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

Micro-Goomba
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Since: 08-28-05

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Posted on 08-28-05 09:14 AM, in ASM hack requests Link
Oh damn. I need ASM help.
And even worse, 3 requests.
I wish you have the time to help, because I really want to have this hack done. Well, now to what matters:
1. In my hack, the main characters aren't named Mario & Luigi. So I would like to remove the "MARIO START!" thing when you enter a level, like in Yoshi's House.
2. And the person they save isn't a princess, so I need to remove the heart-shaped firework as well. Maybe replacing them to a normal firework or possibly a star?
3. I changed the "THE END" sprite to a big picture with this pallete:

But I haven't found the three palletes used in the end. So, can I have a custom pallete here?

Thanks in advance.
leonardompd

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Posted on 08-28-05 10:11 AM, in Trouble with a tile and those damn red paths Link
Oh, how it sucks to have to make a thread asking for help... it makes people think you're a n00b...
Anyway, here are my problems. Firstly, I don't know where the hell did this tile came from. I seem to have chnged all Peach sprites already, but there's this gray thing that appears there, where it was originally Peach's hand...
I try to find the tile but I coudn't. Can anyone say where it is?

Oh, I changed the brown/gold do gray in my hack.

And secondly and worse, for some reason my door doesn't want to work. Here are the options I set for the exit tiles:

I made the door open like in the Overworld Tutorial that is in some of the sticky threads. But when I enter it, Mario appears in front of it, walks a bit to the north, and stops! For some reason, when I change the Mario sprite to begin inside the submap, I can leave it and go back tho the Overworld like it was supposed to be!
How weird!

Any help on these will be really apreciated. And, err... well, I don't really know how to end my post
leonardompd

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Posted on 08-29-05 01:29 AM, in ASM hack requests Link
Oh, thanks for trying, but that doesn't seems to solve my problem.
I don't want to change The pallete, I want to remove the text. But Keeping the GAME OVER, TIME UP! and BONUS GAME intact.
leonardompd

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Posted on 08-29-05 01:33 AM, in Trouble with a tile and those damn red paths Link
Well, here's World 1. The paths are all OK, but when he enters the door, he leaves in the middle of the mountain. And there aren't any paths in the mountain!
leonardompd

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Posted on 08-29-05 02:25 AM, in ASM hack requests Link
Oh, thanks to explaining that. Since i don't know anything about ASM, I didn't understand what those numbers were about.

EDIT: Oh crap I almost forgot. I would also like to know how to change Mario's and Luigi's names in that screen where you can trade lives to their names in the level status bar... Yes they're layer3.


(edited by leonardompd on 08-28-05 06:43 PM)
leonardompd

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Posted on 08-29-05 03:09 AM, in Unused Layer 3 image? Link
Smallhacker posted that one.
Now, back to the first topic subject...
I've just noticed that if you add sprite 88 without layer 3, it still acts like the cage's walls are there, but they're invisible! Then perhaps there could be a way of making some sort of vehicle in layer 2 and add one of the Layer 2 scroll sprites with the Auto scroll level sprite and we may have a level where you ride a vehicle. Not sure if it will work, though...
leonardompd

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Posted on 08-29-05 03:36 AM, in Unused Layer 3 image? Link
Wow, I just tested that thing I said before... and it worked! But instead of a layer 2 scroll sprite, you can just change layer 2 horizontal scroll to none by clicking the fish button.
leonardompd

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Posted on 08-29-05 07:21 AM, in ASM hack requests Link
Wait, I'm not talking about the Staus bar graphics. I mean the "trade-lives" screen. When you press L or R in the overworld during a 2-player game...
leonardompd

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Posted on 09-04-05 06:56 AM, in SMW ROM addresses Link
...does anyone knows the offsets to change Lemmy's and Wendy's palletes? I know it seems pointless since we can just add a custom pallete in their levels, but that would affect the fireballs too.
Oh, I also would need to know a way of changing the ending sprite's colors. I mean the picture with Mario, Luigi and Peach below the "The End", and possibly Chargin' Chuck pallete (I've named him "green ninja" but he's blue there!)
And last, but not least, is there a way to remove the flipping animation for the fire flower? My cannon looks weird when simmetric.

Thanks in advance.


(edited by leonardompd on 09-04-05 02:35 PM)
leonardompd

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Posted on 09-05-05 12:20 AM, in SMW ROM addresses Link
Originally posted by Smallhacker
Originally posted by leonardompd
I also would need to know a way of changing the ending sprite's colors. I mean the picture with Mario, Luigi and Peach below the "The End"


Link

Heheh, sorry, I think I skipped that page.
leonardompd

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Posted on 09-07-05 09:22 AM, in Has anyone made a BIN to BMP converter or something similar? Link
With Tile Layer Pro (look at the commmons) you can export parts of the .bin file into .bmps and/or import .bmps into your .bin... I suppose that, by the thread tile, that's waht you want to know
leonardompd

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Posted on 09-10-05 07:41 AM, in The New Super Mario Bros Show´s story Link
The only thing I want to know is how will you make the "story" appear in the game... because a story like that works better as an animation than just text.
leonardompd

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Posted on 09-11-05 07:44 AM, in The New Super Mario Bros Show´s story Link
Originally posted by andrés
Cruel Justice: I don´t say that this is the best idea for make a hack. And I don´t like me that you call me newbie . I consider newbie at the users that make stupid questions.

leonardomptd: The story will be animated and with text.

EDIT:
The hack is not begun yet, therefore, there is no screenshots.


For me, a newbie is a new persion and the dumbs are the n00bs. And, if you didn't even begun the game, why to make a thread for it?
leonardompd

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Posted on 09-11-05 08:06 AM, in An Idea: SMW: Sands of Time Link
Originally posted by ZTaimat
So in other words, you will fight bowser as the 1st AND last boss

Meaning you will change one of the Koopalings' tiles to Bowser? Because as far as I know, after you defeat Bowser the game ends.
leonardompd

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Posted on 09-12-05 01:26 AM, in An Idea: SMW: Sands of Time Link
Originally posted by ZTaimat
Good idea... but i was planing on having mario entering some time portal(bowser castle BACKdoor) sending him to the future where Bowser ruled the Earth and you had to go through a series of events before you could beat bowser(front door)

Doesn't that means Bowser will NOT be the first boss?
EDIT: Maybe he means bowser will be the only boss.


(edited by leonardompd on 09-11-05 04:27 PM)
leonardompd

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Posted on 09-12-05 01:50 AM, in Trouble with a tile and those damn red paths Link
Originally posted by Sukasa
I see your problem. Change the path to the door so that when you take it, mario's path is straight vertical in the center. You don't have the correct tile there, if you've placed your layer 1 tiles like the layer 2 tiles. you need to place layer 1 tile 0x0F below the door, and redo your paths to connect to the bottom of that tile. Problem solved.

Actually, no. I did what you said, and it still doesn't work. However, if I make Mario begin inside Vanilla Dome, and I exit it, he goes normally to the castle. Then I beat the castle level and he enters normally inside Vanilla Dome.
P.S.: The problem with peach's tile has been solved.
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