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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: 1360/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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...Could be. Good discovery smwedit, this could really be helpful. On the topic of this, does anyone know where in the ROM the table that lists out the different scroll options is? there are a lot of unused entries there... | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1361/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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ooc: Whoa. Phantron got mad pretty quickly, wehen everyone else was already walking after Snipes. Slightly surprised, Snipes responded, but kept on walking. "I'm pretty sure that that's what we were doing, Phantron. Does this mean you're coming?" |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1362/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Thinking quietly to himself, Snipes decided that there was a good chance that it wasn't the nice Phantron talking, after all, she changed demeanors pretty quickly. Snipes decided to keep his eye on her. Coming to a halt, Snipes heard the strange sound he'd head earlier. "Hang on- I can hear that sound again. Figures, there's the spot where I landed. Keep an eye out for anything out of the ordinary. By the way, my breath doesn't count." |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1363/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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NICE! I can use that to remap the tiles for the clown car when it gets hit! wonderful, BigMattrizzle! | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1364/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Since you're doing so well with the boss data, could I make a request for you to try and find the offset that controls how fast the walls come in with Roy? I'd like to slow them down a bit. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1365/1981 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, the bro doesn't fal down with me, he just is invisible and does nothing until you kill him. Nad, perhaps you should try PM'ing MikeyK or someone who knows how to work with that sprite. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1366/1981 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 use MWR, all you need to do is open MWR, open your ROM, then select sprite 75 from the drop-down list. After that, in the lower-left corner, there will be a check box that says "Disable animation". Try using that one to stop the sprite from flipping. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1367/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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You need to go to the overworld editor, then the "Overworld" menu option. From there, scroll down and click on "change boss sequence levels". | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1368/1981 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 guess so... That again, considering how many people eat nuts, it makes sense. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1369/1981 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, just remember that if you re-use a sequence, you'll be re-using the text as well. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1370/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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No, "Don't interact with objects" is disable for the hammer bro. He is set to react with everything. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1371/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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OK, I'm going to ask for another offset from anyone. Does anyone know what offsets to chang to affect bowser's phase 2 and 3 healths? Changing offset 0x1A30B only changes his HP for the first phase of battle. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1372/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Definitely, I'd have to say that while rips can be nice when they're used sparingly, a hack made of rips isn't very good at all. There has to be a lot of handrawn GFX in a hack for me to really think it's great, which is why SMO scored high with me. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1373/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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OK, if that is so, then does that mean that "starting a game" includes loading a saved game from SMW, or loading a savestate? For me, if I have edited the OW, and load a savestate in yoshi's island, the main OW changes show up immediately. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1374/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Try going here and downloading the SMW entrance level repointer program. That should help a bit, since you could try repointing both entrances to the same level. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1375/1981 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 theory could be correct, because some sort of script seems to need to be activated before bowser does anything, maybe that script is accessed from a level data command, right? | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1376/1981 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 can answer the first question with a no, since I have only had to patch the game once, and haven't had any crashing problems related to MAP16 since, even though I have made several saves with LM, including MAP16. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1377/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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OK, I've put together a small tutorial about how to edit the ending text, mainly thanks to FuSoYa, since he let me know how the data was formatted. This tutorial will show you how to edit the first 4 tiles in the text, but you can re-use the stuff you learned, since all the entries are the same. First off, the data for the text starts at PC $1D724 and ends at PC $1D873. Each letter is 4 bytes long, which will be explained below. Byte 0x0 is the Y position byte, which determines the line that the tile is on. It is measured in pixels, but all of the entries count up by 0x10, starting at $20, going until $50 The second byte is the X position. Like byte 0x0 is is 8 bits, counting from $18 to $D0. Spaces are determined here, since letters normally count up by 8 pixels, but for spaces this byte will count up $10 pixels, going from $38 to $40 for no spaces, and $40 to $50 for a space. The third byte is the one you'll be changing the most, as it is the low byte of the tile number itself. Check GFX file $0D for the letter numbers, be note that to make things easy for yourself, place GFX file $0D into a slot on the lower half of whatever page you use, such as FG3 or SP2. Lastly, the forth byte also picks the tile, but for this one you do not need to change this, since you won't be changing your GFX page at all. Now, to give an example, I'm going to demonstrate a five-letter sequence, "A B _ C D", which has a space between B and C. Note that the tiles are all going to be the first 5 tiles to appear, and case-insensitive. The hex: 20 18 88 0E 20 20 89 0E 20 30 8A 0E 20 38 8B 0E Now, if you look at the second byte of the third entry, the X position has increased by $10 instead of by $08, like everything else did. That is how SMW creates a space. An example of a line break would be: 20 18 88 0E 30 18 88 0E In this, the final result would be: A A Because the first byte in the second tile was $10 more than the first byte in the first tile. I hope that someone other than me can use that well. Remember, credit shuold go to FuSoYa for finding that data, not to me. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1378/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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"You see, I told you there was something here!" Closing his eyes, Snipes made a frantic plea to Phantron. "Phantron, we really need your help right now. Lets just say that if you don't come, there won't be anyone here to help! The strange plant you told us about just got ahold of all three of us!" |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1379/1981 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, if you pulled it off right you wouldn't need to slow mario, just take control of the SNES, and copy everything, then return to the regular ASM. Only a relatively short-ish wait, while nothing else happens. |
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Acmlm's Board - I2 Archive - - Posts by Sukasa |