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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by BMF98567
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BMF98567
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From: Blobaria
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Posted on 07-01-04 10:49 PM, in Mario Sprite help Link
Basically, what you'd do is hack the routine that loads each character's individual palette to also load a new set of graphics into VRAM via DMA. I'm pretty sure that's how it was done in SMAS+SMW, since Luigi's graphics are uncompressed. It was probably fairly simple.
BMF98567
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Posted on 07-02-04 12:41 AM, in side scroling pipe help? Link
I have a few ideas on how this could be done, but I wouldn't know how to go about implementing them...not yet, anyway.
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Posted on 07-02-04 12:46 AM, in Mario Sprite help Link
But what if a newbie corrupted reality? THEN WHAT, PROFESSOR?!

I'm reminded of an image I made a while back...

ono
BMF98567
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Posted on 07-03-04 03:06 PM, in Nooooo I messed up my hack!:( I need some help please Link
Make backups more frequently (say, every other time you edit your ROM). Two weeks can be a looooooong time, depending on how actively you're working on your hack. I'm afraid that's the only suggestion that'll help you here.
BMF98567
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Posted on 07-03-04 03:58 PM, in RELEASE: Block Inserter v2.0 Slowdown Fix Link
http://misc.rustedmagick.com/blktool.zip

Details are in readme2.txt. Basically, to use this, you just need to move all your custom blocks to the last Map16 page (tiles 0xF00-0xFFF). I really only recommend you use this if you have a lot of custom blocks in your hack, and there's noticeable, frequent slowdown.

NOTE: the ZIP contains the entire Block Inserter 2.0 package, BIN files and all. You can update your existing Block Inserter by extracting only blktool.exe (but PLEASE don't redistribute the modified blktool.exe without the modified blkpick.pas, and preferably readme2.txt, so people know it's a "special" build).

Please let me know if there are any problems with this hack.
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BMF98567
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Posted on 07-04-04 01:38 PM, in RELEASE: Block Inserter v2.0 Slowdown Fix Link
I think my hack had somewhere between 20-30 custom blocks when I first figured out this workaround, and it had noticeable slowdown. It really depends on the current level mode and how many/what kinds of sprites are on the screen, though (I had Mario, Yoshi, and maybe 3 or 4 Goombas on-screen in a Layer 2 level, and it slowed down pretty bad). I realize most people won't need this...I'm just providing it for people like me and Sendy who *do* have a lot of blocks, as I said in my initial post...
BMF98567
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Posted on 07-05-04 03:43 PM, in Nooooo I messed up my hack!:( I need some help please Link
Originally posted by Yuggoria Dugy
btw, isnt it yy_chr's fault of the exgfx and gfx messing?although it is a very good program, it seems to mess w/ ppls graphics
Only if you're using a very old version...the file expansion bug was fixed a long time ago. I'd blame TLP for far more ExGFX problems than YY-CHR.
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Posted on 07-06-04 03:29 PM, in ExGFX question Link
I was just thinking the same thing.

If a FAQ is made, it needs to explain in extremely simple layman's terms how the SNES's graphics system works, and the inherent limitations of such a system. This might help people understand why Map16 blocks and sprites from one level might not look correct in another level (due to different GFX files being loaded), why you can't just load all the GFX at once, why the wrong palette will make tiles look bad, etc...
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Posted on 07-07-04 02:35 PM, in My SMB Hack: "Super Mario Hack" Link
I'd also like to see some screenshots. Words simply don't do a hack justice, especially for frequently-hacked games like SMB. You need to entice a player into downloading your hack, and "graphics changed to look cooler" just isn't doing it for me, sorry.
BMF98567
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Posted on 07-07-04 04:15 PM, in I know I have asked this a million times but I need to make some ExGFX. Link
Erm. If that STILL doesn't work, Windows might be messing up your file extensions (the fact that LM wasn't accepting your file at all tipped me off). Right-click the .BIN file and check its "MS-DOS name." It should say EXGFX88.BIN. If it says something like EXGFX8~1.BIN (look for the ~ symbol), you've probably got "hide file extensions" turned on, and the file is actually named ExGFX88.bin.bin or something similar (the last extension might be different). If that's the case, try putting quotes around the whole filename when you save it in YY-CHR (ex: "ExGFX88.bin") and see if it works.
BMF98567
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Posted on 07-08-04 03:55 AM, in I know I have asked this a million times but I need to make some ExGFX. Link
Originally posted by Keikonium
When I load up the level, it says that the graphics file is too large and may cause glitches during game play.
Well, uh, there ya go.

Reduce the filesize to 4,096 bytes and the problems might go away. Remember, the file needs to be 16 tiles wide x 8 tiles high.
BMF98567
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Posted on 07-08-04 03:58 AM, in Tide help! Link
Originally posted by DarkPrince
Is there a way to have translucent water (not a tide though) on a level without making the floor, walls and ceiling translucent as well?
I believe there is, but it involves messing with the SNES's graphics registers. I haven't experimented enough with this to tell you for sure.
BMF98567
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Posted on 07-08-04 02:27 PM, in I know I have asked this a million times but I need to make some ExGFX. Link
*sigh*

There's no need to go through all that nonsense just to get your file the correct size. Try this...

1. Download this file and save it in your ExGFX folder. It's exactly 4,096 bytes.
2. Open your oddly-sized ExGFX file in YY-CHR. Starting from tile #00, right-click and drag down to tile #7F. There should be a blue box surrounding 128 tiles (16x8). Press Ctrl+C to copy these tiles.
3. Open 4096byte.bin and set it to 4bpp SNES mode. Select tile #00, and hit Ctrl+V to paste. The X's should be replaced with your copied tiles.
4. Save this new file as whatever name your oddly-sized file was. Voila, a 4,096-byte ExGFX file.

I would recommend leaving the template file in your ExGFX folder and using it whenever you want to make an ExGFX file from scratch. As long as you don't draw past the bottom row of X's, the file will remain 4,096 bytes.
BMF98567
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Posted on 07-09-04 12:51 PM, in [DEMO RELEASE] Pokemon Crystal Advance Link
Um, no. It doesn't work like that. You post a message here when your release is ready, not "some/few days" before. Otherwise, you're just cluttering up the forum.
BMF98567
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Posted on 07-10-04 11:38 AM, in Working on a YI Editor Link
I'd rather see more progress shots than name suggestions at the moment...
BMF98567
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Posted on 07-10-04 11:55 AM, in Update! Version 1.01pre of Super Mario Extreme! Link
!@#$%

Your original thread is still on the first page--a mere couple of threads down, actually. Please use that next time. You can always ask a mod or admin to change the topic title to reflect any updates.
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BMF98567
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Posted on 07-15-04 02:27 PM, in Aurora Borealis Link
Here in Spokane, WA, it's only happened one time that I can remember, probably 4-5 years ago. It was the most spectacular natural phenomenon I had ever seen...I sat outside my house for probably an hour, staring straight up into the sky. It looked like rivers of vivid greenish-bluish energy flowing upwards from the horizon to the top of the sky. It was absolutely breathtaking, and I really hope it happens again soon.
BMF98567
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Posted on 07-15-04 02:37 PM, in To Tattoo or not to tattoo Link
Originally posted by NSNick
I was thinking of getting a tattoo of something like a triforce, lightsaber, 1 up mushroom, Rebel/Imperial logo, etc., but I figure I'll wait a few years, see if I still want one then...
No fair, you stole my idea!

If I were to get one like that (and I just might!), I'd base it on the classic SMW mushroom. I'd probably just rip the sprite and enlarge it...I want to retain the pixellated look.
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Acmlm's Board - I2 Archive - - Posts by BMF98567


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