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Acmlm's Board - I2 Archive - - Posts by Sukasa |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 541/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Well, that, and why don't you check a MIDI file's size. They can be quite large, because they have different formatting. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 542/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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That one seems to work for me. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 543/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Yea, I'll do that. Thanks for the feedback guys. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 544/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Error 349857348734534: The system experienced an error. Level: 57 Posts: 545/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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) |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 546/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 547/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 548/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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looking at your new screens, I'd say nice, but the one-block-wide platforms will HAVE to go. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 549/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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I've run into this before. Are there any .ips files in that directory with the same name as your rom? | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 550/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Very nice. I just played through YSF yesterday, and I really liked that game. your artwork is incredible, Peardian. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 551/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Originally posted by MathOnNapkins 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. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 552/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Originally posted by Kyouji Craw 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? |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 553/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 554/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 555/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 556/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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... |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 557/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 558/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 559/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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actually, if you look very closely, mario overlaps all other objects and spries by one pixel before he interacts with them. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 560/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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 |