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

Red Paragoomba
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Since: 03-20-05
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Posted on 04-18-05 07:54 AM, in 2 Lunar Magic Questions Link
Originally posted by skateboarder11
Originally posted by Starrodkirby86
Okay, althoguh I don't have the latest version I still need a little help.
Well, here's my first Question:
How do you get the goal point sprite to stick into the Goal itself? Whenever I create a level and test it, the goal sprite gets off of the goal itself!!! And sometimes I could pass it without touching the goal!
And also, is there an option to insert custom music (Like a Pokemon theme) instead of using the original songs?

I would apperciate it if you can answer at least one of them.


Put the tape at the bottom of the goalposts.

No, you can't edit music. :\

Well, it depends on how you look at it. It's possible to edit the music, but it's all about knowing how it works and how to edit it. This knowledge isn't widely known however, and he would have to crack the format in order to put new music in. So I figure it's safe to say that's not going to happen. I suggest you wait until blackhole comes out with his music editing program, which I heard should be released soon. I'm eager to play around with it myself.

What do you mean the sprite goes off the goal? Elaborate, please.
Tweaker

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Posted on 04-18-05 08:03 AM, in Help Link
My best advice to you would be to redraw that art yourself. Try copying it from screenshots and arrange everything yourself when done. That creative personal touch may even make the art a little more original. Sure, it's awesome to be able to use art from other games, but a truly original level uses your own art, your own layout, and most of all, that creative personal touch that makes everything better. Just be creative, and let your ideas run free. I'm sure whatever you are planning will turn out better that way.
Tweaker

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Posted on 04-19-05 07:33 PM, in RLM v1.2 Link
Originally posted by smwedit
I know how you could put in DWTLC support! Just make the first step to expand the 6mb rom to 8mb. Then do the same reverse SNES roms with a locked and unlocked 8mb expanded rom, and there you go, dwtlc unlocked, but you have to make RLM support 8mb ExHiroms.

You know, FuSoYa obviously locked his hack for a reason, and I don't think he would appreciate you telling people how to unlock it...

Besides that, I don't think unlocking a hack would be too hard anyway. Just do a file compare between a locked and unlocked ROM and apply the differences.


(edited by Tweaker on 04-19-05 02:35 AM)
Tweaker

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Posted on 04-19-05 08:12 PM, in Sonic the Hedgehog 3 Music hack Link
This is one of my better projects. I replaced the normal music in the levels with the music from Sonic 3D Blast, the MegaDrive Sonic game that has the best music ever, IMO. This is a patch for Sonic the Hedgehog 3, as I'm not allowed to post the ROM itself.

http://www.team-sonic.com/hacks/Sonic_3_Blast.ips
Tweaker

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Posted on 04-19-05 08:37 PM, in RLM v1.2 Link
rofl, I feel like an idiot now. I had no clue this program was made to unlock hacks. My bad.
Tweaker

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Posted on 04-19-05 08:53 PM, in Latest DemoWorld Ory Link
This is the guy that blackhole was talking about? He doesn't seem stupid. That's actually a very nice looking hack. Great job. Are any of the graphics hand drawn?
Tweaker

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Posted on 04-19-05 11:16 PM, in Latest DemoWorld Ory Link
Ah, I see. Well, good thing Geoshitties won't let me download it then.
Tweaker

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Posted on 04-20-05 03:17 AM, in Sonic the Hedgehog 3 Music hack Link
Kles, I know enough to write a basic editor that can even import custom music. It's all about what is needed to be known. I only need to know one coordination flag to be able to loop music, so I can import MIDIs
Tweaker

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Posted on 04-20-05 08:18 AM, in Sonic the Hedgehog 3 Music hack Link
It's okay. Heh... This music fits Sonic 3 better than the original music. You can totally tell.
Tweaker

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Posted on 04-20-05 07:23 PM, in Whats goin on with the music editor Link
Indeed. You cannot rush these things, otherwise you will be recieving something very buggy and probably unusable. Give it time.
Tweaker

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Posted on 04-21-05 04:32 AM, in Sonic the Hedgehog 3 Music hack Link
I've tested it in Gens, and it works. Use 1.11 ( I think that's it) if you can, or use Gens Plus. Those are my reccomendations anyway.
Tweaker

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Posted on 04-21-05 04:45 AM, in Sonic The Hedgehog SMW hack Link
You stole my idea. Now I have no hope...

Those are the Sonic sprites from Sonic Pocket Adventure. Good size, but no shading. Try and enhance the sprites. If you have problems, I may be willing to help you out.
Tweaker

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Posted on 04-22-05 09:40 PM, in Sonic the Hedgehog 3 Music hack Link
Sure, go ahead. I was planning on doing so myself also, but it won't matter much. Go ahead.
Tweaker

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Posted on 04-23-05 07:54 AM, in can i add my favorite music to smw?!?!?!?!??!? Link
That is fuckin' brilliant. From what I know, the SPC can handle up to 6 1/2 minutes of CD quality sound, so you could turn your SNES into a music player.
Tweaker

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Posted on 04-27-05 03:16 AM, in [Sonic] The Fighter II Link
Sonic the Fighter II: Shadow's Revenge. =P

Fits with the whole "Shadow with a gun" thing as well.
Tweaker

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Posted on 04-28-05 12:37 AM, in Sonic-Mario,Sonic-Tails or Sonic & Knuckles Link
Originally posted by Time Rebellion
Originally posted by Sketchie
It COULD be interesting to see what it's like with a Sonic-Mario game, but then again, who would be the main villian of the game? Bowser or Robotnik? In either case you can't have both of them as the main villian.


Sure ya can!

Eggbut controls the ship, bowser throws the mechkoopas.

Except, it would be hard to have the P1 and 2 sprites differ...

Not really. It would just invlolve a nice bit of ASM work to change the sprites loaded for the Luigi object. He already has a different palette, so I can't imagine it all being too difficult.
Tweaker

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Posted on 05-02-05 06:28 AM, in Castle and GhostHouse Entrance levels? Link
Originally posted by peter_ac
Great, i don't even know what a pointer is...

Your hack is amazing. I'm suprised you don't know.

To put it simply, a pointer is a string of hex numbers that point to a specific offset in the ROM (and in some cases, RAM) to locate data from. On the SNES, pointers are byteswapped, and read backwards from the norm. This is because the SNES's main processor is a little endian processor. Let me give you an example...

Let's say that I wanted to insert the mushroom art at a different location than it originally was. Let's also say that the location of this art was at offset 004567. Our standard 32-bit pointer would read this as 674500. So let's say I wanted to move the art to offset 012569. First you would move the art to this location. Then, we take our location and swap the bytes. So our modified pointer now reads 69501. You can do this for any data, providing there is a pointer for it. In reality, every piece of data has a pointer, otherwise the game would be unable to locate the correct data when it needs it. There are many other types of pointers than my examples though. I suggest you look for yourself.

I hope this helped you.
Tweaker

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Posted on 05-12-05 01:37 AM, in New Program: SMW Boss Battle Palette Editor Link
Isn't there a SNES emulator that allows you to view loaded palettes in realtime? You could find the rest of the palettes that way.
Tweaker

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Posted on 08-01-05 08:46 AM, in Learning SMW ASM [ASM howto] Link
I really like this. It's a good SNES ASM tutorial in case I ever decide to major in SMW hacking (Or any SNES hacking for that matter)..

I like how you explained the branching routines. I know a fair bit of Motorola 68000 ASM, and it works in the same way...

Example:

My_Routine:

cmp.w #$0E10, FFE0 -- Check if the current word at RAM address FFE0 is 0E10
bne.s @Other_Routine -- If condition is false, branch to Other_Routine
move.b #0B FE10 -- Move 0B to fE10 in RAM

Other_Routine

etc...


But yeah, great work. From a ASM tutorial I saw for the SNES before, the instructions are fairly similar, with the exception of the SNES being a little endian processor based system. At least I'll be at a good start. =P
Tweaker

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Posted on 08-01-05 08:58 AM, in Sonic Advance 3: Extreem Manseckz Link
And besides that people, this is more of a Sonic Community inside joke. It was a ROM hack, so he decided to show it to you guys. It is kinda funny.

And btw, chaging sounds in a GBA game is mainly about locating the samples and changing them. SA3 uses the same general music notation format as the GBA Pok
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