help? I'm up to it to port Levels...
KawaiiImoto-e

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Posted on 08-04-05 10:12 PM, in ATTN: blackhole86 (solar soundtrack) Link
Originally posted by The Crimson Chin
Well the idea is that isn't possible with SMW's music engine.

Is anyone still working on that MP3 streaming thing? If we could have sound effects, that'd be damn cool.


I still think developing a fictive additional hardware, wich holds those mp3s or whatever (may even the SuperCD) and let ZSNES and SNES9x emulate that fictive additional hardware, and give trough the SPC or something else commands to this hardware, and the emulator software then plays acording music and sound files.

Or else: Just add a little asm that tells the modifided emu to load a specific music file from harddisk.


(edited by KawaiiImoto-e on 08-04-05 01:12 PM)
KawaiiImoto-e

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Posted on 08-04-05 10:15 PM, in SMB and TLL Beta Testing Link
I would like to apply for the -e+ Levels, not only because I like to design levels, but also because I own an e-reader and SMA4 (Na, just kidding about that qualifying me for the job).

I'm not applying for Super Mario Bros. or Super Mario Bros. 2.
KawaiiImoto-e

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Posted on 08-05-05 02:26 PM, in SMA4 problems. Link
You may also have to change the Save-Format to Flash128k.
KawaiiImoto-e

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Posted on 08-05-05 02:28 PM, in All-stars on GBA Link
What do I know. Super Mario Land is one of the more unique Mario Jump'n Runs.

And in Europe, I think, it's better known than Super Mario Bros.
KawaiiImoto-e

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Posted on 08-06-05 03:30 AM, in Request?? Link
Originally posted by The Crimson Chin
We have another winner.

Anyone tried SML1? I ripped a level from it, but it proved to be quite difficult, since the game seems to use 8x8 tiles.


Just enlarge it to fit 16x16 Tiles, and it'll even fill the hole screen ^^
KawaiiImoto-e

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Posted on 08-08-05 12:51 AM, in ATTN: blackhole86 (solar soundtrack) Link
Originally posted by The Crimson Chin
Disch posted something similar a while back. The general opinion, which I completely agree with, is that unless you can develop said hardware for a real SNES it's not emulation.


Originally posted by Conker the Squirrel
Good point, well made.
KawaiiImoto-e

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Posted on 08-08-05 02:07 PM, in Genesis to Saturn Link
I wish you luck, and please post pictures of your progress.

I have an empty NES laying around, and wanted to have a disk system only system in it (a Famicom Board with a RAM Cartridge fixed to the cartridge slot, and the disks load through the front door of the NES, no Cartrdigeslot anymore)
KawaiiImoto-e

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Posted on 08-08-05 04:39 PM, in favorite fighting game series Link
I mostly play Super Smash Bros. Melee, but calling that a fighting Game? For me, it's a party game.

I really enjoy Marvel VS. Capcom 2, but in terms of the listed series, I vote for King of Fighters.
KawaiiImoto-e

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Posted on 08-11-05 09:02 PM, in ATTN: blackhole86 (solar soundtrack) Link
I just had a though today in the train..

how much different is the Mappy-Engine for GBA to the N-SPC-Engine for SNES?

As Bouche wrote a great Midi-Mapper for the Mappy-Engine.. wouldn't there be some interesting things be possible?
KawaiiImoto-e

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Posted on 08-15-05 12:14 AM, in General Project Screenshot Thread Link
Originally posted by Kawa-oneechan

Too bad I can't test the Multiplayer code... yet.

Edit:

It even knows when you shoot the water --- SPLASH!


Looks SW33T0!

All your Shooter belongs to Kawa-o-nee-chan!
KawaiiImoto-e

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Posted on 08-15-05 05:55 PM, in ATTN: blackhole86 (solar soundtrack) Link
Originally posted by Keitaro
Um? Sappy, you mean? Completly and entirely different. N-SPC is pattern based, think MOD/IT. "Sappy", or more acurately, AGB Music Player 2004 (mks4agb) is an ENGINE that plays midi files with aiff samples defined by the user inside an ini file. Completly different. Another thing to note is that MIDIs are 16 channel polyphonic, the SPC700 is 8 chanel monophonic. Never going to happen. A MIDI to SPC converter? Unless the MIDI is exactly 8 channels, monophonic (like this shit as hell homebrew MIDI engine I used with an ancient SNES dev kit..), it'll never work right. And most people who would use it I know for afact are not intelligent enough to set up the MIDI that way. I'm actualy quite glad something like that will never come into fruitation--it just means less idiots taking crappy MIDIs from VG music and sticking them in a hack.


Thanks for the explanation... I'm a little disapointed, but I should have known, cos Sappy's earlier version did play the music trough midi.

The difference between mono- and polyphonic is that with polyphonic, you can play more than one tone trough one channel at a time (like the Animal Crossing Title tune can be played with just two polyphonic channels).

What are the limitations of the N-SPC format musicwise? (Not technical, but what you actually hear) besides the SPC700s own limitations?
KawaiiImoto-e

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Posted on 08-15-05 06:49 PM, in OMG GD2 Link

Sw33t0!

But I think I'll never use that image again...

But somehow, I missed it in the other postlayouts.. but only a tiny little bit.


(edited by KawaiiImoto-e on 08-15-05 09:50 AM)
KawaiiImoto-e

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Posted on 08-16-05 12:39 PM, in How do you port FDS games to .nes files? Link
Disch put it nicely what would have to be done.

and about the SMB2(j) NES-ROM, its just a pirate cart patched to work with NESticle.

Your attemt is interessting and a real challenge to put of. But if you want to make a cart, it may come cheaper to just hunt down a Famicom Disk System on ebay.co.uk and the game. (There is a Honk Kong based seller wich can't sell his famicoms anymore in Hong Kong)
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Acmlm's Board - I2 Archive - - Posts by KawaiiImoto-e


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