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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 05-09-05 10:00 AM, in Ok, I am a newb. Link
Well, that, and why don't you check a MIDI file's size. They can be quite large, because they have different formatting.
Sukasa

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Posted on 05-09-05 11:55 PM, in My first hack!! Link
That one seems to work for me.
Sukasa

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Posted on 05-09-05 11:56 PM, in Well, I've finally gotten around to making my first layout. Whaddaya think? Link
Yea, I'll do that. Thanks for the feedback guys.
Sukasa

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Posted on 05-10-05 05:13 AM, in Is it possible to change a rom's header? Link
Nad is saying that he has a (censor) that has not 0x200 byte header, and so he would like to be able to add one to it so he can hack a fresh SMW copy. And no, you cannot contract. sad but true that any leftover space that has been used and then unlink to is unrecoverable. AFAIK.
Sukasa

Boomboom
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Posted on 05-11-05 01:44 AM, in Where are the Bowser Battle palettes(besides Bowser himself)and GFX pointers and such? Link
I mapped out a bit of bowser's battle in this this thread.

Maybe it will help you. Also, bowser is stored as 4bpp GFX, can be edited, and I can send you a little bit more abut the mappings as I go back and look them up.

EDIT: and I forgot to tell you, bowser does not support more than 8 colours, he already seems to use colours 8-f of palette unknown.


(edited by Darkflight on 05-10-05 08:45 AM)
(edited by Darkflight on 05-10-05 08:46 AM)
Sukasa

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Posted on 05-11-05 01:52 AM, in Changing the end text? Link
Hang on- The text used is stored in bowser's GFX file. Maybe you should look for the string of hex that points to the locations of the tiles with the letters. they would probably be one-byte-long letters. If I had a screenshot of bowser's GFX file in slot FG1 or FG3, I might be able to give you a valid search string.
Sukasa

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Posted on 05-11-05 02:13 AM, in Changing the end text? Link
I just thought of that, JJ. What's nice is that I could find it tonight without needing to know the palette info because AFAIK goldfinger allows you to ignor certain parts of a string. (like this: [1] [ ] [3] [ ] [4], which would result in 01 45 03 a9 04, what I want)
Sukasa

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Posted on 05-11-05 02:16 AM, in Super Mario World LA! Link
looking at your new screens, I'd say nice, but the one-block-wide platforms will HAVE to go.
Sukasa

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Posted on 05-11-05 05:31 AM, in Graphics Problems Link
I've run into this before. Are there any .ips files in that directory with the same name as your rom?
Sukasa

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Posted on 05-11-05 09:53 PM, in Super Mario Art Link
Very nice. I just played through YSF yesterday, and I really liked that game. your artwork is incredible, Peardian.
Sukasa

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Posted on 05-13-05 09:45 PM, in ACMLM World Link
Originally posted by MathOnNapkins
Bah. I don't understand your collective negativity towards group hacks. Group hacks are actually easier b/c you don't all have to do everything yourself. They do require more communication, but the payoff is worth it. The only other major drawback is conflict of creativity. You won't have full creative control over the project, it will be distributed, but sometimes that is a good thing, I think.


Definitely. It would also make sense, because you could have specialists working together. In Real ROMs, they didn't have people who singlehandedly level designed, programmed, did GFX, and music. they had many. that's why this idea has credit.
Sukasa

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Posted on 05-13-05 10:22 PM, in ACMLM World Link
Originally posted by Kyouji Craw
Yeah, but you're missing something here - those people were professionals. We're not professionals, and we're not terribly good at working together with any level of synergy.


Says who? look at BMF's hack. look at SMWR. look at MikeyK. LOOK AT LM!!! Who freakin' says we can't be as good as the original designers?
Sukasa

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Posted on 05-13-05 10:30 PM, in The ExGFX Workshop Link
well, it's up there but the images don't load. Coby, could you check your folders? I get an error about some directory that doesn't exist.
Sukasa

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Posted on 05-13-05 10:46 PM, in ACMLM World Link
1. That's what I was trying to point out, was the sprite editing. And as for #2, there are a lot of us who actually can, Kyouji. Just needs a little effort to be put in.
Sukasa

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Posted on 05-15-05 08:22 AM, in Sprite Generators Link
From what I've gathered, some sprites share ASM and have their ASM chosen by sprite number. you could do this, but you would need to change some of the handling routines. MikeyK posted about what values to change where in the thread "Sprite ASM pointers", by me. Also, you would need to copy say, the Bullet bill's shooter code and rewrite one offset to set the generator correctly.
Sukasa

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Posted on 05-15-05 11:39 PM, in Collision Detection Link
AFAIK It has not, although I would think that it wouild work something like the example below.

'get the sprite's size

(commented out becaue the code for the tables I was using was rather large)

'now check it with the player's X coordinate.

(the code is almost the same as the snippet below)

'Now, if the the X coords were reasonably close, check the Y co-ords

if Px > Ex then
if (px - Ex) < es AND (px - ex) < ps then coll = TRUE
else
if (ex - px < es AND (ex - px) < ps then coll = TRUE
End If

'now do the damage routine if there is a collision...
Sukasa

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Posted on 05-15-05 11:43 PM, in Appling Extended Animations to more than 1 levels Link
There is one easier way. set up ONE level's animation data, then click the "copy all tiles" button. go to the neext level you want the animations for, and click "Paste all tiles", then set up the correct ExGFX animation file in the GFX bypass (whichever ohe you prefer, I like the old one best), then repeat the lest two steps for any additional levels you want.
Sukasa

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Posted on 05-15-05 11:55 PM, in SMW ROM addresses Link
I was pretty sure that somewhere in the code for updating the timer there was something you could use. I know that doesn't help much, but I think that if you looked at the jmp statement that SH has you NoP out, you could trace the code and find the pointer to which tile to change, and so you could update that to be one more to the left. also, if you had a way of comparing changes with a hex editor, you could open the ROM, then use SMWSBE to change the timer location, then compare the differences in you hex editor and locate the offsets easily.
Sukasa

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Posted on 05-16-05 09:30 AM, in Collision Detection Link
actually, if you look very closely, mario overlaps all other objects and spries by one pixel before he interacts with them.
Sukasa

Boomboom
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Posted on 05-16-05 09:42 AM, in COTMK 1 release date and Screenshot extravaganza. [ss] Link
Hey! I have both an *almost*DEFINITIVE release date for COTMK 1, and a horde of new screenshots. The release date should be anywhere from June 31st to July 13.

Here are the OLD screenshots.


Bowser's new hangout

Bowser Station

Now for the new shots!!! NOTE: These were all taken in LM, except one.


The Title screen, the only shot actually from an emulator


River Rapids, which I found rather nasty until I mastered it


A little puzzle that's easy to figure out


A desert building in world 7


Riding the clouds in World 3!


Iggy's castle revisited


Decorative stuff in one of bowser's outposts.


Some sprite edits I did.

NOW for spoiler shots


A strange place no-one has ever been before, this place is said to be a spirit's dwelling...


The only known shot of a strange palace in the sky...
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Acmlm's Board - I2 Archive - - Posts by Sukasa


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