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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

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Posted on 04-04-04 01:23 PM, in Alms for the NeoPhite Link
Originally posted by Kyouji "Kagami" Craw
Seriously, I've gotten it working (more or less) It's just that I can't get the pipe sound to play on entry/exit.


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?
Smallhacker

Green Birdo

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Posted on 04-05-04 06:37 PM, in The shell of doom! [ASM issue] Link
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. )
Smallhacker

Green Birdo

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Posted on 04-05-04 07:01 PM, in Lunar Magic interface flaws/issues Link
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.
Smallhacker

Green Birdo

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Posted on 04-05-04 11:57 PM, in Welcome SFX[Help] Link
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.
Smallhacker

Green Birdo

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Posted on 04-06-04 10:13 PM, in Warning! (Ending Cinema Related) Link
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...
Smallhacker

Green Birdo

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Posted on 04-06-04 11:21 PM, in Warning! (Ending Cinema Related) Link
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?
Smallhacker

Green Birdo

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Posted on 04-06-04 11:26 PM, in GFX inserting Link
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.
Smallhacker

Green Birdo

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Posted on 04-07-04 09:41 PM, in New SMQ Screenshots Link
Originally posted by Hidden Mario
Update!

I have changed the title screen(see the screenshots).
And here is a level of my new world "Crystal Cave".





Inspired by DW:TLC?
Smallhacker

Green Birdo

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Posted on 04-07-04 09:44 PM, in OV movement in level? (ASM) Link
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?
Smallhacker

Green Birdo

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Posted on 04-08-04 12:50 AM, in Can't edit extracted graphics Link
Make sure that the tile editor can view SNES graphics. If so, change into SNES view.
Smallhacker

Green Birdo

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Posted on 04-08-04 06:10 PM, in OV movement in level? (ASM) Link
Originally posted by Escherial
Anyhow, I'd really like to see this used, as I never had a chance to try it out myself on a decent scale -- send me a demo if you get anything going, Smallhacker .


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.
Smallhacker

Green Birdo

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Posted on 04-08-04 06:13 PM, in New SMQ Screenshots Link
Originally posted by The Great Guy
Looks VERY nice! But I do agree the crystal cave level looks alot like the shot of one from Dw:tlc (I never made it that far I'm still at desert area 4)

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*
Smallhacker

Green Birdo

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Posted on 04-08-04 09:41 PM, in OV movement in level? (ASM) Link
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?
Smallhacker

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Posted on 04-08-04 10:23 PM, in ROM Expand in Lunar Magic Link
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.
Smallhacker

Green Birdo

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Posted on 04-09-04 12:06 PM, in The NEW Ultra Mario World-Preview Link
These shots looks nice! However, the green in the last shot hurts my eyes.

I really like the OV tree graphics!
Smallhacker

Green Birdo

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Posted on 04-09-04 12:08 PM, in Why???????????? Link
Didn't someone else post about this too? Hmm... Try to expand the rom (but backup first).
Smallhacker

Green Birdo

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Posted on 04-09-04 10:27 PM, in Super Bypass + Yoshi's House = No Good Link
Good to know. Thanks.
Smallhacker

Green Birdo

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Posted on 04-09-04 10:46 PM, in Main game loop (ASM) Link
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!
Smallhacker

Green Birdo

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Posted on 04-10-04 11:48 AM, in World of mystery update. [screenshots] Link
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.
Smallhacker

Green Birdo

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Posted on 04-12-04 11:23 AM, in Question Link
It requires ASM to edit those texts?
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Acmlm's Board - I2 Archive - - Posts by Smallhacker


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