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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
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Posted on 04-21-04 11:53 AM, in Super mario 3 all stars level editor Link
READ.
BMF98567
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Posted on 04-22-04 12:59 PM, in yoshi island level editor Link
If there ever is one, I guarantee you'll hear about it here first.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 04-22-04 01:16 PM, in My hack Link
Cripes! When was this forum renamed to Preschool Hissyfit Corner?

*punished*
(restricted)
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 04-23-04 02:24 PM, in RAM + Breakpoints? Link
Oh, you can play the game in the debugger, although it'll be insanely fast and you won't be able to see or hear what you're doing.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 04-24-04 11:44 AM, in It's about the SMB2 Discombobulator... Link
It's probably not the Discombobulator's fault in this case. You have to be careful about the way you place objects in a level. Two of the most important rules are:

1. You can't have more than a screen's height between the last object on one page and the first object on the next page.
2. You can't leave pages blank, unless they're at the end of the level (after all the objects).

There are a few special objects that can be used to work around these limitations, but it's been so long since I hacked this game, I can't tell you off the top of my head exactly how they work. I recommend you browse the existing levels and study their design, taking note of where special objects are used, and why. That's what I did, anyway.
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 04-24-04 12:10 PM, in Custom Block Maker? Link
Originally posted by Ringodoggie
I think you may have to use decimal numbers for the block numbers instead of hexidecimal.
Uh, that has nothing to do with what he was asking...
BMF98567
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Posted on 04-25-04 11:34 AM, in Official "I need help with an editor" Thread... Link
I'll have to agree with DahrkDaiz. Individual threads are the best way to go. I'd hate to see what would happen in a single thread if two people were to request help with two different editors at the same time...
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Posted on 04-29-04 09:29 AM, in OMB3 update... Link
Sorry, I'm not downloading anything without screenshots.

That's kinda in the rules anyway, IIRC.
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Posted on 04-30-04 12:36 AM, in Humerous ad (due to its stupidity) Link
This hasn't happened too often yet, but I love it when I get pop-up "dialogs" in Windows XP's candy-colored bubble interface. Never mind the fact I'm using plain old gray Win98.

I guess ads like that are like those spams you get addressed to "Mary," even though your real name is Aloysius or something else totally different. They're just waiting until the ad hits a computer with the same color scheme. I'm still waiting for the day I see a Macintosh-styled pop-up...

Originally posted by hhallahh
The "scanner" ad is really a piece of spyware itself. Therefore, the fact it can advertise to you means you have spyware. It's analogous to a burgler breaking into your house and then leaving ads for a home security system: "Your house is vulnerable to burglers!"
Heh. I've gotten a couple of spam e-mails in the past from anti-spam websites, "demonstrating how easy it was to get my address." Way to practice what you preach, idiots.
BMF98567
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Posted on 05-01-04 01:07 PM, in DwOry: "The best levels" EASTER Edition [Screenshots, download] Link
Originally posted by orynider
BTW: Can someone helpme with my watterfall?

Uh...why did you paste that Boss Bass in there? It's too blurry to be a real sprite.

[EDIT]

Argh. Mario isn't original, either. He's using 17 colors out of a possible 15.

Alright, I'm going to make something clear right now: hoaxed screenshots will NOT be tolerated here, unless you make it PERFECTLY CLEAR via a highly visible disclaimer that they're not real. It's extremely uncool to fool people into thinking you're capable of doing something that you're really not.

Consider this your first and only warning, orynider.

(The only reason I'm being so harsh on this matter is because hoaxed screenshots nearly drove some Sonic communities into the ground in the past. I don't want that to happen here.)


(edited by BMF54123 on 05-01-04 04:58 AM)
BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 05-04-04 09:30 AM, in Castlevania Title Screen Text Link
The text is at a different location depending on which version you're hacking:

PRG0: $1CD5A
PRG1: $1CDA9

The first two bytes are the VRAM address the tiles will be written to. Just change the first byte to #$24 to move the blinking text off-screen.
BMF98567
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Posted on 05-04-04 10:48 AM, in SMB3 Data Thread Link
A few additions and one minor correction:

RAM
$160: In-game debug enable/disable (press Select to switch suits). Set to $80 to enable.

$DE: Current index into title screen pointer table @ 0x309CF.

ROM
0x309D5: Technically, this is supposed to be set to C9 to activate debug mode, otherwise a JSR is skipped (not sure what it does, though). The original debug pointer is at 0x309DD if you want to check for yourself; it can still be accessed by setting $DE to 07 at any time during the intro/title sequence.
[EDIT]
The skipped JSR goes to $B78E, which is the code that moves the Koopas across the screen. Nothing extremely vital.

0x30C4D: The original location for some code accessed by pressing A+B on controller 2 at the title screen. It's been replaced with 5 NOPs in the final ROM, but I believe its original purpose was to enable debug mode like so:

LDA #$07
STA $DE

However, that leaves an extra NOP, so it may have done something a little different (a JSR/JMP, maybe?).


(edited by BMF54123 on 05-04-04 01:51 AM)
BMF98567
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From: Blobaria
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Posted on 05-04-04 11:11 AM, in Demo, or not to demo, that is currently my question. Link
I have considered making a "tech demo," showing off a few of the best levels and special effects so far, compressed into one small world. The main problem I have with this is the potential for theft of as-yet-unused graphics and ASM hacks...the demo ROM would have a ton of this stuff, since there's no way I can go through and weed it all out (there's simply too much in there). I can lock it, of course, but that does nothing to protect the ASM hacks, and the art could still be Lunar Decompressed...

Or am I just too paranoid?


(edited by BMF54123 on 05-04-04 02:14 AM)
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 05-04-04 11:20 AM, in SMQ Demo Nr.3 [Download] Link
Originally posted by Kyouji "Kagami" Craw
Hey, that gives me an idea! Legoland! *goes off to work on lego-inspired ExGFX*
Originally posted by Juggling Joker
I was actually planning on making a Lego ExGFX set sometime in the future, probably for public release, too.
Dude, talk about creepy...I started working on ideas for a Lego-ish level at work today.

I was actually inspired by one of Super Mario Land 2's levels. I think it was the last area of Mario Zone...


(edited by BMF54123 on 05-04-04 02:22 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 05-04-04 11:57 AM, in Naming Guidelines [Rules] -or- If I renamed your thread, read this. Link
I think you're a bit confused, there, Jesper. The SNES is only capable of displaying 249 colors at a time (16 palettes x 15 colors each + background color), unless advanced PPU features are used. Thus, the vast majority of the time, GIF works well for SNES screenshots. But, as you said, when transparency and fancy SuperSmooth2XGlossyChunkyEagleCrap filters are used, it suddenly doesn't work so well.

I use GIF mostly out of habit (and the fact that PSP has crashed my computer while saving PNGs in the past), but I'm slowly starting to migrate towards PNG. I only wish all browsers had decent PNG support...I usually can't view them outside of Web pages without putting a space after the URL for some reason.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 05-05-04 04:30 AM, in SMB3 Data Thread Link
Well, according to Kevin Horton, SMB3 was coded very sloppily...he said the music/FX code was full of kludges and patches (SMW is kinda the same way). Those NOPs probably just replaced bad code.

This reminds me, I examined the way the 1-UP sound works (by ORing #$40 with $4F2), and I couldn't figure out how the "extended" 1-UP sound #$C0 could occasionally play, like it did on my real cart (albeit very rarely). There's no code in the ROM that writes value #$C0 there...
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 05-05-04 01:13 PM, in Castlevania Title Screen Text Link
D'oh...forgot to add the !@#$% iNES header. That should read:

PRG0: $1CD6A
PRG1: $1CDB9

So, yeah, you've got PRG1 then. Sorry about that...
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 05-06-04 04:29 AM, in The Lunar Magic Codes Documentary Link
Originally posted by Fyxe
...Bollocks. What's the point of that then. >.< You can't even change the pallette used... Why not? Bah...
It was included in case someone (like me) remaps the sprites in the ROM, and they no longer look right in Lunar Magic (for example, my feathers looked like sliding Koopas for a long time). Also, if you find any sprites that use the wrong palette in LM, you can fix them yourself, instead of waiting for FuSoYa to release an update.

Mal'caor: there is no "secret code" box, you just type them in the specified window. Obviously, you can't see what you're typing, so type carefully.
BMF98567
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 05-06-04 04:52 AM, in Wee! need help with sprite editing, bomberman-related Link
Woohoo! Found it!

$EC32: 14 (change this to whatever sprite number you want him to throw)

There's also another value, used when a silver POW is active:

$EC36: 21 (coin)
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