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Acmlm's Board - I2 Archive - - Posts by BMF98567 |
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BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1064/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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Did you not read my previous post? |
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1065/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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I had similar problems when designing my Cave Story layout. The table cells had static pixel sizes set, but IE ignored them and rendered the table however it saw fit. I tweaked the HTML until it *almost* rendered correctly, at which point I said "screw it" and added huge transparent right/bottom borders to my images (to prevent tiling). |
I guess IE just sucks My current layout, on the other hand, worked right from the beginning...
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1066/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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BLARGH. Of course the bosses have to do things differently... |
Anyway, I've figured it out, but the fix is a bit more complex. I'll probably make an IPS patch later, but for now, change $3139 back to #$D0, and then change the following: $3135: 4C 91 B0 EA $3291: AD C6 13 F0 FA A5 13 29 03 4C 39 AF This code checks whether or not a boss has just been defeated (I'm assuming that's what $13C6 is for), and if so, jumps to the fadeout code (you have to fade out the boss arenas, otherwise they'll simply disappear when the bonus tally appears).
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1067/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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Dude, Nintendo probably never released a screenshot with the cage. They didn't release very many screenshots at all. |
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1068/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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I don't think anyone understands what he's talking about. |
The coins in SMW use only three different graphics for their animation. Two of the frames use the exact same tiles. SMB, on the other hand, used FOUR graphics: SMB coin SMW coin I believe he wants to change that duplicate frame to something unique, so he can have an SMB-style coin. Unfortunately, this requires more than just graphics editing. If I have time, I'll try and track down the tile mappings for the sprite... (edited by BMF54123 on 08-17-05 07:18 AM)
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1069/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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Eh...I'll leave this open for now (unless hukka asks that it be closed), but PLEASE, don't bump any more ancient threads. 8 months is a SERIOUS no-no. |
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1070/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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Bleh...thanks for pointing that out. I knew there had been some progress since last year. |
Ala-ka-CLOSED! (restricted) | (restricted) | (restricted) | (restricted) |
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1075/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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Originally posted by fabioHah, same here. I didn't know it was such a common habit. I tend to load up my fries with TONS of ketchup or tartar, especially as of late. Lots of salt is also a must. My sense of taste has been really diminished for a year or so (not really sure why), and that's the only way I can get any flavor out of the things.
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1076/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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If Megabyte's version uses the original, unmodified level data, then it is better. I'm usually a purist when it comes to unused stuff--just change the pointers or whatever it takes to load the stuff, and leave it be (my lost bonus games patch for SMB3 being an exception because the original graphics, for the most part, no longer exist). |
I agree with everyone else, this isn't a fair comparison. It looks to me like you're just trying to inflate your ego (especially with that "is my hack better than Megabyte's NES version?" question).
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1077/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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I'm assuming you want a vertical level to only scroll vertically. If so, you just need to use sprite #EF, "Layer 2 Scroll Sideways Short," and set the BG H-scroll to "Variable." It won't actually affect layer 2 when used this way, but it will restrict layer 1 scrolling to vertical only. |
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1078/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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No, it means he found compressed graphics in a corrupted Japanese SMW ROM. |
Criminy... (restricted) |
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1080/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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Wow, awesome. A few notes: |
- Pressing X while in the "EFFECT" menu toggles transparency. - "LINE" most likely shows the current CPU usage. The lower the line, the more CPU time the game is using. The Gunstar Heroes sample for the Genesis has a similar feature. - I think the "UFUFU" menu was disabled on purpose, as the particular effects you can test here don't seem to be used in the game (not that I can remember, anyway). "LASTER" is definitely supposed to be "RASTER," since these test special raster (HDMA) effects. I don't know what "BG" is supposed to mean, though, since both affect backgrounds...
BMF98567 |
BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 1081/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour
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smwedit: You already posted that. Don't spam. |
peter_ac: Not an "ASM technique," a special feature of the SNES (though, yes, you generally use ASM in order to control it). Its function is to change PPU registers mid-frame in order to produce special effects, like waving, split screens, and color gradients. With older consoles, you usually had to time your code just right or use special cartridge hardware in order to produce similar effects. The SNES developers, knowing this effect would be used a lot, simplified things immensely by integrating the feature directly into the graphics hardware. |
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Acmlm's Board - I2 Archive - - Posts by BMF98567 |