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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by stag019
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stag019

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Posted on 06-11-05 02:55 AM, in If a Super Mario 64 level editor came out you would... Link
If a Super Mario 64 level editor came out (I doubt one will anytime soon) what would be the first thing you do with it? What would be the first level you would hack? What would it look like? Be specific please.


(edited by stag019 on 06-10-05 10:22 AM)
(edited by stag019 on 06-10-05 10:40 AM)
(edited by stag019 on 06-10-05 10:40 AM)
stag019

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Posted on 06-11-05 04:28 AM, in If a Super Mario 64 level editor came out you would... Link

It will probably be possible eventually. I always imagined that if one was made it would be similiar to the Park editors of one of the Tony Hawk's Pro Skater (if you've ever played that game). But, I still think it will be possible eventually. It may take 'till nintendo makes a good sequal to sm64 (trust me that'll be decades (the new super mario bros coming out this year will be then next 2D platformer since Super Mario World 1990,1991))

I do think that Super Mario RPG has to be editable first, I dont think theres anyway that we'll advance to the N64 'till were finished with the SNES(even if both games were released in 1996) If you have any data on either games please AIM me and I'll try to post it on my sites.

"I found my level that I designed as a kid, I would make that one." could you send me the picture, I'd love to see it.

What's up with my backround? It's not working right! )Look to the right if you don't see it.)



















(edited by stag019 on 06-10-05 11:28 AM)
(edited by stag019 on 06-10-05 11:29 AM)
stag019

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Posted on 06-11-05 04:39 AM, in If a Super Mario 64 level editor came out you would... Link
DAVALLR, that would take i helluva long time to make all the poses in 3D plus you'd have to add all the power-ups. I dont think that would be possible for an even longer time. But never say never Lets just hope that by the time this is firgured out that someone who knows ASM left and right will hack this game.

SmallHacker, I fixed the background (i want to get that to work one of these days).

Edit: DAVALLR, mario isn't a sprite anyways he's a polygon.


(edited by stag019 on 06-10-05 11:43 AM)
(edited by stag019 on 06-10-05 12:03 PM)
stag019

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Posted on 06-11-05 06:08 AM, in If a Super Mario 64 level editor came out you would... Link
Hmmmmmmmmmmmmmmmmmmm...........................

Maybe next time I should make the BE SPECIFIC a little clearer just incase someone lost there glasses. (I lost mine but that doesn't matter)

Anyone else wanna be specific?
stag019

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Posted on 06-11-05 07:23 AM, in If a Super Mario 64 level editor came out you would... Link
Who said this was a project? This is a what would you do! Where are the screenshots? What exactly are you talking about?
stag019

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Posted on 06-11-05 07:30 AM, in If a Super Mario 64 level editor came out you would... Link
OOOOOOOOOKKKKKKKKKKKKK.
Just pretend I never said anything.
stag019

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Posted on 06-12-05 11:36 PM, in Super Mario Bros Title Screen Editor Link

I was using the Super Mario Bros Title Screen Editor, (http://www.pluto.dti.ne.jp/~peru/mario/smbte/index.html) but when I try to edit it the pallete turns green.


There picture is here

http://www.superborosbros.20m.com (it's the first one)



Any Help?


(edited by stag019 on 06-12-05 07:00 AM)
(edited by stag019 on 06-19-05 07:27 PM)
stag019

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Posted on 06-13-05 12:14 AM, in Super Mario Bros Title Screen Editor Link
Thats how it looks like in the game.
In the editor it looks perfect. Just the way I want it but it doesn't appear that way in the game.


(edited by stag019 on 06-12-05 08:07 AM)
stag019

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Posted on 06-13-05 11:59 PM, in Super Mario Bros Title Screen Editor Link
I tried not editing anything just clicking result and save and it still messed it up.
Next, just to see what would happen, I made a patch having the messed up Super Mario Bros. the original and the good one the modified. Then I patched that to the game I'm making and put the picture on the website.
http://www.superborosbros.20m.com
(It's the second picture)

And one more thing to note is that although its not in the picture, it changed the copyright from C 2005 Stag back to C 1985 Nintendo.

So any more suggestions?


(edited by stag019 on 06-15-05 09:44 PM)
(edited by stag019 on 06-19-05 07:29 PM)
(edited by stag019 on 06-19-05 07:30 PM)
(edited by stag019 on 06-21-05 02:00 AM)
stag019

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Posted on 06-17-05 06:07 AM, in CUSTOM REVEAL PATHS Link
"Overworld Edit Menu : Layer 1 Event Editor Mode

In this mode, you can alter the order and placement of some of the tiles that appear on layer 1 when you pass an event. And of course you may want to keep the 16x16 Overworld Tile Selector window open at the same time while you're in this mode.

The reason I say "some" is because the majority of layer 1 tile updates are actually done by simply "revealing/morphing" an existing level tile in response to an event, which is set up in the Modify Level Tile Settings dialog in the other layer 1 editing mode. So if you're trying to "reveal" one of those semi-transparent level tiles after a player passes a level, 9 times out of 10 this would be the wrong mode to try doing it in. ^^

Unlike the two types of event steps in the Layer 2 Event editor mode, this mode only has "Silent Event" steps! This means that you should only use this mode to update submaps OTHER than the one the player is currently on, because VRAM is not automatically refreshed with the changes you make. Unless of course the tile you're placing is invisible anyway (like one of the Mario path tiles), in which case it doesn't matter. Although Nintendo didn't ever use this mode for dynamically changing the Mario path tiles in response to events, you can technically use it for doing that if you want.

Much like the Layer 2 event editor mode, you can use the Page Up/Down keys to go back and forth between events. But unlike the other mode, you cannot change the creation/Z order or step through each tile one by one using the Home/End keys, as there's no point in it. When you switch to each event, all the tiles that are going to be set by that event will be placed and highlighted in blue (assuming the view menu option for this is enabled).

Whenever you insert a 16x16 tile, it will be placed in the current event number that you're at. But remember that when you're placing these tiles, it does not in any way affect the level tile settings at that position. It's almost like being in the Layer 1 16x16 editor mode with the Allow move/copy/paste/delete on Layer 1 tile settings option turned off.

Since you can only set the level tile settings in the other layer 1 editing mode, you may find yourself in a situation where you have placed a layer 1 tile in this event mode but you can't modify the level tile settings at that position because there is no level tile at that position in the 16x16 mode. In that case, simply place one of the semi-transparent placeholder level tiles at the same location in the 16x16 editor mode so you can edit the level tile settings."

"Overworld Editors Menu : Layer 2 Event Tile Selector

This command will open up a window that allows you to select event path tiles to paste into the main overworld window when it's in the Event Path Editor Mode.

You can use the Up/Down Arrow keys to scroll to different pages.

Note that the first few pages are for 6x6 8x8 tiles, while the rest are for 2x2 8x8 tiles.

To paste a tile from this editor back into the overworld, just use a right click in the overworld window. No other tiles in the overworld editor window must be selected when you do this though, or you'll end up with a copy of those tiles instead."

taken from the help file

I think this is what you want.


(edited by stag019 on 06-16-05 09:12 PM)
(edited by stag019 on 06-16-05 09:14 PM)
stag019

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Posted on 06-17-05 07:19 AM, in CUSTOM REVEAL PATHS Link
1. open lunar magic & rom
2. open overworld editor
3. click layer 1 event editor mode
4. click layer 2 event tile selector
5. find the event you want with pg up & down
6. find the tile you want with up and down
7. paste the tiles you want

This is really easy and you do not need asm!

A better explanation is in the help file if you read it!!!!!!!!!!!!!!!!!!!

edit-
http://board.acmlm.org/thread.php?id=4969#overworld
go there


(edited by stag019 on 06-16-05 10:19 PM)
(edited by stag019 on 06-16-05 10:20 PM)
(edited by stag019 on 06-16-05 10:21 PM)
(edited by stag019 on 06-16-05 10:21 PM)
(edited by stag019 on 06-16-05 10:36 PM)
(edited by stag019 on 06-16-05 10:36 PM)
(edited by stag019 on 06-26-05 12:46 PM)
stag019

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Posted on 06-17-05 07:48 AM, in CUSTOM REVEAL PATHS Link
I'm not sure what you mean by that but...
Open the Event tile selector and paste all the tiles for one event

And if you mean you want to know how to order them you paste them in the order you want them to show up

Did that help?


(edited by stag019 on 06-16-05 10:59 PM)
(edited by stag019 on 06-16-05 10:59 PM)
(edited by stag019 on 06-16-05 11:53 PM)
(edited by stag019 on 06-26-05 12:47 PM)
stag019

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Posted on 06-17-05 09:55 AM, in CUSTOM REVEAL PATHS Link
No, you need to get a website and post a link to the file on the board. ALSO MAKE SURE YOU DON'T POST A ROM. You'll get banned if you do. Post an IPS.


(edited by stag019 on 06-17-05 01:10 AM)
stag019

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Posted on 06-21-05 06:33 AM, in SMB Title Screen Link
I was using a Super Mario Bros Title Screen Editor, (http://www.pluto.dti.ne.jp/~peru/mario/smbte/index.html) but when I try to edit it the pallete turns green.
There picture is here http://www.superborosbros.20m.com (it's the first picture). This is the way it looks in the game. In the editor it looks the way I would like it to look.

I know it's the editor. I tried not editing anything just clicking result and save and it still messed it up.
Next, just to see what would happen, I made a patch having the messed up Super Mario Bros. the original and the good one the modified. Then I patched that to the game I'm making and put the picture on the website.
http://www.superborosbros.20m.com
(It's the second picture)

And one more thing to note is that although its not in the picture, it changed the copyright back to C 1985 Nintendo.

So does anyone know how to use this editor without it messing up. Or, if that will not work, does anybody know a better editor I could use?


(edited by stag019 on 06-20-05 09:34 PM)
stag019

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Posted on 06-21-05 08:23 AM, in Mario 64 - Amazing Stuff Link
Originally posted by VL-Tone
One should really redo this list because it's really not very descriptive ("OMG! more GFX!")

I told HH about that once.

He said
"...The descriptions are about as detailed as they can get when it comes to looking through that many files and seeing nothing but graphics you don't really recognize."

I actually would like to do that but I can't get HH's compressor to work.


(edited by stag019 on 06-21-05 12:13 AM)
(edited by stag019 on 06-21-05 12:17 AM)
stag019

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Posted on 06-21-05 08:25 AM, in SMB Title Screen Link
Yeah I did. Kefka is right. And I copied most this stuff from that thread.


(edited by stag019 on 06-20-05 11:26 PM)
stag019

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Posted on 06-23-05 07:06 AM, in Super Mario Bros Title Screen Editor Link
Actually Xkeeper's solution didn't work well. I tried that with patching, but it didn't work. When I looked at it in a hex editor it found that the problem was from offset 9ED0 to the end (A010). However looking at three files confused me way too much. So I ended up trying it with a hex editor, like Kasper said.
Originally posted by Kasper
...and also you might want to change the title screen through a hex editor, I don't know off the top of my head how to go about it, but it has been done....

It worked! I used the tile editor by reading the hex of each tile horizontally . Then I look for that in a hex editor after the 9ED0. And I found it. Theres only one slight problem.
Originally posted by Kasper
..I think the title screen is compressed if I am not mistaken...

It may be compressed in other parts of the title screen, but from what I was working with it is compressed at only at one point. If you look at the third picture at http://www.superborosbros.20m.com you will know what I mean. In the third row the first 8 tiles are the same. I know how to change all of them (offset 9F59) however it changes all of them and not individually. So besides that it's done!

Thanks to everyone who posted but again I'm not 100% done with the title screen. If anybody knows how to fix the compression I would greatly appriciate it.


(edited by stag019 on 06-22-05 10:25 PM)
(edited by stag019 on 06-22-05 10:26 PM)
(edited by stag019 on 06-23-05 01:57 AM)
(edited by stag019 on 06-23-05 05:33 PM)
stag019

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Posted on 06-25-05 01:23 AM, in Super Mario Bros Title Screen Editor Link
**********************************************************************************UPDATE**********************************************************************************

Here
is a link to the Super Mario Brothers title screen format. Or go to http://www.superborosbros.20m.com and click the 6th link. Download and tell me what you think!


(edited by stag019 on 06-24-05 06:04 PM)
(edited by stag019 on 06-24-05 09:04 PM)
(edited by stag019 on 06-26-05 09:25 PM)
(edited by stag019 on 06-27-05 02:42 PM)
(edited by stag019 on 06-29-05 08:55 PM)
stag019

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Posted on 06-26-05 01:47 AM, in Mario 64 - Amazing Stuff Link
Originally posted by Squash Monster
As far as I know, the Lethal Lava Land texture trick was the best three byte hack in the history of ROM hacking. You folks are doing some really impressive work.

Oddly, when I tried it, the number at 405CD8 was different. Changing it gave me a rather random crop of textures that I didn't recognize instead. What ROM version is everybody using?

Earlier in the thread, it was mentioned that changing this geometry doesn't change Mario's behavior. Any word on what actually does?
Squash Monster, that is probably because your rom is in BADC byte order. The one they're working with is ABCD. And most of those textures you're seeing are from inside the castle. If you look in a cannon you see the night sky painting. I zipped some pictures here -> http://host.picturewizard.com/2005-6/335674/sm64.zip
Anyways in BADC order, you change 3100d0e1.


(edited by stag019 on 06-25-05 04:47 PM)
(edited by stag019 on 06-25-05 04:50 PM)
stag019

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Posted on 06-30-05 07:30 AM, in Mario 64 - Amazing Stuff Link
I've actually been working on putting Luigi in Super Mario 64 for a few days now. I have a feeling someone's going to realease it before me. I've been anxious since I started. http://www.superluigi64.20m.com


(edited by stag019 on 06-29-05 10:32 PM)
(edited by stag019 on 06-29-05 10:40 PM)
(edited by stag019 on 06-29-05 10:41 PM)
(edited by stag019 on 06-30-05 04:31 AM)
(edited by stag019 on 06-30-05 04:36 AM)
(edited by stag019 on 06-30-05 06:39 AM)
(edited by stag019 on 06-30-05 06:40 AM)
(edited by stag019 on 06-30-05 01:26 PM)
(edited by stag019 on 07-01-05 08:24 PM)
(edited by stag019 on 07-01-05 08:24 PM)
(edited by stag019 on 07-01-05 10:41 PM)
(edited by stag019 on 07-04-05 03:45 PM)
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Acmlm's Board - I2 Archive - - Posts by stag019


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