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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

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Posted on 10-20-04 06:12 AM, in Freaky piracy-related story. Link
If you don't have patches you can get infected by JPEGs (I don't think there even is a patch for that yet ), MIDIs or just being pinged by a virus. Really, it sounded like just Windoze being stupid at first. His computer overheated and rebooted/slowed down to prevent getting too hot, and when it came back to Windoze it decided to delete/not show the icons. The fact that only the legit ones remained seems odd though, and having the MP3s replaced with links to buy them isn't something a bug would do. I can't imagine even spyware or a virus doing 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: 1815/8210
EXP: 18171887
For next: 211027

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

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Posted on 10-20-04 06:17 AM, in Unusual question about Japan Link
No, I actually read in a book that they wear white. I think I'll take the word of someone who actually lives there over an American book, though. They made a few other mistakes, so I wouldn't be too surprised.

BTW Canada uses Metric and I'm pretty sure they're still called Quarter Pounders here. We don't call Farenheight 911 'Celcius 488.3' after all.
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: 1816/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
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Posted on 10-20-04 06:28 AM, in Satellite crashes into house in China Link
Originally posted by Ziffski
The US Space Shuttle is a piece of obsolete junk that is death itself.

Uh, that blew up. But yes it was obsolete. At one point they were looking for donations of very old computer parts to repair it. Woulda made more sense to just build a new one.
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: 1817/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
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Posted on 10-20-04 06:42 AM, in I think I found a bug in Mozilla. Link
Never heard of it, I'm using 1.6. As long as I'm not the only one it's happening to, though, I may as well report it.
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: 1818/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
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Posted on 10-20-04 07:28 AM, in Seriously... Have you ever thought of killing people? Link
Let's just say the only reason I haven't done it is because of the penalties.
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: 1819/8210
EXP: 18171887
For next: 211027

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

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Posted on 10-20-04 07:34 AM, in 665+1 Link
Er, how can we have a 1337th user if the memberlist only goes up to ~1085?
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: 1820/8210
EXP: 18171887
For next: 211027

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

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Posted on 10-20-04 07:36 AM, in 1337! Link
Originally posted by Valcion
You're all doomed to permanent virginity.
Well, there must be some females here. The solution is right in front of us, people.
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: 1821/8210
EXP: 18171887
For next: 211027

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

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Posted on 10-20-04 07:39 AM, in Free motor bike! Link
= Kawa
[other big pic] = Socky
Kawasaki, which I probably spelled wrong = brand of motor bike

I hope I don't need to explain it further.
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: 1822/8210
EXP: 18171887
For next: 211027

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

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Posted on 10-20-04 07:45 AM, in DS Emulator Link
Originally posted by Drag
Not to mention, emulators can't emulate the NES hardware as close as they could... for example, they can't emulate imperfections, like a crappy connection with the cart, or the color burst thingy, or the lockout chip reset cycling. Then again, those are all crappy things everyone wants to forget.

If people actually dumped the lockout chip's ROM from the carts and system, they could emulate it. Even without they could emulate the reset cycling, it'd just have to be user-initiated.
If you really wanted to, you could probably write an emulator that emulates the hardware exactly (Rather than just do what the CPU would do, it'd actually emulate a ROM chip and CPU; instead of just read a byte from ROM, actually give a signal to the emulated ROM chip that tells it to send these bits back, and corrupt/don't read them if the "connection" is bad), but that would be quite difficult to program and would run very slowly for something that nobody would ever use.
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: 1823/8210
EXP: 18171887
For next: 211027

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

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Posted on 10-20-04 07:56 AM, in Most accurate Gameboy emulator? Link
I'm trying to write a ROM, but I seem to have problems on all 3 of them. On NO$, the sound volume register ($ff24) seems to magically reset to 0. Breakpoints don't catch anything, and my code doesn't write to it except at the beginning, but when the initializing code finishes it's at $77 and when the sound code starts it's at 0. On BGB, the graphics display garbage and nothing happens. On VBA it's just a blank screen. I don't have a way to try it on a real GB (I do have a method, but the 'ROM' would have to be specially written for it and it's a huge pain in the back end), so I need to know what the most accurate emulator is? Maybe I'll be be able to actually tell which is running it properly/where the problems are in my code. (Seeing how NO$ is nearly as buggy as Windows ME, BGB's GUI certainly does not give it any credibility points, and VBA's GB/GBC emulation sucks on my PC for some reason. )
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: 1824/8210
EXP: 18171887
For next: 211027

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

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Posted on 10-20-04 09:39 AM, in Looking at Super Mario 64 compressed graphics Link
W00t. Found at 4021B0 in the US version, and... *opens program*

Lesee, we have a 71,618-byte file at 3FC2B0, which means it reaches to 40DA72! Nice find! Now we know that the levels most likely are compressed. Now to extract the file, corrupt it and re-insert it.

Hmm... If this program hasn't totally screwed up, that's pretty damn good. Just by changing 3 bytes and re-compressing the file, it's now only 39,039 bytes!

File re-inserted. Game did not crash on starup, wow. Now for the moment of truth... Crash. CPU steady at 99.8% but nothing happens. I didn't think that re-compression was accurate.

So now let's just try corrupting some random stuff in the file, compressed, in the ROM itself. *saves a state just before Mario dives into the painting*

No changes that I can see. Let's corrupt more! ...This looks different. Across both bridges, at the edge of the level next to the ! box, it's not very steep... *Compares with real N64* Bah, today would have to be the day my brother actually takes an interest in N64. More corruption! Crashed again. Let's try 256 bytes ahead, like Cellar mentioned...
4022B0: 7F
4022B0: 00
4022B0: 00 00 00
I do believe a is in order.
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: 1825/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
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Posted on 10-20-04 10:04 AM, in More Sprite Data [Info] Link
The bits are ordered 76543210.
Originally posted by cpubasic13
0x03F46C -> 7E1656
0x03F535 -> 7E1662
0x03F5FE -> 7E166E
0x03F6C7 -> 7E167A
0x03F790 -> 7E1686
0x03F859 -> 7E190F

All of these tables are indexed by sprite number (starting with x00 for the shelless green koopa). Here's a few of my notes about some table values. I've still barely touched the surface of all this data. I have the RAM locations as the headers, cuz that's what I see in my trace logs.


So in RAM would they still be indexed by sprite #, or the order of the sprites in the level? And if you wrote to them would they go back to normal in the next level?


x03F46C

In the notes, he says it deals with whether it is stompable or not. Bit 1 (Not sure if it is bit 1... bits read as 00000001. Correct me if I am wrong) will determine whether or not it goes through the ground. Setting bit 2 makes it bounce very weirdly. Bit 3 does somewhat the same as bit 1. Bit 4 makes it slide on the ground. Bit 5 makes it stompable. Bit 6 does nothing? Bit 7 will determine whether or not to go in shells. Bit 8 determines whether or not it will die by "falling" or going "POOF!"

So set bit 7 and it'll turn into a shell sprite when you stomp it? And what is falling/going "POOF!"?


x03F535

Says for sprite interaction. Bits 1 to 5, I don't know what they do. Bit 6 makes the sprite have a "head" like a Rex. Bit 7... well, probably deals with the Koopas, but I am not sure. Bit 8 makes the sprite just fall when you jump on it.

I assume what you mean is bit 6 toggles whether the sprite is 8x8 or 8x16?


x03F5FE

Palette. If it is an even number (00, 02, 04, 06, 08, etc...) will set the palette to page 1, and the palette (Example: 00 would be sprite palette 0, page 1. 02 be page 1, palette 1. Get it?) Odd numbers make it page 2. Simple. Nothing complex.

So the lowest bit toggles the palette page? Any idea what the rest do?


x03F6C7

Hmmm... he wrote nothing on this... so... Bit 1 made the gravity for when dead really heavy.

Is there a sprite that does this normally?


Bit 2 made it invincible to the cape, but it still jumped in the air.

So it acts like you killed it, but when it hits the ground it goes back to normal? Or does it just jump up?


x03F790

Says walk through floor or sprite creating. Bit 1 does nothing. Bit 2 same.

What exactly does this do?


Bit 3 made it so when the sprite falls onto another ground, it walks 3 pixels in the ground (wha?).




Bit 4 makes it not interact with shells (maybe other sprites).

Probably for Mushrooms.


Bit 7 makes it an exploding Bomb-omb when you jump on it!

As in when you stomp it it becomes a bob-omb about to blow? What happens if this is set along with the bit that makes it go into a shell?


Bit 8 makes it fall through the floor.

Try setting this, putting it waaaaaay up in the air, and letting it fall. Does it just keep falling or does it stop eventually? Bowser's big ball things do this and don't have any layer 1/2 interaction (fall through the floor).


x03F859

Bit 6 made the death 16x32 pixels big.

Pic?


Bit 8 same.

Same as...?


x0087CC

Involves coding of the sprite. 2 bytes per sprite. I got it to freeze sometimes with some values, so now to experiment with sprite 12 (I made it a sprite like the shelless koopa for this part).
I set the code to 20 8A and it made a sprite stay still with no animation. Evil hidden guys? 20 8A made it do the same, but not interactable. So... now for the bits set.
Setting second byte's bit 1 makes game crash. Same with both bits 1 set. It will be hard to make this typed up so here is a little table.

Byte 1 bits | Byte 2 bits | Effect |
-----------------------------------------
00000000 | 00000001 | Crashed |
00000001 | 00000001 | Crashed |
00000002 | 00000001 | Crashed |
-----------------------------------------

I gave up since a lot of the stuff crashes the game. I did, however, make an interesting sprite. It will slide to the right at a fast speed. Set the bytes to 33 8A to have this sprite. That is an awesome sprite in my opinion. Wait... set the first byte to 4D and second byte to 8C and you got a jumping sprite. I did notice that the second byte is usually 8X (X is a number). Mess around with this, somebody, and figure it out.

Sounds like a series of 16-bit pointers to ASM. Dunno why that bit would make it crash (unless you were just pointing it to invalid code), or did you mean the highest bit? I don't think addresses xx8000-xxFFFF are valid.


The last thing is the graphics section at offset x009e7f and x009d83. The first edits the graphic tiles that the sprite uses. The second... I don't know what it does.

What's the format for the first table? Second might be animation or something.


Now someone make an editor as I am tired of using a hex editor.

A project for tomorrow.
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: 1826/8210
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 10-20-04 10:17 AM, in Trying to change "SMW" Mario into "SMB1" Mario Link
It might not look too bad if you just used the SMW Mario, but with the palettes from SMB1 and maybe some small edits. It'd look like SMW's Mario in SMB1 style.
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: 1827/8210
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 10-21-04 03:31 AM, in More Sprite Data [Info] Link
Alright, I tried changing the bits, and this is what I found. All tests were done with sprite #4, the Green Koopa. Bit 7 is the highest bit, 0 is the lowest.

3F46C:
0: If 1, falls through first ground, walks 8px above second!
1: If 1, falls a few pixels through ground then bounces back up!
2: Same as 0.
3: If 1, animation is disabled.
4: If 1, it can be stomped. If 0, stomping it kills Mario/bounces Yoshi.
5: If 1, it dies when stomped, if 0, it acts like a Koopa.
6: Nothing?
7: If 1, when killed it disappears in a puff of smoke. If 0, it falls off the screen.

3F535:
0: Nothing?
1: If 1, its clipping range gets moved 16 pixels to the right.
2: If 1, its clipping range becomes 64 pixels wide.
3: If 1, its clipping range extends 16 pixels on both sides.
4: Nothing?
5: If 1, its clipping range moves up 16 pixles.
6: If 1, its clipping range extends 16 pixels on both sides, but the added area only affects Yoshi. (He gets scared off?

) Koopas have this set by default? (These might be a 'clipping range type' setting.)
7: If 1, it falls straight down when you stomp it.

3F5FE: Graphic-related. If the lowest bit is set it uses different GFX? The rest of the bits seem to either change the

palette or do nothing. Default is 0A.

3F6C7:
0: If 1, when you kill it with a star, it falls really fast, but you can hit it multiple times and bounce it in the air!

(It doesn't turn into a dead shell.)
1: If 1, it's invincible to stars, fireballs and the cape. (Hitting it with the cape still makes it jump though!)
2: If 1, it will still interact with sprites and objects no matter where it is in the level (even way off the screen)!

This slows the game down considerably, though. (Normally used for Yoshi.)
3: Nothing?
4: If 1, when you stomp it, kicking the shell only moves it a few pixels and gives you 200 points! Other Koopas will just

turn around when they hit it, so you can make barriers with it.
5: Nothing?
6: Nothing?
7: If 1, Mario can't interact with it, but Yoshi will still run away. You can still kill it with a cape or fireballs.

(Unfortunately, even if bit 1 is set, fireballs and capes still kill it. )

3F790:
0: If 1, Yoshi can't eat it.
1: If 1, Yoshi holds it in his mouth. If 0, he swallows it and you get a coin.
2: If 1, if it falls from a high enough distance it will act as if the ground it lands on is about 3 pixels lower than it

really is.
3: If 1, it won't interact with shells. Even if you stomp it it won't get back in its shell.
4: Nothing?
5: Nothing?
6: If 1, it won't die when you stomp it, but you still get points! Stomping it with Yoshi or Spin-Jumping it will kill

it. (? blocks with green shells in them also wouldn't produce any shell!)
7: If 1, disables interaction with all objects (layer 1 or 2).

3F859:
0: Nothing?
1: Nothing?
2: Nothing?
3: Nothing?
4: Nothing?
5: If 0, the bottom half of the sprite is visible on both subscreens.
6: Nothing?
7: Nothing, but if bits 5 and 7 aren't both set, the death animation will show a koopa head instead of a shell.

87CC: Seems to be an ASM pointer. 2 bytes per sprite. Default is FC8A for Koopas. (Try 4D8C for bouncy koopas!)

9E7F: GFX-related table. Default is 00 for Koopas. 01 swaps the two halves, 02 makes the animations all goofy.

9D83: Animation-related table. Default is 84 for Koopas. 85 makes their heads mess up when they turn around. (Only seems to affect that frame?)

Now to start working on an editor.

BTW, what I meant about the RAM tables was: say you wanted to change some attribute of a Green Koopa during the level. Would you write to index #4 on the table, or would that only modify the 4th sprite in the level? And when you went to another level, would the data still be changed or would it go back to normal?
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: 1828/8210
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 10-21-04 05:19 AM, in More Sprite Data [Info] Link
So the game just copies the tables to RAM and leaves them? Seems pretty useless when it can just read them from ROM.

[edit] Alright, the sprite editor is starting to work. There seems to be a few bugs reading the data (I'm pretty sure Green Koopas are not visible on both subscreens), but for the most part it's good. Tomorrow I'll work on saving. I've also implemented a method that could be used to share custom sprites or make a database out of them. All it really does is display the sprite's hex code, it's only 10 bytes. Working out the ASM data could be a bit of a problem but we don't even know how that works yet.

Anyone know how the sprite data in RAM/ROM works? Like is there some way to use the 'extension' byte (grayed out in LM's Insert Manual dialog), or have sprite #s above 255? That would give a lot of room for custom sprites. At least does anyone know how the table in RAM works? If nothing else, an ASM hack could probably be developed to manually write extra sprite data into the table, but unless it has room for bigger 'Extra Info' data or a free byte, it doesn't help much. (That is unless you want to hack every reference to the sprite table to make each entry a few bytes bigger. ) Even then, I'm not sure how we'd go about adding these extra sprites in LM... Unless Fu wants to add support for them.

But I suppose I should finish the editor and get cracking on figuring out the ASM before I try to figure that out.


(edited by HyperHacker on 10-21-04 01:25 AM)
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: 1829/8210
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 10-21-04 07:33 AM, in New hack! Link
Originally posted by Zerodius
As long as you try to keep the glitch count below 100 per stage, it's OK for me

How about below 1?
There seems to be a problem with your host. The images don't show up, and when I tried to view them alone, they showed up as text!
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: 1830/8210
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 10-21-04 07:35 AM, in Mario's Return demo 1 Link
Freewebs is a horrible piece of crap.

Looks nice, but the black and white on the title screen is very painful on my eyes.
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: 1831/8210
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 10-21-04 09:37 PM, in Blocks? Link
Don't be too sure.
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: 1832/8210
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 10-22-04 01:27 AM, in Sprite-O-Matic 1.0 Link
Dude... WTF did you program this in? It goes full-screen, looks like Windows 95 and has crappy basic keyboard/mouse support. (You can't even use the number pad for numbers.) Looks like something you'd have seen in Windows 3.1. The descriptions don't help much, either.
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: 1833/8210
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 10-22-04 01:28 AM, in Blocks? Link
Actually, they turn into sprites when you pick them up, which is how you can carry and move them.
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