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

Green Birdo

SMW Hacking Moderator
Level: 68

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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 06-13-04 01:25 AM, in What do you find missing in most hacks? Link
1: Readable status bars
Problem:
Hard to read status bars and sometimes, they change colors between levels. Really ugly.
Solution:
Keep your dirty fingers out of that palette!

2: Passable levels
Problem:
Most of the hacks in these days are almost impossible to finish without cheats or save states.
Solution:
Completely underestimate the players when designing the levels.

3: Graphic changes without rips
Problem:
Geez! Almost every single hack have got rips from SMAS and/or YI. It's not cool. It's boring.
Solution:
Use the standard GFX or make your own from scratch!

4: Mario feel
Problem:
Some hacks are missing the classic Mario feel.
Solution:
Use Mario inspired/based GFX and level design. It's not good if Mega Man X jumps into the game and shoots the head off Mario! Stomping Goombas, eating Mushrooms and saving the princess! THAT'S Mario!

5: Problem #5
Problem:
I can't think of any more problems right now.
Solution:
Make more lame hacks!


(edited by Smallhacker on 06-12-04 04:26 PM)
(edited by Smallhacker on 06-12-04 04:26 PM)
(edited by Smallhacker on 06-12-04 04:27 PM)
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
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Posted on 06-13-04 03:06 PM, in Info about Super Super World [screenshots (BIG!)] Link

Hmm... Looks pretty nice... The background doesn't really fit, though.

PLEASE don't show the level numbers in the screen shots! It ruins everything!
Anyway... The design looks good.

1: A sunken ship on the grass?
2: Is that blue thing around Bowser's castle water? If so, remove the lava.
3: Looks too much like the original
4: "ZSNES"? Okay... (What if you use SNES9x or whatever it's called?)
5 & 6: Looks pretty good.

The platforms and brown blocks looks just wierd...

Move mario down one block.

Great idea!

The background looks terrible.

Summary:
Looks nice, but fix the things I mentioned...


(edited by Smallhacker on 06-13-04 06:07 AM)
Smallhacker

Green Birdo

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Posted on 06-13-04 03:10 PM, in Super FuSoYa World! (Screens) Link
The story is great, but the rest is just terrible. Sorry.
Smallhacker

Green Birdo

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Posted on 06-13-04 03:18 PM, in ROM World - Info and Screens Link
Why didn't I think about this idea first? Anyway... I'm looking forward to play it!
Smallhacker

Green Birdo

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Posted on 06-13-04 11:02 PM, in Need good Rom!!! Link
Rom requests are absolutely forbidden! That includes asking for a rom, giving a link to a rom site, giving a link to a site with a link to a rom site, etc. Lock this thread, someone!
Smallhacker

Green Birdo

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Since: 03-15-04
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Posted on 06-14-04 06:35 PM, in ASM help (custom block and music related) Link
Originally posted by orynider
In the SPC they are all songs from SMA (MB1, MB2, MB3, MLL) and I do not see any problem making custom music for an SMW hack and not changing the SPC !



Uhm... What???
Smallhacker

Green Birdo

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Posted on 06-14-04 06:36 PM, in Should FuSoYa port Lunar Magic to other OSes? Link
12 days... Is that counted as a bump?
Smallhacker

Green Birdo

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Posted on 06-15-04 02:34 AM, in Argh! Where's the tooltips? Link
Well, sometimes the tooltip doesn't appear for me either (but after I try a couple of times, it works again).

My tip is that you check in the GFX files for some unused space so you could write stuff on 4 tiles, like "Hidden Vine" or stuff. Give the block those graphics and when it's finished, just change it back to invisible.

However, this would be easier if FuSoYa finds a big bug in LM, makes a new version and adds a function. That function would allow you to make the blocks look like this in LM and like that in the game. (Like... you could set it up so it looks like a stone block in LM, but in the game, it's invisible) Sorta like the Sprite MAP16...

Anyway... While talking about tooltips... Why aren't there any tooltips in the MAP16 window?
Smallhacker

Green Birdo

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Level: 68

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Posted on 06-15-04 02:42 AM, in Basic Land Demo 1 [SS, Download] Link
The graphics looks nice, since they aren't (as far as I can see) any OMG!!!1 IM SO COUL COS i CNA RIP GFX FROM OTER GAEMS!!1one LOL!!1 graphics that's quite common these days.
Hand made GFX = Good!
Rips = (Booooring! + Lame)*(Overused+67)

I hope that the gameplay and levels are good.

Originally posted by cpubasic13
Although that overworld border is driving me crazy!


Change them.
Let's see... I've got my doc about the locations on my old computer... I can see if I can find them tomorrow... (If you know how to edit status bars, then it's good, since it uses the same format)
Smallhacker

Green Birdo

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Posted on 06-15-04 03:02 AM, in Is the creation of Lunar Magic a good thing? Link
I vote for yes, but there's both good and bad about LM.

Good:
Easy to use editor, takes only a few minutes to learn
Make a hack fastter than with a HEX editor
Bad:
Easy to use editor, takes only a few minutes to learn
Make a hack fastter than with a HEX editor

Ok... Maybe I should describe that better...
Yes, it's good that LM exists, since it makes hacking easy, but if it's easy, then a lot of OMg!!1 i CNA MAKE MY OVN MAIRO GAEM! OMGOMGOMG!!!111!!12 n00bs will invade the commulity and post their LOLz!!1 i CHANGD DA FIRST KOPA ON LEVL 1 INTO RENZOR!! i ROX U SUX!!11 hacks, ruining the day for the other ones. Therefore, the experienced hackers's hacks will drown in the sea of "n00chs" (my own word for "n00b hacks") and all their work with tons of crazy go nuts awesome ASM hacks are just wasted...

BMF: Here's the final version of SMB: Ody-
Mr.Mc n00b: QUIET, U!!1 DIS HAX ROX MOR DAN U!!1 LOLz!
BMF: With tons of ASM hacks, including a st-
Mr.Mc n00b: YaY!1 MY HAX iS CALED "i ROX U SUX MAIRO VORLD 2" PLAY OR BAN!
BMF: and a-
Mr.Mc n00b: SHADDaP!!1 NOBODY wANTS 2 PLYA UR SUX hAX! lolZ!1 iM SOOOOOOOOO COUL!

Etc...

That's my opinion...
Smallhacker

Green Birdo

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Posted on 06-15-04 04:22 PM, in I'm abandoning Mario Legacy to work on something new. Should I keep the multi-colored flash? Link
Well... There are one good and one bad thing about the flash.
Good: It's a nice hack
Bad: The result isn't that good

When I played it, I thought "Wow! I would never be able to make that", but the flashing colors didn't look very good... I see no point in keeping them, unless you have got a disco floor after each goal and the floor's colors changes, while it plays some disco music... Wait... What am I talking about? Uhm... Oh, yeah... Please don't keep the flash.
Smallhacker

Green Birdo

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Posted on 06-15-04 04:24 PM, in Block Inserter gone missing Link
Deja Vu. This means that the Useful Resources thread has to be updated...
Smallhacker

Green Birdo

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Posted on 06-15-04 10:32 PM, in Basic Land Demo 1 [SS, Download] Link
Ok... Here's the status bar and OV boarder info. A big thanks to BMF.

--Status bar and it's DMA tables (by BMF)--
The status bar data starts at $0E81 (the top of the blue item box). Note that there's no break between each line of data;
the second line starts immediately after the first. Also note that *only* tiles and/or blank spaces that are actually used are copied to layer 3
(meaning each row is only as long as it appears in-game). Expanding a row of tiles is somewhat tricky, involving modifications to a few
DMA tables and copying the tile data elsewhere in the ROM. The DMA tables start at $0F90 if you want to play around with this yourself.
Even this is somewhat limited at the moment, since the game still references the original data somewhere (I haven't found the pointer)
and tends to screw up the status bar if the new and old data don't match.

The format of a DMA table is as follows (using the first one at $0F90 as an example):

01: Enables normal DMA. Don't change this.
18: Low byte of register to be written to (high byte is always $21). Don't change this.
81 8C 00: 24-bit SNES address of data to be copied. This can point anywhere in the ROM.
08: Number of bytes to copy. Make sure you change this if you expand the status bar at all!
00: End of table.

--Tile settings byte (by Smallhacker)--
Each tile is made up of 2 bytes.
Byte 1: Tile number (the same as in the tile select window in the credits/title screen editor)
Byte 2: Tile settings:

Bit Data (from left to the right):
1 Flip |
2 Flip -
3 Priority
4 Palette
5 Palette
6 Palette
7 ???
8 ???
Note: 7 or 8 (can't remember which) is the 9:th (from right to left) byte for the tile number

Palettes:

000 Pallette 0
001 Pallette 1
010 Pallette 2
011 Pallette 3
100 Pallette 4
101 Pallette 5
110 Pallette 6
111 Pallette 7

--Status bar locations (by Smallhacker)--

(All in PC addresses)
0E81 Item Box 0,0
0E83 Item Box 1,0
0E85 Item Box 2,0
0E87 Item Box 3,0
0E89 Mario 1
0E8B Mario 2
0E8D Mario 3
0E8F Mario 4
0E91 Mario 5
0E93 Extra space after MARIO
0E95-0EA0 Unused?
0EA1 Item Box 0,1
0EA3 Item Box 1,1
0EA5 Item Box 2,1
0EA7 Item Box 3,1
0EA9 Extra space after Item Box row 1
0EAB Time 1
0EAD Time 2
0EAF Time 3
0EB1 Extra space after TIME
0EB3 Extra space after TIME
0EB5 Extra space after TIME
0EB7 Coin
0EB9 x (Coin meter)
0EBB Extra space after x
0EBD Unused?
0EBF Unused?
0EC1 x (Life meter)
0EC3 Unused?
0EC5
0EC7
0EC9
0ECB
0ECD Star
0ECF x (Star meter)
0ED1
0ED3
0ED5
0ED7 Item Box 0,2
0ED9 Item Box 1,2
0EDB Item Box 2,2
0EDD Item Box 3,2
0EDF Extra space after Item Box row 2
0EF7 Item Box 0,3
0EF9 Item Box 1,3
0EFB Item Box 2,3
0EFD Item Box 3,3

--OV border locations (unfinished) (by Smallhacker)--

22658 Right middle shadow title
2265E Bottom middle shadow tile
22664 Right top shadow tile
2266A Bottom left shadow tile
22670 Corner shadow tile



Ok... That's it... Those were my personal notes, so sorry if they are a bit hard to understand...
Smallhacker

Green Birdo

SMW Hacking Moderator
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Posted on 06-16-04 12:31 AM, in ASM help (custom block and music related) Link
Originally posted by cpubasic13

5) I want proof that you can edit the music. So far the only person to do that is blackhole89. All of you wasting your time reading this go to this thread.
http://acmlm.org/board/thread.php?id=3480
At least he has proof.

Don't forget Bouche!


(edited by Smallhacker on 06-15-04 03:31 PM)
Smallhacker

Green Birdo

SMW Hacking Moderator
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Posts: 215/2273
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Since: 03-15-04
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Posted on 06-16-04 12:35 AM, in Basic Land Demo 1 [SS, Download] Link
Originally posted by cpubasic13
They are a little bit hard to understand, but I have a general idea of what changes what. The status bar part was easy to understand. Thanks, Smallhacker.

You're welcome.
The best way to understand is to mess around with it yourself. Open a copy of SMW in your hex editor and corrupt the status bar, or make it say "I ROX" or something... I've got a game where I messed up the entire status bar because I was bored.

Edit: Oh... Don't askme about the X/Y bytes locations for coins, items, lifes and such, since there are none... They are hardcoded or something and requires ASM hacking to edit.


(edited by Smallhacker on 06-15-04 03:36 PM)
Smallhacker

Green Birdo

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Since: 03-15-04
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Posted on 06-16-04 12:37 AM, in JAMH: Graphical Overhaul 2 Link
One word: OMG!!!!!111one
Smallhacker

Green Birdo

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Posted on 06-16-04 11:15 AM, in Help requested for the Block Tool Link
That has nothing to do with Block Tool.
Check if you activated Super GFX bypass or the older bypass. If so change where it says GFX file 80 into something lower.
Smallhacker

Green Birdo

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Posted on 06-16-04 11:24 PM, in Secondary entrance trouble Link
You've set the FG starting position too high. Set it to the maximum and try again. (That setting can be found in the secondary entrance window)
Smallhacker

Green Birdo

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Posted on 06-17-04 05:57 PM, in Working on a YI Editor Link
It seems like there's some similarity between this and Orynider's music editor (in the SMW hacking forum), right?
Smallhacker

Green Birdo

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Since: 03-15-04
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Posted on 06-17-04 10:31 PM, in Hack Responses Link
I agree... Maybe there should be one or two more mods here that's specialized on "no bad comments on hacks"?
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Acmlm's Board - I2 Archive - - Posts by Smallhacker


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