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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by HyperLamer
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User Post
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

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Since: 03-15-04
From: Canada, w00t!
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Posted on 03-15-05 12:17 AM, in DAVALLR wanted me to post pics... [SS] Link
I'm gonna have to agree, the only thing in those that doesn't look hideous is the mushroom house.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3701/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 03-15-05 12:19 AM, in Need to know mario's sprite size and color to import to GFX and then LM Link
Erm, you seem to have broken the image, and a good thing too because it's way too big. *edits* Anyway, I can't understand a word of that.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3702/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 03-15-05 12:23 AM, in POW switches and blocks that act like brown blocks. Link
Erm, something seems to have broken this thread. I'm just going to close it... I suspect it's your layout, the link in your sig is missing an end quote. Fix that and try posting it again.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3703/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
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Posted on 03-15-05 12:28 AM, in Super Mario Bros. 3 Screenshots Link
Originally posted by Master M
Updated post on peter_ac's request.

You should at least make a comment or something, so it's not so obvious you're only posting because someone asked you to.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3704/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 03-15-05 12:32 AM, in Block request thread Link
Mutation: There are blocks which will load the palettes from certain levels, you could use those. You'll just have to do something to prevent the player from going back beyond that point (or put in another set before them that loads the original palettes again), and have one or two screens around them that don't use any of the colours that get changed. (Put them at the very right edge of one screen, and don't use those colours on that screen or the next one.) Yoshi's Island does this with tilesets, it looks pretty neat.

UD: I think someone mentioned that they knew where the earthquake code was, so if I could figure out how to turn it into another block, I might be able to do it.

Trashy: Umm... Ebay and TLP?
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HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3709/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 03-15-05 06:10 AM, in Geiger's Snes9x Debugger Mark 9 Link
Well the key word is 'arbitrary' here...

Also, joypad support seems to be completely broken. I got it all set up nicely, then clicked Cancel because it's right where OK should have been. Now it just kinda assigns the button I press to something completely random. It's also very quiet... Being able to set breakpoints for a range of addresses would be nice too, and disabling one then clicking the game window should actually disable the breakpoint. Maybe the 'next op' button actually going to the next instruction instead of the same one over and over...


(edited by HyperHacker on 03-14-05 09:11 PM)
(edited by HyperHacker on 03-14-05 10:55 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3710/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 07:58 AM, in SMW ROM addresses Link
I come bearing addresses!

0F8B - Timer speed (0-7F, higher = slower)
112C - # of coins for 1up
13AC - # of coins for 30-coin bonus block
4C2C - Set to 00 to disable midway points (they'll still make you big though)
5341 - How long flashing invincibility (when you get hit) lasts - note for those of you who are planning to be just plain evil and disable this; doing so will make Mario die any time he gets hit, because he'll hit the enemy about 60 times a second.
8094 - Initial fireball X speed facing left
8095 - Initial fireball X speed facing right
80B6 - Fireball sound effect
80C5 - Initial fireball Y speed (already found but what the hell)
AD1B - How long blue (and probably silver) POWs last
C781 - How long stars last
C786 - Probably what music to play when you get a star
153C3 - Lowest tile # that acts as a berry
153C7 - Highest tile # that acts as a berry plus one

Some ASM traces related to these, if anyone's interested.
-----Getting coins-----
00:8F25 EE BF 0D INC $0DBF - Increments coins when you get coin (any method)
00:8F28 AD BF 0D LDA $0DBF - Gets coins to check for 1up
00:8F2B C9 64 CMP #$64 - # coins for 1up
00:8F2F EE E4 18 INC $18E4 - Does 1up @ 100 coins
00:F37A EE 20 14 INC $1420 - Increments Yoshi Coins
00:F343 EE 22 14 INC $1422 - Inrecments other Yoshi Coins

00:F1A7 AC C0 0D LDY $0DC0
00:F1AA F0 24 BEQ $24 - Checks bonus block counter

05:B357 CE C0 0D DEC $0DC0 - Decrements bonus block counter when getting coins

00:91AB A9 1E LDA #$1E
00:91AD 8D C0 0D STA $0DC0 - Sets counter for bonus block


-----Timer fun-----
00:8D8A A9 28 LDA #$28
00:8D8C 8D 30 0F STA $0F30 - Writes timer frame count @ level start

01:C580 A9 FF LDA #$FF
01:C582 8D 90 14 STA $1490 - Sets star timer
01:C585 A9 0D LDA #$0D
01:C587 8D FB 1D STA $1DFB - Writes to SPC700 port (star music?)

01:AB1A A9 B0 LDA #$B0
01:AB1C 99 AD 14 STA $14AD,y [14AD] - Blue POW timer (Y probably = 1 for Silver POW)
01:AB1F A9 20 LDA #$20
01:AB21 8D 87 18 STA $1887

00:C563 DE A8 14 DEC $14A8,x [14AD] - Blue POW timer

00:D140 A9 7F LDA #$7F
00:D142 8D 97 14 STA $1497 - Flashing invincibility ('ghost') timer when hit


-----Midway point-----
00:CA20 8E C6 13 STX $13C6 - marked as 'unknown, boss-related' X = 4C
00:CA23 A0 18 LDY #$18
00:CA25 8C 00 01 STY $0100
00:CA2B A9 01 LDA #$01
00:CA2D 8D CE 13 STA $13CE - Sets midway point flag


-----Berries-----
02:D1B4 A7 05 LDA [$05] [7F:C96B]
02:D1B6 8D 93 16 STA $1639
02:D1B9 E6 07 INC $07
02:D1BB A7 06 LDA [$05]
02:D1BD D0 31 BNE $31 [$D1F0]
02:D1BF AD 93 16 LDA $1639
02:D1C2 C9 45 CMP #$45 - Red berry tile
02:D1C4 90 2A BCC $2A [$D1F0]
02:D1C6 C9 48 CMP $48 - one past Green berry tile
02:D1C8 B0 26 BCS $26 [$D1F0]
02:D1CA 38 SEC
02:D1CB E9 44 SBC #$44
02:D1CD 8D D6 18 STA $18D6 - Writes eaten berry type


-----Fireballs-----
00:FEB5 A9 06 LDA #$06 - Fireball sound effect
00:FEB7 8D FC 1D STA $1DFC
00:FEBA A9 0A LDA #$0A
00:FEBC 8D 9C 14 STA $149C
00:FEBF A9 05 LDA #$05
00:FEC1 9D 0B 17 STA $170B,x [1714]
00:FEC4 A9 30 LDA #$30
00:FEC6 9D 3D 17 STA $173D,x [1746] - Fireball Y speed
00:FEC9 A4 76 LDY $76 - Must be Mario's direction (0=Left, 1=Right)
00:FECB B9 94 FE LDA $FE94,y [00:FE95]
00:FECE 9D 47 17 STA $1747,x [00:1750] - Fireball X speed (hehe, FECE)

00:FF00 AD F9 13 LDA $13F9 - Mario Goes Behind Stuff flag
00:FF03 9D 79 17 STA $1779,x - Fireball Goes Behind Stuff flag


-----Misc Stuff-----
00:9CEA A2 00 LDX #$00
00:9CEC 4C 3A 9D JMP $9D3A
00:9CEF 8E 0A 01 STX $010A - Save file #

00:9E08 A0 04 LDY #$04
00:9E0A 20 CB 9A JSR $9ACB
00:9E0D 8E B2 0D STX $0DB2 - 2-player flag

OK, so the <code> tag is a piece of shit that keeps eating my posts despite how many times I close it, so copy all that into Notepad or something to see it right.

[edit] Been working with the Map16 a bit. Here's a bunch of useless info:
00:BAD8: Table of 3-byte addresses of Map16 top-left corner for each screen (low byte)
00:BC40: Table of 3-byte addresses of Map16 top-left corner for each screen (high byte - totally pointless, you can just read the low byte and change 7E to 7F )

$01/94E7 BD E0 14 LDA $14E0,x[$01:14E4] - Gets something
$01/94EA 69 00 ADC #$00
$01/94EC 85 0B STA $0B - Stores it at 7E000B

$01/9429 A5 0B LDA $0B - Copies 7E000B to 7E009B
$01/942B 85 9B STA $9B

$00/BF14 A5 9B LDA $9B - Uses 7E009B to find offset into table
$00/BF16 85 07 STA $07
$00/BF18 0A ASL A
$00/BF19 18 CLC
$00/BF1A 65 07 ADC $07
$00/BF1C A8 TAY
$00/BF1D B7 04 LDA [$04],y[$00:BAD8] - Getting Map16 address
$00/BF1F 85 6B STA $6B

This shows how the game reads some variable, uses it as the index into that address table, and stores the address into 7E006B. It then uses that to calculate the exact address of the block it's about to change. Interesting, but all very pointless, since it doesn't tell us how to figure out a block's address or even coordinates. (And if we did know, it would be trivial to do some simple calculations based on the coords to find the address itself. 0x7EC800 + (Screen # * 0x20) + X Coord + (Y Coord * 0x200), though some changes would be needed for vertical or layer 2 levels.)


(edited by HyperHacker on 03-14-05 11:01 PM)
(edited by HyperHacker on 03-14-05 11:05 PM)
(edited by HyperHacker on 03-14-05 11:06 PM)
(edited by HyperHacker on 03-14-05 11:07 PM)
(edited by HyperHacker on 03-15-05 02:25 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3711/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
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Posted on 03-15-05 08:10 AM, in 'Mario Start' 'Game Over' Link
The game re-uses and flips a lot of those tiles, which will surely prove to be quite a pain in the back end.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3712/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:31 AM, in Screens of my new hack! No name yet though... Link
Looks neat. A bit cluttered, but also some nice ideas.

1) Maybe a message box would work better?
2) Ice background with lava?
3) The bottom chunk of land looks really flat.
4) Cool, I hope that's not a midway gate at the beginning though.
5) Looks very interesting.
6) Ooh, how's Mario gonna get up there? There seems to be a gap at the bottom though.
7) Nice, but could stand to lose one of the chucks. That's a lot of enemies in a small space.
8) Er, why is there a goal point between those trees?
9) Looks hard. Hope all those sprites with the layer 3 water don't cause slowdown...
10) Nice plant. You did put a Yoshi at the beginning right?
11) Ooh, it's all dank and spooky-like. Meteorites don't often carve underwater mazes though, usually just craters.
12) Ball-and-chains swinging off ? blocks? Way to take ideas from SMB3, people don't do that enough. Looks hard.
13) Ooh, big castle. Kinda plain OW though. Maybe some rocks, islands and/or boats in the water?
14) Don't suppose you could move the camera up? Being at the top with the scorebar makes it look cluttered and hard to see. Those platforms in the background might be a bit confusing too.
15) Nice. Bowser statues don't really look right on diagonal slopes though...
16) Eh, this looks pretty crappy. The waterfalls, which look more like blue blocks, somehow make 90-degree turns and flow sideways? They disappear into blocks, even. It doesn't look like Mario's swimming at all, and the BG colour is too bright.
17) Those islands look very flat. Not necessarily a bad thing, just that it implies they're barely above the water, which might not be what you wanted. (It is a cool idea though.) Unless it's like a flooded place or something, they should be a bit more beach-coloured. The dotted path going diagonally doesn't look so good either, you'd probably be better using one that turns.
18) Not bad, colours need some work though.

Other than those little things (a lot of them, but that's a lot of pics too ) it looks pretty nice.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3713/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:34 AM, in Ultra Mario Link
X and Y both do the same... Perhaps you could have one spin and one shoot?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3714/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:36 AM, in Need to know mario's sprite size and color to import to GFX and then LM Link
You need to reduce it to 16 colours (4-bit), you're probably better off copying it from the actual SMB3 or SMAS ROM. The sprite is 32 pixels tall and 16 wide, though it's divided into 8x8 tiles.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3715/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:40 AM, in A few screens of my SMW hack project Link
The scorebar border is a nice idea (looks SMB3ish), but you'd be better off putting it all on layer 3 so that you can actually use layer 2. I think someone made a scorebar editor a while ago. You could replace the unused 'TIME' tiles with the border tiles, and simply re-colour the rest of the tiles to have a black BG. (Ex: Change the first tile in 'TIME' to the horizontal border, the second to the vertical border, and the third to the corner tile, and edit layer 3 to include them. You'll need to find another tile for that clock icon though. Maybe reduce 'MARIO' to just 'M'?)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3716/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:42 AM, in Block request thread Link
I think that needs some special ASM hack inserted to work. You'd probably need to change that JSR address to point to it too. (Shouldn't it be JSL actually? )
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3717/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:45 AM, in Ice Levels Link
Actually, it's not quite the same. One way is to change Mario's entrance type to 'Do Nothing (Slippery Level)', and the other is to check the Slippery Level box. (The second way is recommended, since it lets you use other entrance types.)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3718/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:48 AM, in StarFox Level Editor Demo! Link
Originally posted by MathOnNapkins
Why people always be hating on the snes starfox?

Mainly because the controls seemed to be quite a pain. I've got to say, though...
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 3719/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 03-15-05 08:52 AM, in Small Preview: Mario Apocalypse Link
Not bad. I'd be a lot more enthusiastic if I had ever, in my life, seen a hack go from 'temporary ice' to 'complete'.
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Acmlm's Board - I2 Archive - - Posts by HyperLamer


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