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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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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 11-23-04 01:41 PM, in Longhorn. Link
Originally posted by Tarale
That screenshot is awful, it's not even good pixel art!
To be fair, I don't think that's actually "pixel art"...I'm pretty sure it's vector art. With the lack of anti-aliasing and high-color support, though, it does indeed look awful.

Originally posted by Tarale
Eh, I'm worried about the restrictions that they will put into Longhorn. I am becoming very concerned that Microsoft is enabling corporations (such as themselves) to take the control of the computer and your own files more and more OUT of the hands of the user.... and I very much hope that Longhorn does not enable this to happen. There have been a lot of things, "features" that have been discussed that have the potential to take control out of the hands of the user.
But of course. It's the goal of both major software corporations and Hollywood to turn every computer into nothing more than a glorified, semi-interactive TV, force-feeding you what they want you to see. And thanks to a few corrupt politicians sneaking hideous new laws past the oblivious public, some of the proposed (and already manufactured) DRM technologies are coming frighteningly close to achieving that goal.

It all sounds like the ramblings of some wacko nutjob, but if you dig deep enough, you'll find out just how true it is...
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 11-23-04 04:27 PM, in Found some item block sprite data! Link
I'm still working out a lot of the details, but I found a great deal of the items that pop out of turn blocks and question blocks stored in an array at $10AA1. Each byte corresponds to a sprite ID number (check Lunar Magic's sprite dialog). For example, $10AA1 and $10AA2 define which sprites come out of green Yoshi eggs; 35 is Yoshi, 78 is a 1UP (when you already have Yoshi).

$10AA1: green Yoshi (35), block #126
$10AA2: 1UP (78), block #126
$10AA4: mushroom (74), used by blocks #117 and #118 when Mario is small
$10AA5: flower (75), block #117
$10AA6: star (76), block #119
$10AA7: feather (77), block #118
$10AA8: 1UP (78) block #11A
$10AAB: green vine (79), block #11A
$10AAD: blue/silver POW (3E), block #11D
$10AAE: balloon (7D), block #125 (if you change this, block #125 will produce the same item, regardless of X position)
$10AAF: Yoshi egg (2C), block #126 (the egg contains one of two sprites, depending on whether or not Yoshi is already present; see $10AA1-$10AA2)
$10AB2: directional coins (45), block #114

This array is repeated at $10AB4; I'm not sure why. Changing values here altered both the turn blocks *and* the question blocks!

There is a third array at $10AC6 that contains attribute bytes of some kind for each sprite; changing these will often have bizarre effects on the sprites, such as turning them into enemies! Most of the items use a value of 08 here, while some use 09 (like the blue/silver POW). I haven't figured this part out yet.

I'd like to figure out exactly how this data is used, so I can perhaps write a fully-customizable item block in the near future that doesn't rely on jonwil's buggy code. For now, though, you can at least customize a few of the pre-existing blocks to suit your needs.
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BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 11-24-04 02:01 PM, in The Anti-Spyware Test Link
Wow. There are a LOT of sleazy companies out there. Spyware-removal tools that INSTALL spyware themselves?
(restricted)
BMF98567
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Posted on 11-25-04 01:45 PM, in Virgin Mary on cheese sandwich? Well this is even better! Link
OMG I JUST SAW A HUMAN FACE IN THIS SHINY MIRROR THING! I'M GONNA BE RICH!

...

HEY, IT'S GONE NOW
BMF98567
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Posted on 11-25-04 02:10 PM, in What’s up with these note blocks?! Link
While we're on the subject of block glitches...

Has anyone else noticed that you can hit a block below a coin, and Mario will collect the coin (just like previous Mario games), but it leaves a solid, invisible block in its place? It looks like Nintendo either ran into a glitch and abandoned the idea (hitting a coin turned into a used block will still create a coin), or they never created any situations where that could happen, and thus the glitch was never noticed in play-testing. I wonder what it would take to fix that?
BMF98567
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Since: 03-15-04
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Posted on 11-26-04 02:08 PM, in Lakitu Question Link
Hacking tutorials are here. 65816 technical documents are here. Now PLEASE stop bumping old posts.
BMF98567
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Posted on 11-27-04 02:57 PM, in What’s up with these note blocks?! Link
I'm certain the "bouncing block" sprite is causing the glitch. My guess is it scans the area above the block it was spawned from, and if a coin is there, it replaces it with a blank tile and spawns a coin sprite. Problem is, it seems to be writing block #152 (which is solid) instead of #25. It probably wouldn't be too hard to fix if I knew where the sprite's code was located...
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 11-27-04 03:11 PM, in “Mario Start” palette Link
Yeah, the "S" uses Mario's palette, rather than the yellow palette all the others use. Change the following bytes to fix it:

$133F: 30 -> 34
$1370: F0 -> F4
BMF98567
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Posted on 11-28-04 01:52 PM, in Dark Mario Link
Closed at Rockman's request.
BMF98567
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Posted on 11-28-04 02:02 PM, in WTF!! Link
Hah! Your unofficial record's been broken by ONE member!

clicky clicky

Anway, I was told on IRC it was a result of a security test...
BMF98567
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Posted on 11-28-04 02:41 PM, in “Mario Start” palette Link
There are two arrays: one for the tile numbers, and one for the rest of the sprite flags (palette, X/Y flip, etc.; refer to any SNES technical doc for more info). Both are stored in reverse order, as rubixcuber mentioned. The tile numbers start at $12D1, and the sprite flags start at $1339.
BMF98567
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Posted on 11-28-04 02:47 PM, in What’s up with these note blocks?! Link
Originally posted by UnsurpassedDarkness
I never noticed that block before
BMF98567
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Since: 03-15-04
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Posted on 11-28-04 03:37 PM, in SMRPG question Link
SNES9X can read ZSNES save states. You can always load your ZST into SNES9X and immediately make a new savestate to use with the tool, but there's no way to convert it back to ZST.

(It's actually easier to work with ZSTs, since they're uncompressed...I wish more tools supported both formats.)
BMF98567
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Posted on 11-29-04 02:24 PM, in What’s up with these note blocks?! Link
Blah...if ZSNES had RAM read/write breakpoints, finding the code would be a trivial matter.
BMF98567
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Posted on 11-30-04 03:35 PM, in another type of site that should have a blacklist... Link
Click HERE to vote for my site!
(You must vote to download ROMs)

*clicks ROM link anyway*

*JavaScript notice pops up*

You MUST VOTE to download ROMs! Click OK to vote.

*clicks Cancel*

You MUST VOTE to download ROMs! Click OK to vote.

*clicks Cancel again*

You MUST VOTE to download ROMs! Click OK to vote.

*clicks X in corner*

*Gator install confirmation pops up*

*clicks Cancel*

*Gator installs anyway; PC crashes*
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
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Posted on 11-30-04 03:57 PM, in LDA statement [ASM ISSUE] Link
No worries, happens to the best of us.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 12-01-04 01:46 PM, in another type of site that should have a blacklist... Link
Forget voting...I actually went to a site yesterday that said I MUST install the spyware that kept trying to load in order to download ROMs. That's a new low.

Wait, scratch that--the site that asked for a PayPal donation in order to download x number of ROMs per month, THAT was a new low.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 12-01-04 01:52 PM, in yi graphics Link
Originally posted by andres27
don't say "use lunar compress or ycompress"
Well, then, I doubt you're going to get many replies...
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Acmlm's Board - I2 Archive - - Posts by BMF98567


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