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

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Posted on 03-21-04 09:29 PM, in My Hack Link
I'm not trying to be rude. I'm trying to be helpful...
Don't post telling that you are making a hack without some information, downloads or screenshots. At least include ONE of them, ok?
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
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Posted on 03-21-04 11:57 PM, in My Hack Link
Originally posted by Geno
See, we may need even more than Jesper, Weasel, Fu, BMF, and ||bass to mod this place.


Hmmmmm... *Looks around the room with a smile and an evil laugh under my breath*
Smallhacker

Green Birdo

SMW Hacking Moderator
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Since: 03-15-04
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Posted on 03-22-04 12:08 AM, in Hack name register? Link
This was inspired by the SMW - Hour of Doom and the memory locations threads.

Wouldn't it be a good idea if someone made a PHP script like the memory location one (yeah, I could do it myself, but I need a good PHP host first) where you can register the name of your hack. Then, people could see if a name is taken. Also, the one who registerd the name could also update that game's data and add a link to screenshots, progress or download, but it's not neccesary.

Isn't this a great idea?

Does anyone know about a free host that allows PHP?
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 44/2273
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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 03-23-04 12:25 AM, in Super Mario's Quest Download Link
Nice hack. However, the OV looks a bit "squarey" and the text in the game are really hard to read...
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 45/2273
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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 03-25-04 12:02 AM, in Help with GFX Link
Turn of Super GFX bypass for that level. (Red poisonous mushroom)
Smallhacker

Green Birdo

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Since: 03-15-04
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Posted on 03-25-04 06:06 PM, in Intro and overworld pics Link
Those shots looks interesting! Nice work!
Smallhacker

Green Birdo

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Since: 03-15-04
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Posted on 03-25-04 08:39 PM, in Large event animations? [GFX Issue] Link
Is it just me, or does the animation look glitchy if you use large event animation pieces on a submap?

Edit: Dang. There should be a edit name of topic option... Can someone add [Problem] to the topic name?


(edited by Smallhacker on 03-25-04 11:41 AM)
Smallhacker

Green Birdo

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Posted on 03-25-04 11:54 PM, in Large event animations? [GFX Issue] Link
I'm not talking about using too many event tiles. I'm talking about using the large event tiles (3 times bigger?).
Smallhacker

Green Birdo

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Posted on 03-26-04 12:48 AM, in Large event animations? [GFX Issue] Link
Hmm... Just checked the main map too... It doesn't work there either... The graphics are garbeled up...
Smallhacker

Green Birdo

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Posted on 03-26-04 05:26 PM, in Super Demo World: Discussion Link
Custom animation.
Smallhacker

Green Birdo

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Posted on 03-26-04 10:37 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
Woah! Special effects! That's great, BMF!

*Messes around*
*Rom gets corrupted*
*Cries*
*Goes away to fetch some Coca-Cola, I guess*
Smallhacker

Green Birdo

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Posted on 03-26-04 10:43 PM, in The "Big Top" [Screenshots] Link
Sounds like a new theme idea! Yay!

I like the screenshot, but some fadings would make it look better. Also, look closely at the people in the background. Their bodies ends right above the next person's head.

Also, edit a person in the crowd. Give him a black moustage, a purple nose and a yellow cap.


(edited by Smallhacker on 03-26-04 01:44 PM)
Smallhacker

Green Birdo

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Posted on 03-27-04 04:04 PM, in Koopa Kids x3 on overworld don't work? Link
Ok... The koopa kids only shows up if Mario walks on one of three special layer 1 tiles. You can change which three tiles in the sprite window. Move a koopa kid to the first level and change the three special tiles to be normal level tiles. Now, the koopa kid will show up.

To give something priority means that it appear ABOVE everything. If a layer 1 tile have got prioryty, it even appears above the sprites. By giving a layer 1 tile priority, you can have the koopa kid to jump out from behind it. To give a tile priority, go down to the layer 1 MAP16 section in 8x8 mode. Edit something unused and when choosing 8x8 pieces to "draw" with, check the box "priority". That will give the 8x8 piece priority. Give all 4 pieces of a layer 1 tile to give it full prior.
Smallhacker

Green Birdo

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Posted on 03-27-04 04:10 PM, in Ultra Mario World: Downloads and Information! Link
Those shots looks nice. However... A piraya plant with a red vine??

In order to change that, give the level it is in a custom palette. Add the green sprite palette to the black, unused part of the red sprite palette. Then, edit the piraya plant vine graphics to use those colors instead. However, this requires that you use a custom palette in every piraya plant level.
Smallhacker

Green Birdo

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Posted on 03-27-04 04:18 PM, in New SMQ Screenshots Link
Wow!! It looks awesome!!

The overworld is a bit squary, however.

(Why have YI graphics been so popular lately?)
Smallhacker

Green Birdo

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Posted on 03-27-04 04:23 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
Geez... FuSoYa IS TRYING TO HYPNOTIZE US WITH EASTER EGGS AS THE FIRST STEP TO CONQUER THE WORLD! *Faints*

Anyway... I've got to look for more hidden treasures...
Smallhacker

Green Birdo

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Posted on 03-27-04 06:35 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
I noticed something.

"01000001-01101101-01111001" is the text that appears when you enter the "Amy is cute!" code. Remove the dashes. "010000010110110101111001". Translate into HEX. "416D79". Convert to ASCII. "Amy". In other words, "01000001-01101101-01111001" is "Amy" in binary.
Smallhacker

Green Birdo

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Posted on 03-27-04 07:07 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link

WHAT??


I found something at A115C.
This text that might be a proof that there might be a hidden SMA2 compability!

Unknown use. This sprite command is valid for SMA2 only, and should not be used in other games.

Unknown use. This sprite command is valid for SMA2 only, and should not be used in other games.

Unknown use. This sprite command is valid for SMA2 only, and should not be used in other games.

Unknown use. This sprite command is valid for SMA2 only, and should not be used in other games.

Unknown use. This sprite command is valid for SMA2 only, and should not be used in other games.

A yellow octagonal block with a picture of a coin on it. When hit, it gives you a display of how many coins are in the area that haven't been collected yet.
If you collect them all, you get an extra 3-UP. If the sprite is used in a level that doesn't support it, the block simply bounces away and vanishes when hit. This is a new sprite that is only available in SMA2.

A Yoshi coin implemented as a sprite. This is a new sprite that is only available in SMA2.

A Yoshi coin implemented as a sprite. It will appear behind layer 1, as it's intended for use behind climbing nets. Mario can only touch it if he's climbing the back of a net. This is a new sprite that is only available in SMA2.


Also, a bit below that (right after the "about window" text), I found this: "I am Naaall, and I love fiiiish!". Wierd...


(edited by Smallhacker on 03-27-04 10:08 AM)
Smallhacker

Green Birdo

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Posted on 03-27-04 07:22 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
Even MORE SMA2 related stuff!!



A2B21:

The level has been converted, but some elements may have been removed so it will display correctly in SMA2.

This level file is for SMW, not SMA2!

The level has been converted, but some elements may have been removed so it will display correctly in SMW.

This level file is for SMA2, not SMW!


At A4EB0, there are stuff that shows that GBA files are supported in the loading file window.


A8F95:

This feature is not supported for the GBA version.



This looks promising, but that might be stuff from the debug version, too...
Smallhacker

Green Birdo

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Posted on 03-27-04 09:38 PM, in import SNES Tile map Screen to Current Map16 Page(in hex) Function? Link
I tried to mess around with the register to see if I could find any way to unlock SMA2 compability... Probably nothing, but I'm not sure about the (Standard) key.

Edit: Lunar? Never heard of it, but it's still a nice easter egg...
Edit 2: Geno: There are probably a lot more than just title screen recording that's incompatible...


(edited by Smallhacker on 03-27-04 12:39 PM)
(edited by Smallhacker on 03-27-04 12:40 PM)
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Acmlm's Board - I2 Archive - - Posts by Smallhacker


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