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

Micro-Goomba
Level: 4

Posts: 1/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-11-05 04:05 AM, in Skipping the 'level complete' animation? Link
I'm looking for a way to remove Mario's animation when he completes a level.

In other words, what I want is to return to the overworld immediately, but with the level considered as completed.

Any info / RAM addresses on this?
jp

Micro-Goomba
Level: 4

Posts: 2/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-11-05 09:35 AM, in Skipping the 'level complete' animation? Link
Well, I found a solution for my problem.

I made a custom block that triggers level end, sets brightness = 0, and sets the timer to 1 to solve a problem where Mario got a 1up when time was 0 (infinite).

The block code is:
A9 00 8D 31 0F A9 00 8D 32 0F A9 01 8D 33 0F A9 00 8D AE 0D A9 01 8D 93 14 60

The animation is NOT removed, but it's much faster.
Additionally I removed the music, and the drumroll and zoom SFX.
jp

Micro-Goomba
Level: 4

Posts: 3/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-12-05 12:42 AM, in Skipping the 'level complete' animation? Link
Thanks Smallhacker! Your block is exactly what I needed -- a faster (and much more elegant) solution.

I've been using some of your tools like the SMWSBE and SMWMTE for a while, I'm a big fan of yours!
jp

Micro-Goomba
Level: 4

Posts: 4/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-12-05 08:59 AM, in Anyone already made these blocks? Link
Try this code for block #5 (end level with boss defeated music) :

A9 0B 8D FB 1D A9 FF 8D 93 14 60

Change byte #2 for different songs


(edited by jp on 10-11-05 11:59 PM)
jp

Micro-Goomba
Level: 4

Posts: 5/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-12-05 04:45 PM, in Making Yoshi disappear Link
I think the problem is those values may not control Yoshi's sprite. They probably are there only for internal use by the engine.

To make Yoshi disappear you need to find his sprite's data.

It could be either in fixed RAM addresses like Mario or in sprite tables. Anyone has some info?
jp

Micro-Goomba
Level: 4

Posts: 6/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-15-05 01:49 AM, in Pitchin' Chuck's baseball? Link
I'd appreciate any info on Pitchin' Chuck.
Especially the ROM addresses for the baseball's speed, but any info is fine.
Puntin' Chuck info is welcome too.



jp

Micro-Goomba
Level: 4

Posts: 7/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-15-05 02:58 AM, in Pitchin' Chuck's baseball? Link
Heh, I've read that thread like, three months ago... I even wrote a custom ROM patcher in VB using those addresses.

But there's nothing on Pitchin' Chucks there, unfortunately. The "sprite that Puntin' Chuck throws" byte IS useful, but I already had it. Thanks anyway.


jp

Micro-Goomba
Level: 4

Posts: 8/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-15-05 09:28 AM, in Blank Blocks? Link
1. Make sure you saved your Map16 data by pressing F9 in the 16x16 editor.

2. Check that you aren't using tiles from a page of Map16 that corresponds to a different tileset.
jp

Micro-Goomba
Level: 4

Posts: 9/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-15-05 01:50 PM, in Pitchin' Chuck's baseball? Link
Great!
Thanks
jp

Micro-Goomba
Level: 4

Posts: 10/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-16-05 01:27 PM, in Brazil Good or Bad? Link
How could you gentlemen nuke Brazil if, as I presume, you can't point it in the map?

But don't get me wrong Sir, I'm here to cooperate, and if you insist it's absolutely necessary, I suggest the following course of action:

1 - Create an Extraordinary Commission for the Approximate Location of Brazilian Territory. This group will be allotted a personnel of 16 men, a PC, one hundred crates of beer, and an internet connection. Cost : $ 75000

2 - Send an envoy to the Former USSR republic of Kazakhaztan to buy 13 soviet-era Intercontinental Ballistic Missiles (ICBM). Cost : $384000000

3 - Disassemble the ICBMs and send all separate pieces to the H.Q. through Federal Express overnight. Cost of shipping & handling: $5725000

4 - Buy 250 million gallons of fuel. This is a tricky one. I suggest we hijack the Exxon Valdez or any other tanker ship operating in the area. In order to do that we must hire some experienced terrorists, but I recommend AGAINST hiring Saudi Arabian terrorists. We need the tanker in one piece, and they have a record of smashing hijacked vehicles into things. Cost : $15000000

5 - Purchase 666 soviet Tsar Bomba warheads (50 megaton approx.) through our contact in the Ukranian black market. Cost : $1850000000

6 - Create the High Command for the Assembly of the Whole Thing. This will consist of 2413 engineers, 12807 mechanics, 6000 prostitutes, and approximately 212700 screwdrivers. Cost : $193000000

7 - Move 'Zig'.

8 - AYBABTU


The total cost of this 8-step plan amounts to:

$ 2,447,800,000
$ 734,340,000 (various taxes, 30%)
-------------------------------
$ 3,182,140,000

That is : Three billion, one hundred and eighty two million, one hundred and forty thousand dollars.

If you agree to this plan, please send that amount to account 324289921-31 at Banque Swisse in Geneve, Switzerland. I'm not accepting PayPal right now, but all major credit cards are OK.

Once the money is available in my accounts, I'll set the destruction machine in motion.

For great justice,

JP
jp

Micro-Goomba
Level: 4

Posts: 11/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-17-05 06:12 AM, in Animation Link
I haven't tested it, but according to LM's help, you have to set up the animation as usual, but instead of "Normal" you choose "ON/OFF activated". Then, the first 8 frames are for the tile when OFF, and the last 8 frames for ON.
jp

Micro-Goomba
Level: 4

Posts: 12/12
EXP: 196
For next: 83

Since: 10-11-05
From: Montevideo, Uruguay

Since last post: 13 days
Last activity: 8 days
Posted on 10-19-05 05:07 PM, in Project 0 or Project 1? Link
Well, there's a thin line between an ambitious project and an unfinished one... But if it's not ambitious, why make it?

In my opinion, it's better to have everything clearly outlined before making any levels. Planning takes time at first, but saves you a lot later.

Acmlm's Board - I2 Archive - - Posts by jp


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