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

Boomboom
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Since: 02-06-05
From: *Shrug*

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Posted on 04-14-05 12:41 AM, in importing music in SMW? Link
you would need to add the 64kb data to another section of the ROm, within a RATS tag, then update the pointer for it. At least that's how I see it.
Sukasa

Boomboom
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Posted on 04-14-05 01:02 AM, in changing referenced animations in levels Link
Hey!

I was working on my hack, and thought to myself "it would be nice if you could change which animated tile are used in a level". To that, does anyone know where in the ROM are there any hex values that can change which tiles are loaded in a level by SMW depending on the tileset?
Sukasa

Boomboom
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Posted on 04-14-05 01:14 AM, in importing music in SMW? Link
Meh. I'll wait for SST. whenever i try something with hex, it usually messes up. I'll go looking for this thread the Blacky made with lots of music format data. ill be back.
Sukasa

Boomboom
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Posted on 04-14-05 01:27 AM, in SPASM Link
I'm 14, don't own a credit card, and all I needed to do was download the FREE trial edition, then re-install it when i needed (which i haven't yet.)
Sukasa

Boomboom
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Posted on 04-16-05 04:47 AM, in I Need A (Simple?) Custom Block. Link
No, the block would not let mario through.

This block would be nice, and shouldn't be too hard, right?
Sukasa

Boomboom
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Posted on 04-16-05 04:56 AM, in Super Mario Bros. 3 Screenshots Link
Yea, but it'd look different, a neater effect than the original IMO.
Sukasa

Boomboom
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Posted on 04-16-05 05:21 AM, in SMW Dev Env V0.2 Released Import/Export Actual Source Code Link
Wow. Good job. I will be able to use this well. All I could suggest is to make it a win32 App and when you reimport the code, only add zeros when you need to, not just to make 4-byte entries for the instructions, kinda like this:

C2 20 00 00 | REP #$20
A2 00 04 00 | LDX #$04
AC 84 0D 00 | LDY $0D84
F0 1F 00 00 | BEQ $1F
A0 00 86 00 | LDY #$86
8C 21 21 00 | STY $2121
A9 00 22 00 | LDA #$2200
8D 20 43 00 | STA $4320
AD 82 0D 00 | LDA $0D82
8D 22 43 00 | STA $4322
A0 00 00 00 | LDY #$00
8C 24 43 00 | STY $4324
A9 14 00 00 | LDA #$0014
8D 25 43 00 | STA $4325
8E 0B 42 00 | STX $420B
EA 00 00 00 | NOP

Becomes

C2 20 | REP #$20
A2 00 04 | LDX #$04
AC 84 0D | LDY $0D84
F0 1F | BEQ $1F
A0 00 86 | LDY #$86
8C 21 21 | STY $2121
A9 00 22 | LDA #$2200
8D 20 43 | STA $4320
AD 82 0D | LDA $0D82
8D 22 43 | STA $4322
A0 00 | LDY #$00
8C 24 43 | STY $4324
A9 14 00 | LDA #$0014
8D 25 43 | STA $4325
8E 0B 42 | STX $420B
EA | NOP

And the just repair the pointers as nessesary.
Sukasa

Boomboom
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Posted on 04-16-05 05:28 AM, in Can anyone help me disable Mario's walking? [Issue] Link
Originally posted by JLukas
Interesting idea.

I did a trace, and the Pro Action Replay codes to disable walking are as follows:

00D68BEA
00D68CEA

How it works, basically the game checks your controller to see what you're pressing, and this NOPs a branch so that it never goes to the walking movment code.

Try it out, and to make the change permanent use Lunar Address to get the ROM offset, you will be replacing the previous bytes D0 24 with EA EA.


One worry - The OW.
Sukasa

Boomboom
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Posted on 04-16-05 05:48 AM, in SMW Dev Env V0.2 Released Import/Export Actual Source Code Link
Oh, all right. Just thought that if what was printed was exactly what went into the ROM, then space was being wasted. O well. If you make a VB version, I wouldn't mind helping you.

Triple post. Wierd. Deleted the Extras.


(edited by Darkflight on 04-15-05 01:07 PM)
Sukasa

Boomboom
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Posted on 04-16-05 06:23 AM, in Demo World TLC video walkthrough Link
too bad. DWTLC was too annopying for me, so I quit before I got to see anything nice. Oh well.
Sukasa

Boomboom
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Posted on 04-16-05 10:32 AM, in Demo World TLC video walkthrough Link
I do. Oddessy was good, just DWTLC sucked IMO, because it was too hard.
Sukasa

Boomboom
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Posted on 04-16-05 09:29 PM, in Kyouji's principles of good level design (and therefore good hacks) Link
That is a good list, Kyouji. I sometimes forget that, too. You've basically covered a huge amount of level design. Good work.
Sukasa

Boomboom
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Posted on 04-16-05 09:30 PM, in Screenshots of the new COTMK 1.2 Link
too bad. I see the pics.

I know the sun was poor. I made that when I was working on it, and it is a little oversized, to say the least.
Sukasa

Boomboom
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Posted on 04-16-05 09:45 PM, in ExGFX Problem Link
Try this: Install the 4bpp ASM hack by inserting the ExGFX with the
file-->graphics-->insert ExGFX option, and make sure to install the 4bpp GFX ASM hack. then reinsert all the GFX and try that.
Sukasa

Boomboom
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Posted on 04-17-05 02:43 AM, in Screenshots of the new COTMK 1.2 Link
Originally posted by gnkkwinrrul
Hmm...you mean that you made GFX for him and he didn't give you credit? What a jerk


Absolutley NOT! There was a misunderstanding. I made the first part of the game, and nad is going over it, polishing the GFX and some of the levels for me. That sun is crappy, and he didn't take any of my GFX or levels without asking. If he had, id've been pissed because I recognised that level instantly, koopas and all. I just sent Nad the ips and he polished parts of it for me.
Sukasa

Boomboom
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Posted on 04-17-05 04:34 AM, in importing music in SMW? Link
OK, you may not have understanded what I said, or I could be completely off base here. Doesn't the SPC700 first receive a song number, then ask the 65c816 to send the matching music data for it? if so, couldn't the table on the 65c816 side be updated to allow more SPC's?
Sukasa

Boomboom
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Posted on 04-17-05 04:43 AM, in More "Ravie: Raphael The Raven's Takeover" Screenies! Link
looks good. just change the tall shy-guys' masks because they are too streched out.
Sukasa

Boomboom
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Posted on 04-17-05 09:24 AM, in Volcanoes Link
They do look good- but here is my suggestion.

Shift the palettes used so that the volcanoes use the palette with the lava's colour entry (the animated lava), and add it to the volcano. Voila! Instant animated lava!

EDIT: If I confuse you, by "shift" I mean substitute one palette for the other. (i.e. move palette 4 to palette 8's position and palette 8 to palette 4's original place, something like that).


(edited by Darkflight on 04-16-05 04:31 PM)
Sukasa

Boomboom
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Posted on 04-17-05 09:47 AM, in What DKC/DKC2/DKC3 BG should I rip next? Link
OIL DRUM ALLEY!!!
OIL DRUM ALLEY!!!
OIL DRUM ALLEY!!!

Sorry, I really liked that one. Would go almost perfectly with JJ's oil tilset.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posts: 420/1981
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Since: 02-06-05
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Posted on 04-17-05 10:17 AM, in super POkey world: attack of the clones!!!!!!!!!!!! Link
No- use ASM and have Bill gates flash instead!! Creepy.... especially for a windows-only computer user...
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Acmlm's Board - I2 Archive - - Posts by Sukasa


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