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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by PaD
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PaD

Micro-Goomba
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Since: 07-27-05
From: Datteln, Germany

Since last post: 86 days
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Posted on 07-27-05 01:37 PM, in Tile Editors running on WinXP? Link
The thread's title names it...
are there any tile editors running on Windows XP?
I know that "SNES Sprite Editor", but the palette is messed.
DOS emulating would be an idea, but no clue how to do that...

Alternatively, if there isn't any, you can give me links to documents explaining the SNES graphics format (ie the bin files LunarMagic spits out).
I figured palettes already, I just need to know how the tiles are stored, then it's no problem to write a new editor.

Thanks in advance!
PaD

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Posted on 07-28-05 02:31 AM, in Tile Editors running on WinXP? Link
Thanks very much for the help, YY-Chr runs perfectly

I tried TileLayer Pro, but it wouldn't run at all (DOS + WinXP without hundreds of patches and fixes for DOS support = crap).
PaD

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Since: 07-27-05
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Posted on 07-28-05 02:40 AM, in Palette problems using ExGFX Link
I ripped some tiles from Zool and for that, I needed the palettes from the game.
I loaded them from a savestate, and therefore, I loaded them all, which results in this:


I think I need 3 palettes only for the Zool stuff, so is there any way to get the other ones back so it doesn't mess up everything?
Also, some tiles animate... is using Map16 page #3 still OK or is it used somewhere else?

Last point, all the Zool stuff I planned to rip doesn't fit into one 4KB ExGFX file.
LM gives me a warning when I exceed 4KB, how possible is it to make it greater?
PaD

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Since: 07-27-05
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Posted on 07-28-05 06:08 PM, in My Tilesets Link
This shall be my first official graphic rip:
I ripped & edited tiles from Tetris & DrMario to make up a Tetris tileset for SMW.
IMO, it looks pretty good:



8x8 Tiles:


16x16:


ZIP File containing Map16 bins, TPL and ExGFX bin file:
http://rtb.strategy-x.com/tetris-i-pad.zip

If it's worth at all, it would be nice if somebody added this to the ExGFX Workshop
Hope people like it...
PaD

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Since: 07-27-05
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Posted on 07-28-05 06:17 PM, in Palette problems using ExGFX Link
OK, thanks for the hints
I think the best thing I can do in my case is to re-do all the paletting, 3 palettes is just too much.
And too bad you can't use more than 4KB, it's a real limitation

Anyway, I practiced around a bit doing a Tetris tileset (see its thread), I think I'm aware with palettes now.
Thanks again
PaD

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Posted on 07-29-05 02:52 AM, in Just got done reading about ASM.... Link
so you'd probably like a platform compiling c-code on-the-fly?
no comment...

assembly is easy, you just have to learn a few commands which do everything you want, you just gotta put them into the right order and give correct addresses and values
i hacked c&c yuri's revenge and made things possible that people couldn't think of before, all that using assembly.

if you can't think logically, you can forget it.
you have to know what you're coding, you gotta deeply concept your algorithms and the final code.

and yep, assembly is the only possibility to hack, unless there is a rom editor or whatever (nice idea actually)
PaD

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Posted on 07-29-05 03:08 AM, in Learning SMW ASM [ASM howto] Link
Does anybody know a disassembler for 65816 (SNES) assembly (NOT running DOS-based)?
I'd like to get into hacking myself, but reading opcodes is a pain in the ass and will result in total confusion. I need something readable... an assembler isn't necessary, I prefer writing assembly code directly in OpCode.


(edited by PaD on 07-28-05 06:13 PM)
PaD

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Posted on 07-29-05 11:21 AM, in SMW ROM addresses Link
Just getting into this, and noticed this:
112C - # of coins for 1up

This is only the amount of coins you gotta have, but not the amout substracted when you get your life.
Check this:
00/912B: C9 64 CMP #$64
00/912D: 90 0C BCC $913B ;IF 100 COINS (OR MORE)
00/912F: EE E4 18 INC $18E4
00/9132: AD BF 0D LDA $0DBF
00/9135: 38 SEC
00/9136: E9 64 SBC #$64 ;SUBSTRACT 100 COINS

So you'd have to edit 112C AND 1136


(edited by PaD on 07-29-05 02:21 AM)
(edited by PaD on 07-29-05 02:23 AM)
PaD

Micro-Goomba
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Since: 07-27-05
From: Datteln, Germany

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Posted on 07-29-05 08:24 PM, in My Tilesets Link
Thanks very much
Glad people like it.

Can some Admin call this "My Tilesets", so I don't have to open a hundred threads.

Did some more work, no release files yet, just to show:



Ripped from Zool, what do you think?
PaD

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Since: 07-27-05
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Posted on 07-29-05 09:39 PM, in My Tilesets Link
There are apples in the tileset, too, but they don't fit in anymore
Sorry for making ya all hungry
I'll be thinking about a nice background graphic

The X-flipped bush is the same like in Zool. Was pretty good for me, as it wouldn't fit otherwise. The banana takes very much space, but I HAD to include it
Maybe I'll make some small bush graphics for the ground, to add detail.
Again, glad people like it.

And thanks for the title change!

EDIT:
I probably won't find time to add stuff to that tileset as I leave for a week tomorrow, but anybody who'd like to do that is welcome

8x8, FG2


8x8, FG3


16x16


Ingame shots are above...

DL: http://www.rtb.strategy-x.com/zool_w3-i-pad.zip

Filenames are ready for the ExGFXWorkshop, would be cool to see them uploaded there


(edited by PaD on 07-29-05 02:08 PM)
PaD

Micro-Goomba
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Since: 07-27-05
From: Datteln, Germany

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Last activity: 5 days
Posted on 08-07-05 10:58 PM, in My Tilesets Link
If anybody'd tell me how to import tracks (like SPC files) from other SNES games to SMW... I'd love to do that!
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