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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 04-09-05 09:16 AM, in Themes Link
This looks oddly familiar.

Oh well, grassland. It's a classic. Wish the last levels of the game would have more levels like that. They're mostly reserved for the beginning of the game in every Mario game (at least SMB3 broke away from that with World 8-1 and 2).
Ice Ranger

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Posted on 04-09-05 11:55 PM, in Bouncing turtle shell for SMB2 (ASM?) OPEN hack! Link
Is it possible? Why else would I do this:



Yes! I found out how to use FCEUXD's tracer logger to my advantage. I found out how to make the turtle shell bounce back after hitting something (yes, even though Acmlm didn't make it public (on 12/31/2004), I found it ). I don't know if I should call this an ASM hack even, I just changed the where the JSR went. (or is that ASM ?) Anyway, I was really surprised how simple it was to do.

Change the offset 0x0058BC to be A9 9E.

A9 9E is where the routine will jump to cause the sprite to flip back the other direction (in other words, bounce off) when it hits something that should cause it to disappear .

I would have changed the sound, but I couldn't find anything that worked better than the orginal (it sounds weird for a Birdo egg shot or a subspace door appearing. That offset is 0x0058B7 (for the sound the reflect makes) set to 00 for no sound.

It's simple, but here's a link smb2shellbounce.zip. But there is a better one below (or if you feel like a TRUE SMB fan ). Get that one instead.

I will be using this in my TEK hack.

As far as I know, no one has did this yet (except Acmlm), but I went ahead and made this open for everyone to use since iamhiro1112 wanted it in my 5 cherries gives invincibility thread when I asked for some other stuff to hack.

EDIT - Fixed some grammar.


(edited by Chill Penguin on 04-09-05 06:59 AM)
(edited by Chill Penguin on 04-09-05 07:20 AM)
(edited by Chill Penguin on 04-09-05 08:16 AM)
Ice Ranger

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Posted on 04-10-05 12:33 AM, in Bouncing turtle shell for SMB2 (ASM?) OPEN hack! Link
Eh, I've got to fix something... going to make it hurt you when hit from the side (not from the top, though I did figure out how to make it hurt you altogether). I'll fix it... or should I just post it as a link as well? I don't think it keeps true to SMB games if it doesn't hurt you after bouncing back.

Heh, now I know that I'm doing something right Rockman .
Ice Ranger

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Posted on 04-10-05 01:09 AM, in Bouncing turtle shell for SMB2 (ASM?) OPEN hack! Link
Well, here's one for TRUE SMB fans [DON'T USE: I changed the code in a wrong way, the hawkmouth will hurt if you press against it, along with many other sprites that shouldn't):

smb2shellbouncehurts.zip

Whipped it up in about 5 more minutes .

Here's screen shots of it:


Surfing on a shell.


But don't run into it while it's traveling.

The offset I modified for this was 0x007AC4 replacing the code with a JMP (which the game also uses) for getting hit by an enemy (a Ninja was where I got the address from). I replaced the first few bytes with the JMP to B9FC then a RTS follwed by NOPs.

4C FA B9 60 EA EA EA EA EA EA EA EA EA EA


(edited by Chill Penguin on 04-13-05 06:42 PM)
Ice Ranger

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Posted on 04-10-05 04:51 AM, in Zelda - Gates of Time Link
This is starting to remind me of some stuff I've seen in Zelda Classic now. Very nice, I've only seen the use of snow or ice in one demo Zelda hack at least a year ago.

Just wondering, did you figure out how to change the layout for the screen elements yet (or an April Fools joke)? The new pictures you just posted doesn't have them, but the one before that does (with the rupees in the bottom left and a horizonal magic meter). I just wasn't sure, but everything seems pretty good sofar.
Ice Ranger

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Posted on 04-10-05 05:52 AM, in Zelda - Gates of Time Link
My mistake, yeah, Euclid's. Heh, I forgot you were doing one as well for awhile.

Post the documentation for doing this stuff sometime .

*had to have a point for the post, not a one sentence one*

@Euclid, send me a PM with some more information about yours, I don't think I've seen or heard much about it.
Ice Ranger

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Posted on 04-10-05 01:12 PM, in Bouncing turtle shell for SMB2 (ASM?) OPEN hack! Link
Found a problem with the way I did things (well, having it hurt you when from the side). It also affects all the other sprites that acted similar to how the shell did (key, bombs, orb). Apparently, that's where the code jumps to whenever you touch the shell from the side, I just need to switch the JMP (or is it JSR) when the shell makes contact. I must have missed where the jump is. I'll need to fix this, it's a major pain to get hurt by things that shouldn't now. Where I have the JMP now goes to where an enemy hurts you. The same must be true for the other types (or at least which sprites hurt you from the side compared to all sides [Porcupo, Panser, all the bosses except Birdo]).

I'll try to search in the next couple of days or weeks (mainly whenever I get time again). I knew it was too easy for 5 minutes later .

For now, go ahead with the original bouncing shell.
Ice Ranger

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Posted on 04-12-05 06:46 AM, in Pixel Mario [SMB2 Hack in the works] Link
Originally posted by Squash Monster
-Make shells bounce

Heh, half way there just have to figure out how to make it activate while having the badge only.

How will you get badges? It seems too simple if you have them at the beginning and just choose certain ones (like Gradius 3 type setup). Subspace?

Heh, how about a badge to have Birdo always spit eggs no matter what color.


(edited by Chill Penguin on 04-11-05 01:47 PM)
Ice Ranger

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Posted on 04-12-05 10:20 PM, in Bring fresh blood in to liven the forums! Link
Splitting time among school, extra curicular activities, friends, learning ASM, getting new ideas, checking the boards, gathering data, and actually hacking, is pretty hard. I do most of my stuff on the weekend but occasionally I'll be able to find an hour or two during the week. Most of the stuff I've learned on ASM is having some of the functions explained (in the sense of character interaction, not in flags).

This summer, it should pick up, that's the reason we had a new release of SMILE *and the enemy gifs added *. Plus, I should have gathered more data by then for SMB2 (but it seems like other people are looking into it, so maybe there will be a lot of data floating around by then as well).

It's slow right now, the reasons are obvious. Every once and awhile, some high school student comes in and is able to wow a lot of the college students (I'd be able to get more done if I were in high school still, I didn't have anything to do then ). I'd just say be prepared for quite a few accomplishments this summer.
Ice Ranger

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Posted on 04-12-05 11:06 PM, in Bouncing turtle shell for SMB2 (ASM?) OPEN hack! Link
Rockman said he'd help me look into it for right now. I changed it so it doesn't hurt you... for now (just to make testing a lot of other stuff easier).

Now, I figured out the routine for what item you get after you grab a 1-up in a level. Get greedy? How about a "BOMB!" explosion? Heh, no warning, you just get blown up for that. I don't know, it seemed like a better idea than a small vegetable.

Anyway, that offset is 0x0010DF change the value to something else there. It uses sprite values (not level values) so 01 is a red shy guy, 09 is a bomb-omb (but it explodes immeditately), 32 is the small vegetable (the next couple over are just like pulling a regular item up to 3A). The rest are assorted sprites or crash the game. Eh, just use Acmlm's SMB2 Discombolator to find what you're looking for.


(edited by Chill Penguin on 04-12-05 06:09 AM)
Ice Ranger

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Posted on 04-13-05 07:38 AM, in Pixel Mario [SMB2 Hack in the works] Link
I was trying to find data for the subspace in vertical areas. Have you considered that as an option of something to look into? It may be something difficult to fix, but it could open up a lot more game play possibilities.

Also (a little off topic), is PRG 1 the best rom for hacking SMB2? I'm thinking about switching my notes to comply with the best version of the game. The place I got it from only had 25 downloads of it sofar (rather small for how many more hits others have).

EDIT: Something weird happens whenever you enter a door. It seems to flicker on the screen somewhere else on the same X coordinate but not Y. It may have something to do with the code, but I don't think so since it doesn't happen in the PRG1 [!].

The badges are from the 1-ups function I can tell. The first one lets you be in subspace longer, but I'm unsure what the other one does (if you skip the first one, the one by Birdo). It doesn't seem to be the same thing though (and you can only get one or the other).

Interesting concept, I just hope you aren't planning on keeping the levels like that (my guess is not).


(edited by Chill Penguin on 04-12-05 02:40 PM)
(edited by Chill Penguin on 04-12-05 02:40 PM)
(edited by Chill Penguin on 04-12-05 02:58 PM)
(edited by Chill Penguin on 04-12-05 06:37 PM)
Ice Ranger

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Posted on 04-13-05 12:11 PM, in Pixel Mario [SMB2 Hack in the works] Link
To get rid of the problem of being able to get one badge or the other, you can either get rid of the routine that switches 1-Ups to the small vegetable after grabbing one, or replace the small vegetable with the 1-Up.

Note, that I found this using PRG(0), so it may not be exact, but I can find where it is pretty quick.

If the value at 0x0010DF is currently 32 (small vegetable) switch it to 40 (1-Up). That probably should fix the problem, it's not like it's going to matter if you grab the same badge twice.
Ice Ranger

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Posted on 04-14-05 04:26 AM, in I need to know for when I am in school... Link
Check the path of where you're loading/saving save states in ZSNES. It should be in the "zsnesw.cfg" file. You can open it in note pad and just modify what the directions tell you to:

; Set this to 1 if you do not want ZSNES to save the configuration files.

DontSave = 0

; Savefile directory. Leave it blank if you want the save files to be in the
; same directory as the games. It should be in a format like : C:\dir\dir

SaveDirectory = D:\DOCUMENTS AND SETTINGS\ALL USERS\NINTENDO\SUPER NES

; Game directory. This is the directory where the GUI starts at.
; ZSNES automatically writes the current directory here upon exit.

GameDirectory = D:\DOCUMENTS AND SETTINGS\ALL USERS\NINTENDO\EDITING\EDITING TOOLS\YY-CHR

In the worst case, you need to change the SaveDirectory to the floppy drive "A:\" and save there. Sure, it will lag when you try to save, but it should work.
Ice Ranger

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Posted on 04-15-05 11:58 AM, in Bouncing turtle shell for SMB2 (ASM?) OPEN hack! Link
Originally posted by iamhiro1112
So, you fix the shell then?


No, just use the first one. I ran into a lot of problems with it hurting you (as I've mentioned), so it's going to take awhile to figure it out.

Also, after reading the thread of Pixel Mario, I found this relatively easy to do as well.

Originally posted by Heran_Bago
Explosive shells.


Simple, but I don't feel like making an IPS patch this time. Just change the same offset I mentioned before (0x0058BC) and change the values there to 05 91. Your shell will explode upon impact.

Meaning the code will JSR to $9105 instead of $91B0. $9105 is the routine of a bomb exploding. $91B0 is the routine of the original disappearing act the shell did.


(edited by Chill Penguin on 04-14-05 07:00 PM)
Ice Ranger

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Posted on 04-18-05 10:54 AM, in Metroid Facelift! New GFX hack! [TEK] Link
Dude, that is awesome. Just change the pallet for the status bar (get rid of the white and blue scheme) and Samus's graphics and will will be the best facelift yet. Heh, hope I don't speak too soon. The best part about it is, hand-drawn graphics. Hope you can do as well with the sprites even though the limitations may be hard to get around.

What's the plan for Norfair, Hideouts (Kraid & Ridley), and Tourin look like?
Ice Ranger

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Posted on 04-21-05 10:47 PM, in Easier version of Luigi's Adventure! omgomGOMG!!!!!1 Link
As long as it keeps true to the feel of the original Luigi's Adventure or look like Anikiti's attempt to make the game easier, go ahead. I enjoyed the game but the difficulty is outragous. Save states are definitely needed. If this game ever was wanted to play on the actual system, no one would be able to beat it without save states, except for the exception of eliet players... then again, I doubt anyone is that good.

Have you tried asking Anikiti to make an easier version? I had to skip finding every secret in the sky world, it's hard enough to get past the level (I don't use GG codes).

Now I'm wondering, how are you making the levels easier? Less enemies, spikes, level design doesn't require exact timing to make jumps?
Ice Ranger

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Posted on 04-21-05 10:56 PM, in Super Mario Art Link
The Spinies from SMB3 are from World 4-4.

The Spinies from SMW are from Vanilla Secret 2.

*I've been keeping up with thread for awhile. Great pics! *
Ice Ranger

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Posted on 04-22-05 11:56 PM, in Super Metroid Hacks Link
Originally posted by MogGuy
Are there any complete/almost done Super Metroid Hacks BESIDES the Justin Bailey one?


Almost done? Well, expect something from me this summer (2 years in the making). Heh, can't believe I kept such a low profile on it at Acmlm's. The only people that really know about it were the beta testers and some on IRC. Yep, it's almost done, too bad I didn't use more of the newer features of SMILE.

Oh, and for being done? Well, these are either really close or are complete (may be buggy though):

Japanese hacks page translated


(edited by Chill Penguin on 04-22-05 06:57 AM)
Ice Ranger

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Posted on 04-24-05 06:13 AM, in Mario Journey Link
Heh, looks good. If you could somehow animate those dungeon blocks, it would look like Mario was in hell. Though, I don't know if you'd want to incorporate that in every level that used those blocks.

I'd like to see your notes on how to remove flight from Tanooki Mario and not Raccoon Mario. Need of Raccoon Mario when Tanooki Mario is available something I've wondered for awhile.
Ice Ranger

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Posted on 04-26-05 09:57 AM, in Super Mario Art Link
Super Mario RPG Pirana Plant?

The Pipe Vault on the way to Yo'ster Isle is the first appearance of them as far as I know.
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