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

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Posted on 10-04-05 02:03 AM, in Super Gothic Bros.(SMB Hack) Link
Originally posted by partyghoul2000
aside from the palette there isn't really anything gothic about it. im trying to change luigi's palette too but im having problems.for mario i used a program called Mario's Beauty Salon. those patches look really kick ass AP. i think i might haft to play around with those. anyways im dying to release this first patch but i have no place to host it yet.does anybody know of a place?

Hosts I heard of include Geocities (not recommended), Freewebs (also not recommended), 1ASPHost, and Funpic.org. However, I'm willing to host hacks at my site. Mario's Beauty Salon is messed up, but there is a clone of it that actually works. You can get the program here. If you want to edit other palettes (and/or edit Mario's TSA), check out this thread.
AP

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Posted on 10-05-05 07:27 PM, in Sad State Solutions (Please read!) Link
Posting these Sad State solutions may not completely solve the sad state of the whole Acmlm's ROM hacking community. The SMW and Pokemon hackers have their own forums, and they may need to have a link to this (or a copy of this thread) at their forums in order for the solution to be more complete. Bringing this up in only the ROM hacking forum doesn't seem enough.
AP

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Posted on 10-05-05 07:56 PM, in Town Square VI: 666 HAPPYWEEN! Link
How come AsukaFan isn't at that chart? She did bring some drama-controversy here.
AP

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Posted on 10-05-05 08:17 PM, in Sad State Solutions (Please read!) Link
Originally posted by BGNG
Is there any way to include this thread in the other forums? Whoever has the ability to do so, if possible, please do. Otherwise, it may be best just to post a closed, sticky topic with a link to this one in each of those forums. That will disable any replies in the linking topics and force all applicable conversation into this one.

You could make copies of this thread and have them say that it should be closed and stickied, and have those copies each have a link to this discussion. I'm thinking about meeting threads for group hacks in the ROM hacking forum (or SMW Hacking or Pokemon hacking, depends on the game you hack).
AP

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Posted on 10-06-05 12:34 AM, in Home computer won't start!!! Link
You could also go to the Advanced Startup Options (you go to this area to go to Safe Mode) and chose Last Known Good Configuration. It restores the last good copy of HKLM\System\CurrentControlSet. The registry could be messed up there, but Last Known Good Config. only restores that key and nothing else of the registry. From Windows help file: "Choosing Last Known Good Configuration provides a way to recover from problems such as a newly added driver that may be incorrect for your hardware. It does not solve problems caused by corrupted or missing drivers or files."
AP

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Posted on 10-06-05 01:17 AM, in Hey Link
Welcome to Acmlm's Board, DS_MaStEr! Remember to read and FOLLOW the FAQ. The FAQ includes the rules. Also, make sure you read the stickies and forum annoucements before asking a quesiton. I hope you have a great time here, unlike at
Spoiler:
*cough*Romendo's*cough*.
AP

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Posted on 10-06-05 01:47 AM, in Town Square VI: 666 HAPPYWEEN! Link
The admins could use a "super" IP ban. I believe the admins were able to super IP ban AsukaFan, since (this is an assumption from convos at that anti-YD thread) she's unable to do proxy jumping to dodge the IP ban. By the way, the re-registering is kind of getting old (at least to me that is. ).


(edited by AP on 10-05-05 04:48 PM)
(edited by AP on 10-05-05 04:49 PM)
(edited by AP on 10-05-05 04:49 PM)
AP

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Posted on 10-06-05 02:55 AM, in Apology Link
I guess you should be unbanned, but have only one chance (until you use it wisely for like a year). This time, be your old, cool self again. I guess I forgive you for bringing an old fad that would hopefully die very soon (as in the constant re-registering). I wonder how Danielle would respond. That's pretty nice of you to apologize for this large, annoying, pretty stupid, long drama/controversy.


(edited by AP on 10-05-05 05:56 PM)
(edited by AP on 10-05-05 05:57 PM)
(edited by AP on 10-05-05 07:53 PM)
AP

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Posted on 10-08-05 07:33 AM, in Excuse me if this has been asked already but.. Link
There are also two more FCEUd tutorials here and here. (FCEUXD is similar to FCEUd, so you shouldn't have any problems when following these tutorials with FCEUXD.)


(edited by AP on 10-07-05 10:35 PM)
AP

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Posted on 10-08-05 09:24 PM, in Super Mario Bros 1 sprite TSA Link
This is from a translation of this page. Excuse the large space between "it is the total 256KB" and "Address".


* Sprite
One sprite is formed at 4 bytes, 64 data have lined up, it is the total 256KB.
















AddressBit7Bit6Bit5Bit4Bit3Bit2Bit1Bit0
1st byteY coordinate -1
2nd byteSprite pattern index number
3rd byteTop and bottom reversal
The 0= it does not do
The 1= it does
Left and right reversal
The 0= it does not do
The 1= it does
Priority of sprite and
background 0= sprite priority
1= background priority
UnusedPallet
4th byteX coordinate



If this isn't clear enough, then you could look at the (translated) section about PPU.


(edited by AP on 10-08-05 12:25 PM)
(edited by AP on 10-09-05 07:16 PM)
AP

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Posted on 10-08-05 11:25 PM, in Super Mario Bros 1 sprite TSA Link
Originally posted by Kawa-oneechan
Again you repeat info I already have:

Originally posted by Kawa-oneechan

Sprite memory is DMA'd in from 0x0200 (nes mem) each frame, and is in standard Famicom format: ypos, tile, flags, xpos. First sprite is always the splitscreen coin, followed (I guess always) by Mario's 8 tiles.


Sorry about that, I realized that after I read your first post. I just feel pretty excited about this, since I wanted to do something like this. I did find some ASM code here:
$F124:09 40 ORA #$40
$F126:99 1E 02 STA $021E,Y @ $0222 = #$40
I found that after setting up a breakpoint to $0222. Well, I hope this was what you wanted. I believe that's where those flipping bits come from (at least for Mario). IIRC, I believe 40 means flip horizontally and use Mario palette. Changing (RAM address, not ROM) $F125 to 00 makes the tiles of Mario that flip not flip.


(edited by AP on 10-08-05 02:28 PM)
(edited by AP on 10-08-05 02:30 PM)
(edited by AP on 10-08-05 02:32 PM)
(edited by AP on 10-08-05 02:33 PM)
(edited by AP on 10-08-05 02:46 PM)
AP

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Posted on 10-09-05 01:11 AM, in Super Mario Bros 1 sprite TSA Link
The ASM code I posted before is only for the bottom right tile of Mario. The following ASM code would be for the tile right above the bottom right one:
$F112:09 40 ORA #$40
$F114:99 16 02 STA $0216,Y @ $021A = #$40
I might even try to find data for flipping of other sprites, like Koopa shells.


(edited by AP on 10-08-05 04:14 PM)
AP

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Posted on 10-09-05 01:58 AM, in Super Mario Bros 1 sprite TSA Link
I found a much better subsitute to make the flipping tiles of standing (big and small) Mario, crouching Mario, the semi big/small form during the growth process when getting a mushroom, and/or dead Mario. This should fix Kawa's messed up sprite problem.
$F0F2:AD D5 06 LDA $06D5 - RAM address that determines Mario's sprite
$F0F5:C9 50 CMP #$50 - crouching Mario
$F0F7:F0 1E BEQ $F117 - branches to tile flipping code A
$F0F9:C9 B8 CMP #$B8 - standing small Mario
$F0FB:F0 1A BEQ $F117
$F0FD:C9 C0 CMP #$C0 - the semi big/small Mario
$F0FF:F0 16 BEQ $F117
$F101:C9 C8 CMP #$C8 - standing big Mario (big Mario and dead Mario flipping code, hereby called "flipping code B" starts at $F105, unlike the others)
$F103: D0 24 BNE $F129 - goes to RTS for any of the Mario sprites that are not the following compared in the code (except for dead Mario, not sure how or why, since dead Mario is B0 and B0 is not compared as far as I can tell)
If you would want to make one of the forms (excluding big Mario) not use the tile flipping code, change the branch code right below into F0 original value right after + 12 in hex. If you want any of those forms to use code B, change the branch code into F0 original value right after - 0C. If you don't want any form (including dead Mario) to use the flipping code, put 4C 29 F1 at $F105 and $F117. If you want big Mario and dead Mario to use code A, put 4C 17 F1 at $F105. If you don't want BOTH forms to use a flipping code, put 4C 29 F1 at $F105. If you don't want big Mario to use a flipping code, put EAs on C9 C8.

With this data, you could even change which forms use flipping codes. If anyone is interested in doing something like that, here's a list of forms used in game (some is from Frantik's documents, so the credit for that stuff goes to Frantik [and Googie for posting his documents at boards]:
B8 - small Mario standing
60, 70, 80 - small Mario walking positions
C8 - big Mario standing
20 - big Mario jump
00, 10, 20 - big Mario walking positions
50 - big Mario's crouch
C0 - semi big/small Mario
18 - big Mario skid
B0 - dead Mario
40, 48 - big Mario sliding/climbing
80 - small Mario jump
78 - small Mario skid
A0, A8 - small Mario sliding/climbing
58 - fire Mario shooting a fireball
90, 98, 88 - small Mario swimming
30, 38, 28 - big Mario swimming


(edited by AP on 10-08-05 04:58 PM)
(edited by AP on 10-08-05 05:02 PM)
(edited by AP on 10-08-05 05:07 PM)
(edited by AP on 10-08-05 05:19 PM)
(edited by AP on 10-08-05 05:22 PM)
AP

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Posted on 10-09-05 03:39 AM, in My recent ROM hack releases... Link
Originally posted by Vurano
How is that team SMB hack coming along Googie?

Well, you can see the progress of the group hack here. Anyway, the SMB hacks are pretty awesome, and thanks for crediting me in the readmes.


(edited by AP on 10-08-05 06:40 PM)
AP

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Posted on 10-09-05 04:56 AM, in Status Bar Link
To edit the status bar, use Smallhacker's Status Bar editor. I don't think you need to know ASM to use it.
EDIT: Smallhacker made his post at the same time as mine.


(edited by AP on 10-08-05 08:03 PM)
(edited by AP on 10-08-05 08:04 PM)
AP

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Posted on 10-09-05 06:02 AM, in Lemon Link
Welcome to Acmlm's Board. Lemon de man. I think bananas are better than lemons, but hey, lemons are fruits, which are healthy. Remember to read and follow the FAQ, which has the rules, and make sure you read the stickies (and forum announcements) first, and make a search with your favorite search engine on the web, or at the board with "site:board.acmlm.org search words" before asking a question, if you can't answer it yourself. I hope you have a great time here, and try your best to not be an "idiot".
AP

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Posted on 10-09-05 07:08 AM, in Lemon Link
Originally posted by Danielle
Don't advertise your board, U-ZI.

Welcome to Acmlm's. I'd suggest not being an idiot, or you'll be disliked pretty quick.

Actually, that's part of his *pretty bad enough to be confused as part of the actual post* post header.
AP

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Posted on 10-09-05 08:02 AM, in The official RE-RELEASE of SMW: The Thousand-Year Pipe Demo. Link
If the "unmodified ROM" in the IPS-making process is a SMAS+SMW rom, then it's legal. If the "unmodified rom" in the process is a SMW rom, it's illegal. Maybe "GET A FRESH COPY" refers to getting a fresh copy of a SMAS+SMW rom.


(edited by AP on 10-08-05 11:03 PM)
AP

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Posted on 10-10-05 01:11 AM, in Super Mario Bros 1 sprite TSA Link
I'll post the flipping swimming feet code, but this is only for reference, and I'm not sure if Kawa would have any use of this:

$EF2D:BD E7 EE LDA $EEE7,X ($EEE7 and $EEE8 are the tiles [big and small] that are used for the flipping feet)
$EF30:99 19 02 STA $0219,Y @ $021D = Address that has the flipping tile


Putting EA's over the code would disable it. This might be useful if anyone doesn't want the flipping feet.

EDIT: I finally know why dead Mario uses the flipping code:
$F0EC:A5 0E LDA $0E - Mario condition (decides whether Mario is going inside a pipe, horizontal or vertical, whether he's going up with a vine, whether he's autowalking for beating a level, etc.)
$F0EE:C9 0B CMP #$0B - 0B = Dead Mario
$F0F0:F0 13 BEQ $F105 - Flipping Code B

If you don't want dead Mario to use flipping, EA over the code. If you want dead Mario to use Flipping Code A instead, change F0 13 into F0 25.


(edited by AP on 10-09-05 04:11 PM)
(edited by AP on 10-09-05 07:20 PM)
(edited by AP on 10-09-05 07:22 PM)
AP

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Posted on 10-10-05 02:13 AM, in New NES Hack: The NES Dream Team Link
Originally posted by Darth Coby
So you took a game and made it a platform adventure? What was the original genre?
And those screens look reallly nice, great idea too.

The original game was some Japanese game called Cocoron, according to the first post. Since that All-Star Character idea popped out, I wondered what game would be hacked. I never heard of Cocoron, but I might give it a try.
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