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

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Posted on 03-29-05 06:11 AM, in We Need A Fix For The Bowser's Bowling Ball In Normal Levels. Link
Oops, I messed up- the ball doesn't use mode 7, it just flips certain tiles. sorry. Apart from no object collision detection, there aren't that many problems with using the ball in a normal level, are there?
Sukasa

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Posted on 03-29-05 06:13 AM, in I have a problem with peach Link
Hey!

I was testing my bowser battle, and have come across a problem- the princess throws the mushroom WAY too high! It flies off the screen, then comes down far enough it is visible in the corner before it flies off the left side of the screen!

Does anyone know how to fix that?
Sukasa

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Posted on 03-29-05 06:44 AM, in changing boo in overworld to hammer bros.and ect. Link
OK, good work DAV. Now could someone please close this thread? I'm not a mod but I think it's gone on far enough. Dav has done it, and that's all there is to it.
Sukasa

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Posted on 03-29-05 06:46 AM, in I have a problem with peach Link
No, I just started playing it with different GFX, but all of a sudden the mushroom is jumping crazily! I didn't change any ASM I can think of...
Sukasa

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Posted on 03-29-05 10:33 AM, in SMW Dev Env V0.1 Released Import/Export code/data Link
That is certainly good. Thanks habsolute! This is probably a dumb question, but will the program be able to add RATS tags and code to all the different banks? It would be nice to be able to use it with BMF's PALASM IPS, and import the code with it, because I don't have a clue how to use a RATS tag, but I will need to learn how soon, for COTMK 2.
Sukasa

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Posted on 03-29-05 10:35 AM, in does anyone knows how to change mario's spot on the overworld map?or place him somewhere else on map Link
Actually shift and F8. I don't really want to make another thread with a question similar to DAV's, but how would you change mario's location on the OW from within a level with custom blocks? It would be a little hazardous, but could you?
Sukasa

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Posted on 03-29-05 10:36 AM, in I have a problem with peach Link
Originally posted by smwedit
you can transfer all the data in the rom to another one, and that may fix it.


Uh, no thanks. I've spent almost a year on that game and that would probably screw something up, because I tried that once in the past, and failed miserably.

I'll try putting back the original GFX, too.
Sukasa

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Posted on 03-29-05 10:38 AM, in changing boo in overworld to hammer bros.and ect. Link
No, DAV is saying he used NO ASM AT ALL. The sprites would not behave correctly.
Sukasa

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Posted on 03-29-05 10:43 AM, in Now how's that RAT thing work again? Link
Originally posted by Escherial
Taken from LunarDLL.h, starting at line 1012:
The format of a RAT tag is as follows:

S T A R ssssssss SSSSSSSS cccccccc CCCCCCCC (8 bytes)

"STAR" Tag identifier, which is the word "RATS" reversed in
all-caps.
SSSSSSSS ssssssss Size-1 of data, 16 bit, little endian. It does not
include the size of the RAT tag itself.
CCCCCCCC cccccccc Inverse of size-1, 16 bit, little endian.


Sorry if i'm being dumb, but I've missed something. Could you please PM me how to make this work, because I will need to use a RATS tag soon.
Sukasa

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Posted on 03-29-05 10:50 AM, in Bowser's palette [issue] Link
Hey!
Does anyone know what offsets I need to change/where to look in the ROM to change the colours used by Bowser? I put in some experimental new GFX, but the colours need to be changed as well. I know what palette Bowser uses and that (I think), but I need to change the colours used by him.

On a related note, does anyone know how to alter his ASM to allow for 4bpp graphics? SMW still ignores the highest bit and reads only the 3bpp part of Bowser's data. I tried it myself, so I know it doesn't work.


(edited by Darkflight on 03-29-05 12:50 AM)
Sukasa

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Posted on 03-29-05 11:03 AM, in New Power-Up & New Character Link
What about SNES RAM? It would take a bit to load up the new character GFX, y'know. How's this for an idea, however- 64 different powerups, but here is something.

example:

You have 4 new characters, of which each gets 16 powerups. Now, if you could somehow link them together, you could get up to 64 powerups per character, but they would all be the same (each character would have powerups 1, 2, 3, etc...), but if you sacrificed a slot, a character could have their own unique powerup. Therefore, you could have general and unique powerups. The GFX might need to be remapped to another GFX file though, if there was room. if there wasn't, you're screwed royally for the item box and OMG, sprites! You'd need to increase the size of the sprite table for that!
Sukasa

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Posted on 03-29-05 11:04 AM, in GFX-only hack Link
No kyouji, the idea is to create a GFX hack other people can take GFX from, kinda like a GFX distribution thing.
Sukasa

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Posted on 03-29-05 11:28 AM, in changing boo in overworld to hammer bros.and ect. Link
yes, kudos to DAV for the idcea, at least.
Sukasa

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Posted on 03-30-05 02:51 AM, in Bowser battle edit. Link
Originally posted by Keikonium
It does stand for assembly, he was being funny I guess. And hyperhacker....what do you mean by a high bit depth? I thought bowser used 4bit or was it 8bit? Thats the same as everything else uses....in another thread it said that he could use ALL 256 colors...but I doubt that


No, Bowser does not have 8bpp tiles. he is 4bpp like almost everything else. to get the new colours, all I did was add new colours to entries E8 to EF in the level before Bowser's using a custom palette, and bowser's level just didn't reload the entire palette, just certain colours. He cannot use 256 colours. I think the gravity was unrelated, but I haven't finished an experiment on it yet... I did just use the LM palette editor though. I don't yet know how to change the colours loaded by bowser, because that would be a nice addition. until then, only 8 colours because bowser only reads 3bpp information from his GFX file, unlike the rest of SMW's GFX. Either that or his palette entries are loaded into colours n8 to nF in the CGRAM. (By n I mean it could be any palette number except E)
Sukasa

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Posted on 03-30-05 02:53 AM, in SMW Dev Env V0.1 Released Import/Export code/data Link
I'll PM you a copy of what escherial told me was a RATS tag, very helpful. I'll also send you the IPS for PALASM as soon as I get my computer onine again (i'm on my moms right now).
Sukasa

Boomboom
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Posted on 03-30-05 02:54 AM, in i have a question about asm Link
What DAV was saying is emu8086 as good windows compiler, I think. No its not, BTW.
Sukasa

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Posted on 03-30-05 03:16 AM, in A question about adding new variables to those saved Link
Hey!

I was working on my COTMK 2 hack, but I would need to rewrite some of the code for saving to save both the "# of coins" and "change koopa GFX" variables to SRAM. I need this to fit the storyline properly. Could anyone help?


(edited by Darkflight on 03-29-05 05:41 PM)
(edited by Darkflight on 03-29-05 08:55 PM)
Sukasa

Boomboom
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Posted on 03-30-05 03:37 AM, in how do people upload files to the ExGFX workshop? Link
Read keikonium's post. Then do it.

FYI, that means PM Coby for his email
Sukasa

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Posted on 03-30-05 03:40 AM, in Bowser's palette [issue] Link
OK, that confused me. I don't think SMW uses that kind of palette setup, because the GFX files point to the same colours, and I was able to add new colours to the arena by adding them to entries E8 to EF. Also, Bowser only seems to read the 3bpp part of his 4bpp encoding. Thanks MikeyK
Sukasa

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Posted on 03-30-05 04:01 AM, in GFX-only hack Link
For someone who isn't an elitist, you sure act like one towards people.

Nice BG SMWedit, Keep it up! Oh, and please do try to finish this hack.
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Acmlm's Board - I2 Archive - - Posts by Sukasa


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