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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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Posted on 08-16-04 03:35 PM, in Splitting up SMAS? Link
Originally posted by calcwatch
I know there's a rom out there which is already split into four pieces, but I'm not sure exactly how they were split. (As it is, they aren't self-contained, and you need all four pieces to get anything to run, so you'd still have to do some ASM hacking.) It's a version of SMAS without Super Mario World, and each file is 524,800 bytes. (The files are named ALLSTAR.1, ALLSTAR.2, ALLSTAR.3, and ALLSTAR.4, and you start it by loading ALLSTAR.1).
Umm...lots of ROMs are (or were) in that format. It's nothing special. It's used by copiers in order to load games in pieces via floppy disks, since most SNES games are too large to fit on a single disk.
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Posted on 08-16-04 03:58 PM, in Questions and Answers for newbies! Link
Also note that slowdown will be much more pronounced in an interactive Layer 2 level or water level with buoyancy enabled (more interactive blocks = more processing to do). I could only have a few Goombas on screen at once in one of my Layer 2 levels before I made the Block Tool update.
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Posted on 08-17-04 03:10 PM, in Bowser Palettes or Bosses in General Link
Bowser's code most likely loads its own custom palette at run-time (like the Magikoopas do). You'd have to locate and edit the palette manually.

Also, the second set of colors you have circled is NOT used for the fireballs; that's a background palette, and the fireballs are sprites. I'm certain they use the 3rd sprite palette (the yellow Koopa palette).
(restricted)
BMF98567
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Posted on 08-18-04 02:33 PM, in Per Level Yoshi, Mario And Block Colours? Link
I hate to say it, but the dreaded ASM is the only answer I can give you. You'd have to make a routine that checks for certain variables (like the current map number) and overwrites the palette/graphics accordingly.
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Posted on 08-19-04 02:05 PM, in FCEUXD information Link
Originally posted by MathOnNapkins
I know of at least a couple routines in Zelda 3 that are never used but would be cool if they were used. The one i have in mind is the routine that checks the second player port for input.
Whoa, whoa, whoa...where is this, exactly? Have you examined it at all? Most 1-player games that look for second controller input have (or did have) debugging features of some kind...
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Posted on 08-23-04 01:52 PM, in FCEUXD information Link
Man, this is going to be incredible. No more jumping back and forth between the memory editor and a hex editor when I want to find and permanently change a few opcodes (which can prove to be tough in games with lots of ROM banks)! This should make enabling debug features a whole lot easier!

*BMF squirms nervously in his chair awaiting this marvelous program's so-close-yet-so-far-away release*
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Posted on 08-25-04 12:44 AM, in Super Mario World 2: Bowser's return[2 World Demo Download] Link
Originally posted by GCNMario
LOL, I 'LOVE' the start+select to go to next level glitch!
That's not a glitch. It's an intentional debugging feature that was left in the ROM, but disabled by Nintendo, just like the Up + Select powerup changer.
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Posted on 08-26-04 02:53 PM, in Oops...I made a mistake with some graphics... Link
The "holes" in your title screen border are a result of the "MARIO A . . ." etc. text overwriting part of the border with a blank tile. The only way to fix it would be to either shrink your border, or find the code in the ROM that draws the text and shorten it by one tile (or replace the blank tile with the correct border piece and palette). Unfortunately, I have no idea where that's located, as it's been a long time since I hacked the title screen.
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Posted on 08-26-04 03:04 PM, in I don't wanna do this do I? Link
Originally posted by hhallahh
well, none of their hacks may ever be completed. *looks mournfully at BMF*
Dude. It WILL be finished. Maybe not anytime soon, but eventually. If you could experience what I've been going through the past few months, both physically and mentally, you would understand. I'm simply not well enough to focus on Super Mario Odyssey--or much of anything--at the moment.
BMF98567
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Posted on 08-26-04 03:11 PM, in Mario World finished hack database Link
Seeing how the other thread doesn't get updated much, and this one is nice and organized...I think I'll just swap the two.

I added a link to the old thread in your first post, just in case anyone still wants to browse through it.
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Posted on 08-26-04 11:42 PM, in Sprite creation Link
Originally posted by Keikonium
I dont know if exactly what you said is possible, but many many people hvae told me that editing the sprites through the 16x16 editor is impossible. I have found this to be wrong tho. I can change there palettes, and what they look like and simply save it by pressing shift + F9 (or ctrl + F9). It works fine, just I can't change what they do...
I don't see how that's possible, considering LM doesn't even save any data back to the ROM when you do that. It's NOT actually applying your changes to the ROM, trust me.
BMF98567
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Posted on 09-03-04 01:51 PM, in Underground Echo? Link
AFAIK, that song resides in its own separate song bank, since it's so long:

Bank 1: title screen, overworld
Bank 2: levels
Bank 3: end theme

I haven't been following the music-changing discussion, so I wouldn't know how to go about loading a different bank. Sorry.
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Posted on 09-04-04 01:38 PM, in ...Ive got a cunning idea about the GBA Link
It's my understanding that the official Nintendo emulator is indeed PocketNES, with modified sound code (exactly what, I'm not sure). Loopy went through the code and confirmed it himself.
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Posted on 09-04-04 01:43 PM, in Making luigi an inverted mario. Link
We've discussed and dismissed this idea at least once in the past. SMW's engine simply isn't set up for an easy reverse gravity implementation.
BMF98567
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Posted on 09-04-04 01:51 PM, in General SMW Hack Questions Link
ARGH. Yes. I've had to make somewhat extensive changes in the past because of a FEW LOUSY STINKING COLORS that didn't want to fade out.

That's just one reason I've avoided using the status bar palette for anything but the status bar. That, and it just looks better having the same colors up there in every single level.
BMF98567
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Posted on 09-04-04 01:53 PM, in Found something useful [Howto] Link
Originally posted by FuSoYa
The $19D8 array was rather pointless in the original game... it was being used to store a single bit from the screen exit data. But the game never bothered to look at it. It was probably for something Nintendo either abandoned or never got around to.
You mean...if I were to hack out all the code that writes to this table, I'd have even MORE free 16-bit RAM addresses to use?!

*Neko54123 sweats slightly


(edited by Neko54123 on 09-04-04 04:55 AM)
BMF98567
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Posted on 09-05-04 12:54 PM, in SMW ASM hacks Link
Heheh...as amusing and true as the last few posts have been, this thread is entering dangerous territory. Please steer it back on-topic so I don't have to kill it prematurely.
BMF98567
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Posted on 09-05-04 01:03 PM, in Found something useful [Howto] Link
Err...ooooops. That's what I get for skimming posts...I didn't realize you had already made use of that table.

I know I can just use bank 7F (as I have been doing), but sometimes having free RAM in the $0000-$1FFF range is nice, as it results in smaller code and a slightly larger selection of opcodes you can use.
BMF98567
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Posted on 09-07-04 01:12 AM, in Stupid ass "enhanced" cd's Link
My brother and I both had a problem recently with Windows 98 doing its BSOD thing in DirectX applications, and then proceeding to corrupt the registry after rebooting.

I looked all over the net for a solution, finding several EXACT matches (wow, that doesn't happen very often) for the VXD error I was getting, right down to the last number, but NOBODY had a solution, other than the same old worn-out "check your BIOS settings," "check for spyware," "do a virus scan," "check your system temperature," and the ever-so-hated "reinstall Windows." Like a broken record.

The solution? Reinstalling my previous video drivers. Apparently, the latest ForceWare update is a little screwed, yet it's WHQL certified. NO ONE was able to figure that one out.

The moral of the story? It's ALWAYS the simplest solution.
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Acmlm's Board - I2 Archive - - Posts by BMF98567


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