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| Acmlm's Board - I2 Archive - - Posts by Smallhacker |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 81/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Originally posted by Kyouji "Kagami" Craw Don't you know how to activate sounds or don't you know how to make sure that it's only played when you enter/leave the pipe? |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 82/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Hmm... Not related to the issue, but what compiler are you using? The one you're using looks pretty easy to use. (Right now, I'm using a hex editor and a 65c816 reference file when programming in ASM. ) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 83/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Something that always makes me annoyed is the tool tips, or to be more specific... The lack of tool tips. When you put your mouse over something in the add object window, you can see their tool tip. That's nice. However, when you're in the 16x16 tile editor, there are no tool tips, which requires that you must have both the 16x16 tile editor and the add objects window open to make sure that you edit the correct tile. That annoyes me almost every single day. ![]() Solution: Add tool tips to the 16x16 tile editor. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 84/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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The boss ending sequence music is the same music as the "Welcome. Oh no! The princess is gone! Bad Bowser!" music. If you change the intro music, you will change the "OMG!!1 U DEFETED AN BOSSS!!!1 LOLLZ!1" music too. Sad, but true. ![]() |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 85/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| I made a temporary shortcut in my hack to see if my new credits list looked right, and I noticed a few things that you have to be REALLY careful about. Number 1 - Yoshi's House Problem: Level 104 will be used during the "Egg hatches" part, with some extra things added. Recommended solution: Use another level if you are going to modify Yoshi's House. Number 2 - Enemy Graphics Editing Problem: If you change enemy graphics, the enemy name during the "Cast of Characters" part will not be changed (duh). Recommend solution: Find the enemy names in the ROM and edit them, or use ExGFX when changing enemy graphics. Number 3 - Background Graphics Editing Problem: Same as above, but the backgrounds instead. Recommended solution: When making new backgrounds, use ExGFX. Number 4 - Palettes Problem: Shared palette editing might not look good during the ending cinema. Recommended solution: Only minor changes, only changing unused parts or using custom palettes. Uhm... That's all for now... So, uhm... Be careful... |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 86/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Uhm... When I said background, I meant the one for the enemies, but the "Mario, Peach and Yoshi Walking" could get messed up too. Why didn't I think about that? | |||
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 87/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Uhm... Sounds wierd... 1: Make sure that you save a level before importing. 2: Make sure that the .bin file(s) aren't bigger than it's/they are supposed to be. 3: Try to expand the rom even more (but make a backup first). 4: Try another version of LM. 5: Never change the offset manually unless you're 100% sure what you are doing, since you can overwrite other stuff. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 88/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Originally posted by Hidden Mario Inspired by DW:TLC? ![]() |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 89/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Have anyone found a way to change the OV location by using a custom block, so you can do stuff like the OV pipes in SMB3? | |||
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 90/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Make sure that the tile editor can view SNES graphics. If so, change into SNES view. | |||
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 91/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Originally posted by Escherial Well, sorry... I prefer to release whole my hack at once, not world by world. ![]() However, I MIGHT throw together a minor hack to see if it works. ![]() |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 92/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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Originally posted by The Great Guy Try using the PAR version of BMF's debug functions if you feel like cheating. Uhm... I didn't find all 120 exits by using these codes... I swear.. ehh... *Runs* |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 93/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Hmm... Those OV location bytes doesn't seem to be 100% correct... Hmm... Have anyone got the RAM location of the table containing the "Activated Directions"? (I'm not talking about the directions to activate, but the directions that has already been activated.) I'm thinking about creating a "3:rd Exit Block" that exits the level and activates the event number + 2 and activates a third path. (A 4:th exit would only be useful for the first level in the game, so it would be pointless.) One more question. Are there any way to exit the level without activating the given path? |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 94/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| 1: Even if you move a block and moves it back to the original location, Lunar Magic thinks that you edited the level. Therefore, Lunar Magic saves the level to the rom. When Lunar Magic saves for the first time, it installs ASM hacks, which gives new possibilities for hackers (like the MAP16 function, custom palettes or Super GFX bypass). It also expands the rom so you can add extra graphics and such stuff. 2: First, the file simply gets larger. It adds empty room to the end of the ROM. Second, it installs the ASM hacks i mentioned above, which is the reason to the other changes in the rom. I hope that I have helped you to understand. ![]() |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 95/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| These shots looks nice! However, the green in the last shot hurts my eyes. I really like the OV tree graphics! ![]() |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 96/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Didn't someone else post about this too? Hmm... Try to expand the rom (but backup first). | |||
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 97/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| Good to know. Thanks. | |||
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 98/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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I was just woundering... Where are the main loop used in levels located in the ROM? I'm thinking about adding a timer that shows for how long you have played the game and such things. (Maybe time based bonuses? Reach the game within 30 minutes from the beginning of the game to unlock... something... Or maybe "Old timers club" for people who have played for more than 5 hours? Hmm... Perhaps the first half an hour is sunny, then the next 10 minutes is rainy, and so on... Would be cool! )Oh... The location of the OV loop would be good too! ![]() |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 99/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| These shots looks great! Some things could be better, but still. Also, don't release a demo with just 4 levels. A 4 level game is (mostly) too short and boring. Finish a couple of worlds before the demo. |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 100/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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| It requires ASM to edit those texts? |
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| Acmlm's Board - I2 Archive - - Posts by Smallhacker |
