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

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Posted on 12-07-04 10:15 AM, in Yoshi's New Isle demo 2!!! [Download] Link
Since it opened fine for me, I uploaded it to my space on the web, maybe the freewebs thing doesn't like to let it go (took me three tries to get it).

http://www.geocities.com/bjb138/YNewIsledemo2.zip

(copy and paste)

It should work, if cpubasic13 was online still, it'd be easier for him to do it. Oh well.
Ice Ranger

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Posted on 12-08-04 10:30 PM, in help changing number of animation frames Link
This is for Super Mario Bros 2 for NES. I've posted this at TEK as well.

I want to reduce the number of frames the cherries and [POWs] go through. They go through 7 each, but there is room to move it up to 8. I want to knock it down to 4 just incase I find a way to change the other half to be used in a different world to something else, or just use those frames for something else entirely (I don't know anything about that kind of stuff *yet*, which is the reason I'm leaving it open for later possiblities).

I started messing with SMB2 to learn some ASM this summer in this thread: http://tekhacks.net/bored/thread.php?id=7834


(edited by Chill Penguin on 12-08-04 01:52 PM)
Ice Ranger

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Posted on 12-08-04 11:00 PM, in help changing number of animation frames Link
I figured someone like BMF might have already figured it out *possibly*.

Are you suggesting that all of the final animation sprites (potion, key, waterfall, pow, star, orb, bomb, quicksand, waves, mushroom, cherries, etc.) all have the same number set for the animation? If so, I better change them all to 8 instead of 4.

I, too, don't know how to check for the code for *that* area. I *used to* have the cheat codes that loaded up certain number of world sprites and another for the landscape. That took about two hours to find that, no telling how long it would take me to find this.
Ice Ranger

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Posted on 12-22-04 06:33 AM, in Extract SMW2 GFX Link
Open up a Command Prompt (the C:\ symbol) and navigate towards the folder containing both the yoshi's island rom and ycompress.exe. Type ycompress.exe to find out the next instructions then follow them. Open up the *.bin file that is produced by following the directions and edit the sprite in a tile layer.

Or whatever other method you find to open it using a command prompt.

*I've already posted this at zophar's, Dan and the 9th Sage added the bit of other ways to get it using a command prompt though*

_EDIT_
Forgot to add where to get ycompress from: http://www.zophar.net/utilities/sneslevel.html


(edited by Chill Penguin on 12-21-04 09:35 PM)
Ice Ranger

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Posted on 12-22-04 06:47 AM, in Who wants NES Game Genie Codes? Link
Super Mario Bros. 2
Can change character after dying (like the SMA-S version) instead of at continue or next level.

Use the eighth animation frame for everything instead of only seven (I'm pretty sure the animation flows even smoother with this 8th frame). *sorry, seems like a bug-fix*

Legend of Zelda 2: Adventure of Link

Make the sword beams go the length of the screen.

Make the sword beam as strong as the current sword (attack) power (it's pretty weak).

Metroid:

Energy tanks only give 49 energy upgrade instead of 99 (like Zero Mission hard).

Legend of Zelda 1

A weird one: When a silver arrow kills an enemy, it refills health by a half heart.
Ice Ranger

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Posted on 12-25-04 06:02 AM, in Need super metroid hack Link
Mine will be finished summer 2005. With new SMILE releases, I keep trying to incorporate new features into it. If I was still using the second version, I would have been finished back in December 2003. Of course, stuff happens and less time becomes available. Well, TEK is going to have a release this summer for the anniversary.

Jathys' is definitely the most extensive. Arena. Pretty hard in my opinion.
Ice Ranger

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Posted on 12-25-04 06:56 AM, in Macbee's SMB1 Anniversary Party Link
That looks really nice. I figured you'd use the conjoined all.bin (or something like that). Maybe it's part of the "O" on Mario from the original logo. (at least that's close to the position it was).

Looks like you've bumped the logo up. I'd figure you'd just use the logo as custom exgfx like the original, and begin movement after a few moments on screen. It took me awhile to figure out what was different (the title bumped up and scrolls with the level).
Ice Ranger

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Posted on 01-05-05 10:19 AM, in Extract SMW2 GFX Link
You have to navigate through the C:\ prompt.

Open the C:\ going through the Start button, then to All Programs, then Accessories. The command prompt should be there.

First thing you'll probably see is Microsoft Information about the program then this:

C:\My Documents and Settings\Owner>

(quotes are not actually used)

You type in "cd.." to back up to C:\My Documents and Settings> if your ycompress is somewhere else.

Type in "cd " followed by the file you want to enter.

"C:\My Documents and Settings>cd this file"

This will allow this to happen:

"C:\My Documents and Settings\ this file>"

When you get to the place with ycompress, type this in to rip the gfx.

"C:\My Documents and Settings\Lunar Tools>ycompess.exe 0 [file name].smc AllGFX.bin"

The [file name] doesn't include the brackets, just the name before the .smc. Also, change the *.smc file to a name without spaces like yi.smc compared to yoshi's island.smc.

Look inside the file that has ycompress and the AllGFX.bin file should be there with the ripped gfx.
Ice Ranger

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Posted on 01-06-05 08:48 PM, in YIWT: Gronky Link
Maybe if you figured out a way to have an exception for the seed spitting sprite to not be glitched, it might be alright.

Still, I wouldn't prefer it.
Ice Ranger

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Posted on 01-08-05 10:56 PM, in A different style Link
Originally posted by CheesePie
Originally posted by Kyouji Craw
It's hard not to think of it when you're periodically reminded that BMF has one in his hack


Eh? BMF = ???

I don't remember seeing any shops in any hack...


That's what he plans to use the purple coins for in the demo he released a while back. It wasn't in the demo released yet, but purple coin counter was.
Ice Ranger

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Posted on 01-09-05 02:11 AM, in Coming Soon... Link
Sweet. Two weeks, even within a month is a good sign to me . Guess we'll see it then.
Ice Ranger

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Posted on 01-14-05 12:50 AM, in SMILE version 0.25(4) Link
Jathys has another release. The map editor is fairly simple to use and the properties for enemies that are editable far outreach SABS. Don't forget to post any suggestions for other things to include (like have the enemy graphics read from the rom instead of a lot *but not all* of those gifs I made ).

I haven't found any bugs *yet*, so I'll mainly give you some more suggestions .
Ice Ranger

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Posted on 01-14-05 01:02 AM, in Megaman Vengeance? Link
Megaman Vengeance was the homebrew NES game DES was working on back in 2003 until 2004, when Vagla got hacked and someone leaked it. I haven't heard anything about it since then and want to know if anyone knows anything about it. I looked at DES to find out what was the last thing mentioned and the thread is no longer active.

I put it in Rom Hacking because of DES, plus, I don't know where to put homebrew stuff.

Close this if it's a sensative subject still. even though it's been close to 8 months since the leak.
Ice Ranger

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Posted on 01-14-05 10:23 PM, in I want to make a SMB2 Hack. Link
If you want smooth animations. Try this. This changes the animations to 8 screens instead of 7. It'd be good in combonation to using YY-CHR because you can tell where the next animation will be. You may have to edit the 8th animation frame a bit, but I don't think you do.

Plan on putting any ASM hacks into it using FCEUXD? *since it's the easiest things to figure out that kind of stuff right now* Eh, maybe if you figure out how to use it, you'll put some in eventually .
Ice Ranger

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Posted on 01-16-05 12:24 AM, in Megaman Vengeance? Link
A couple of months a demo? Wow, I really thought it was dead for awhile. Except for the person that leaked it, everyone that played a demo before like it. It has to be the best thing for the community in a long time. After a full version is released, maybe another homebrew might begin.
Ice Ranger

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Posted on 01-16-05 03:19 AM, in What would YOU like to see in a SMB1 hack? Link
Originally posted by HyperHacker
^ What he said!

I dunno if vertical scrolling would be possible with the game's engine, but it would be neat.


May check into how Kid Icarus is set up. I know it probably has nothing to do with SMB1's engine, bu they were developed rather close together and there may be some similarities. Maybe some expansion might do the trick.
Ice Ranger

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Posted on 01-17-05 11:52 PM, in Request: Has anyone ever made a Super Metroid hack before? Link
jman2050, Jathys (creator of SMILE), and myself are all actively working on hacks, there are a few others, but I can't think of the names at the moment.

If SMILE would quit coming out with new features, I'd already be done by now .
Super Metroid-R is mine, which is a "revisit'" of sorts back to the original (which original is up to you ). I keep the same elements as the original with mainly the areas changed, not much with door pointers or pointers peroid.

Projected date for my release is Summer 2005, possibly sooner.

Jathys' hack is Arena (a demo as of now, but it's leading the way to new ideas) is available at his website. The creator probably knows the most about how to use the editor until those help files are created .

jman2050's (further down the page) is the most innovative one of all right now by wiping the rom clean except for the engine and creating his own enemies and items.

A few japanese hacks are available here. But there only 3 on there.

No complete hacks are out as far as I know, but maybe one of the japanese hacks are close to being finished. I don't know if they are demos or complete hacks.


(edited by Chill Penguin on 01-17-05 02:54 PM)
Ice Ranger

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Posted on 01-18-05 10:17 AM, in Preview: Mario - Race Against Time Link
Wow, that is quite a score in those screenshots. Maybe figure out how to rip the clouds from Mario 2 and throw them in there (problem is figuring out how to add another tile for the extreme left and right because those would be the ends).

It's good to see a few people *actively* are doing ASM and giving screenshots. Can't wait for this one. And as a few others have said, "don't cancel this hack" .
Ice Ranger

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Posted on 01-21-05 07:49 AM, in Zelda 2 hacking Link
Originally posted by Parasyte
The easiest way to go about it is using a cheat search (FCEUXD) to find the address in RAM which holds any given enemy's hit points.


Got the link to FCEUXD here. Not the source code. The other one. You should be able to figure it out pretty quick whenever you look at it. Do something, click a button according to what you're looking for. Do something else, click a button according to it again. ... about 5 to 20 times later, you should have 10 or so cheats to look through. That's all I can help you with (as simple as it sounds. Hey, at least I posted the link ).

_edit_
Look at Parasyte's documents for help using the cheat search. It's what I used to figure it out. There's three to look at, maybe it'll help you figure it out.


(edited by Chill Penguin on 01-20-05 11:01 PM)
Ice Ranger

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Posted on 01-23-05 10:05 AM, in Fun with Super Mario Bros. 2 Link
Wow! Someone besides BMF doing increadible stuff with SMB2 (though that was long ago). At least it's going to be well documented . Can't wait to see what else you can pull out of this.

I used to have the locations in hex where you could change the number of cherries collected to get a starman and the numer of enemies to kill to get a heart. But those are fairly simple to get, so either you find them, or I'll post them before you can .

EDIT:
For number of cherries required for starman:
0x00102A is the address in hex to change it.
$9019 is where the opcode is.

For number of defeated enemies required for heart:
0x004556 is the address in hex to change it.
$8545 is where the opcode is.


(edited by Chill Penguin on 01-23-05 01:33 AM)
(edited by Chill Penguin on 01-23-05 01:49 AM)
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