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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 02-28-05 11:46 PM, in Incredibly wierd palette problem Link
hey!

Actually, BMF is the one doing SMO. this one is Chonicles of the mushroom Kingdom 1 Final vengeance.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
From: *Shrug*

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Posted on 02-28-05 11:53 PM, in Disabling level Timer Link
Hey!

Does anyone know how to disable the level timer? BMF did it in SMO, so I was wondering if anyone knew how.
Sukasa

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

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Posted on 03-01-05 01:24 AM, in Disabling level Timer Link
Hey!

Originally posted by Juggling Joker
You can just set the timer to 0. Of course, this leads to problems with dying (i.e. it always shows "Time up!" or whatever it says).


yea... That isn't just what I meant, but also a way to disable it universally. Thanks for telling me about the patch though. I'll PM BMF about and wait for him to get back online.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posts: 84/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
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Posted on 03-01-05 01:54 AM, in Screen-scrolling pipes concept Idea Link
Hey!

Originally posted by Juggling Joker
It's fairly certain that regular pipe blocks weren't used at all. It's not like there's anything preventing someone from using the same 8x8 tiles for their own custom blocks.


What do you mean? I'm a little confused by that post, to be honest

EDIT: Ok... I understand now. I was tired last yesterday.


(edited by Darkflight on 03-01-05 12:53 PM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 85/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 03-01-05 02:17 AM, in Overworld scrolling Link
Hey!

I think that would be possible to an extent... If you turned off start button scrolling and spaced out your worlds correctly, you might be able to just make it seem like there are multiple worlds.
Sukasa

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

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Posted on 03-01-05 09:50 PM, in overworld Lightning routine (bowser's valley) in levels? Link
Hey!

Yea, I was thining that because I don't need the lightning routine, I could remap the palette entry it overwrites and disable it on the overworld, just using it in levels only to change the BG colour.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 87/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
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Posted on 03-01-05 09:57 PM, in Incredibly wierd palette problem Link
Hey!

Originally posted by Kario
If it is part one, why is it Final Vengeance?


It all has to do with Bowser...


(edited by Darkflight on 03-01-05 12:57 PM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posts: 88/1981
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Since: 02-06-05
From: *Shrug*

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Posted on 03-01-05 10:00 PM, in Uhh...... You will kill me for asking this, but Link
Hey!

Also, If you are like me, you could edit GFX31.bin, too. Don't worry though, we won't kill you. That was a good question, after all.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 89/1981
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Since: 02-06-05
From: *Shrug*

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Posted on 03-01-05 10:37 PM, in Disabling level Timer Link
Hey!

Thanks, I wil change that. I hope that there is a relatively easy way to disable the level timer.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
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Posted on 03-01-05 11:14 PM, in Title screen timing question Link
Hey!

I was wondering, when the title screen fades out to go back to the beginning, how would you make it fade out half as fast? It would go with my hack's theme.

Could anyone give me a pointer to an offset or hint to something I can look for?
Sukasa

Boomboom
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Posted on 03-02-05 05:01 AM, in Title screen timing question Link
Hey!

Thanks for helping. (or at least getting what i said)

If anyone can help me, I would appreciate it greatly
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 92/1981
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Since: 02-06-05
From: *Shrug*

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Posted on 03-02-05 05:03 AM, in Disabling level Timer Link
Originally posted by Atma X
Or you can just set Address 103F's Value to 60 (that'll make it skip the whole Routine).


So... would that diable the timer, or just hide the timer, making people think there wasn't a timer?
Sukasa

Boomboom
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Posted on 03-02-05 10:11 AM, in Disabling level Timer Link
Hey!
Thanks Atma. Now I can get my game the way I would like it.

Now to find out about a few sprite wuestions and program a new final boss...
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
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Posted on 03-03-05 12:54 AM, in Mario's fingertips and more Link
Hey!

WOW that looks good. Your hack has great potential, too. one question though:

How did you record that?
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
From: *Shrug*

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Posted on 03-03-05 01:07 AM, in Multiple sprite/ASM questions Link
Hey!

I was working on my hack, but I have run into a problem. I have several ASM-related questions that I need answered:

1. How do you create sprites from another one?

2. how do you moniter to see if a sprite is present?

3. how do you delete/kill sprites?

4. how do you change Layer one and layer 2 objects?

5. how do you scroll Layer 2 objects vertically?

6. what are the entry/exit requirements for sprites? (A/X/Y preservations, sizes)

7. How are sprites used in a level? (Subroutines, macros, etc...)

8. What variable is the frame counter?

9. Are there any unused variables in SMW I can use for myself? I need about 4-5.

Those are my first set of questions, so If anyone can help me with it I would greatly appreciate it!


(edited by Darkflight on 03-04-05 11:21 AM)
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 96/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
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Posted on 03-03-05 01:11 AM, in Disabling level Timer Link
Hey!

Originally posted by skateboarder11
Smallhacker's method seems to change the timer's appearance, but it was at 393 when I finished my level...


Smallhacker's method only hid the timer, not disabled it.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 97/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
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Posted on 03-03-05 01:19 AM, in If I tried to make screen-scrolling pipes, would you encourage me? Link
Hey!

After I am done my hack, I'm thinking of trying to recreate the screen-scrolling pipes from scratch. What would you think of that?
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Posts: 98/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
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Posted on 03-03-05 09:05 PM, in If I tried to make screen-scrolling pipes, would you encourage me? Link
Hey!


Well, I guess everyone has different veiws about this. When I finish my hack i'kll work on the pipes, and If I can get them to work, I'll release hem here.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
Level: 57

Posts: 99/1981
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Since: 02-06-05
From: *Shrug*

Since last post: 6 days
Last activity: 1 day
Posted on 03-03-05 09:22 PM, in Unused sprite question Link
Hey!

In SMO, I noticed that BMF said he used a second "chargin' chuck" sprite entry as his "Stony XVII" mini-boss. What sprite entry does that sprite use? I'm programming in a new sprite and i would like to use that entry.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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Since: 02-06-05
From: *Shrug*

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Posted on 03-04-05 08:31 PM, in Multiple sprite/ASM questions Link
Hey!

Originally posted by HyperHacker
1: What exactly do you mean 'from another one'?


I mean how do you create one sprite using another sprite (i.e. a generator)

Originally posted by HyperHacker

2: Present on the screen? Just loop through the sprite tables and look for it.

So if I just placed all the sprites in order, i could easily moniter sprites. Thanks.

Originally posted by HyperHacker

4: Map16 data is at $7EC800 (low byte) and $7FC8000 (high byte). (Ex: 7EC804 is the low byte of a tile, and 7FC804 is the high byte of the same tile.) Not sure how layer 2 works though, or how to translate object coords into a Map16 address.

So how would I use that to change layer one objects at any given time during gameplay?


Originally posted by HyperHacker

6: In what? If you're talking about ASM (though I don't know of anyone who knows how to hack the sprite ASM yet), I'd suggest just preserving all the registers until you know what they do.

Yes, I mean in ASM. I just don't want to overwrite something that I shouldn't (X/Y registers).

Originally posted by HyperHacker

7: There are various tables that say what they are, where they are, how fast they're moving, and so on. Each sprite has an ID number (I imagine the first you added is #1, next is #2, and so on, though deleting them complicates it) which is used as the table index.

Yea, thx. I actually meant are they called as Subroutines, Macros, etc...?








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Acmlm's Board - I2 Archive - - Posts by Sukasa


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