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

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Posted on 06-01-04 03:24 AM, in I havent forgotten about jSmwDev Link
Cool, I hope to see the project in it's advanced stages soon.
Atma X

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Posted on 06-01-04 03:33 AM, in Ultra Mario World 2: The Beanbean Adventure-Last Minute Preparations Link


Um, did you meant to tile the ground that way . Anyway, everything else looks really nice!
Atma X

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Posted on 06-01-04 03:52 AM, in hey guys!!!! Link
WTF?
I seemed to only understand about half of the stuff you guys are talking about .
I can do Gfx, but I'm not 100% sure of what your project is.

I feel dumb asking this, but what is MMORPG?


(edited by Atma X on 05-31-04 06:53 PM)
Atma X

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Posted on 06-01-04 04:11 AM, in Should FuSoYa port Lunar Magic to other OSes? Link
Originally posted by Smallhacker
IIRC, the "Overworld level and directional ASM enhancement data" are an ASM hack that LM automatically installs which allows the user to choose what level a Layer 1 tile uses.


Yea, I was just explaining that it couldn't be the Last Major Easter Egg that Fu's talking about (and not anything else that could still be hidden), but thanks for specifing exactly what it does.


Edit: Here's the only hint FuSoYa gave me, I know I probably shoudln't make it public, but it does me no good, because I don't have a clue of what it relates to (maybe it relates to a something on a game, or a gun of some sort, , I don't have the slightest clue)

(And besides, I think he would have told it to anyone else who asked for a clue)
The Hint: M16-7k (he also gave me a winking face "" after wards)
I bet that this is barely related to the Easter Egg, knowing the way Fu is.
Atma X

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Posted on 06-01-04 05:15 AM, in Ultra Mario World 2: The Beanbean Adventure-Last Minute Preparations Link
This is how I tiled it (highlight the Block if your not sure which Tile number it is)


Chickenlump: Don't worry, most the people must have not found some of the gfx yet, because there's still a lot more that I haven't seen anybody use yet. And also, there's still some more awsome Gfx that I haven't released yet. Most of the those new one's won't be availible for public use, at least the one's that will be my own handmade Gfx, but the newer ripped gfx from other games will be availible.

I noticed that the really awsome gfx that's hard to tile properly, never seems to get used, except on occasion. (My Title Screen BG for example)

I don't really mind people using my Gfx, because I know that it won't get overused too much, and it hasn't yet, so keep on ripping if you want
(this is not to scare you guys away from ripping off my hack, I honestly don't mind)

If I wanted to, I could rearange the Tile Data so it's really confusing to rip from, so I wouldn't have to actually having to lock my hack. j/k, I woudn't actually do that.
(I want to keep my hack Open Source for as long as possible)


(edited by Atma X on 05-31-04 08:39 PM)
(edited by Atma X on 05-31-04 08:43 PM)
Atma X

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Posted on 06-01-04 05:59 AM, in Not enough Map 16 pages? Link
I think I know what you mean (if I'm wrong, then describe it again)
Map 16 Pages 0-F are for Layer 1 Tiles only (FG Tiles), and Map 16 Pages 10-1F are only for Layer 2 Tiles (BG Tiles).

Now if Layer 2 is set to work as a Level Layer, ( the same way Layer 1 works, except in this case you can use both Layer 1 and Layer 2 for FG data), then Map 16 Pages 0-F will also be used for both Layer 1 and Layer 2, only for that level, and in any other level that you use Layer 2 in this manner. To make Layer 2 use FG properties, click on the Mario Face, then in the top drop down list, change the sected Header Number to 2. Header # 2 is the usually best Level Header for FG Layer 2 enabled "Horizontal Levels".
Atma X

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Posted on 06-01-04 06:07 AM, in hey guys!!!! Link
I agree, and besides, the Gfx and Sound capabilities would be a LOT better if you made it as a PC Game.

Chickenlump: Yea, I noticed HH was adding to the humor (and some others), I almost did too, but I just decided to find out what Yoshi Dude was talking about instead.


(edited by Atma X on 05-31-04 10:12 PM)
Atma X

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Posted on 06-01-04 06:44 AM, in Custom Block idea: Gravity Blocks Link
I doubt it (ripping the programming from MM5), because the SNES uses a different Assembly Language than the NES (maybe, though, because the SNES is backwards compatible with the NES,... well actually, only the Japanesse consols are) The American Consols were going to be backwards compatible, but there was some kind of complication, and they didn't end up doing it (I don't know what the main reason was, but Sega didn't help, because they had already released their system, which limited Nintendo's time to work on the compatiblity issues)

(Brief definition for non programmers)
Backwards Compatible: It means that a later version of a program, (or a new program all together, like the Famicom and Super Famicom) can open/read data that is created by an older version of that program.

Example: Lunar Magic 1.62 can read/open SMW Hacks that were Edited by Lunar Magic 1.50.


(edited by Atma X on 05-31-04 09:45 PM)
Atma X

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Posted on 06-01-04 06:55 AM, in Which (SNES) RPG do you think being best, ignoring technical aspects? Link
So why didn't you vote for it yet?
Atma X

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Posted on 06-01-04 07:52 AM, in Custom Block idea: Gravity Blocks Link
I think I see what you mean by that,... Mega Man is programmed in a completely different way than Mario, so ripping some of MegaMan's programming wouldn't do shit for Mario, because it would be instructing Mario to do something that doesn't correspond correctly with his current programming (right?)


(edited by Atma X on 05-31-04 10:56 PM)
Atma X

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Posted on 06-01-04 08:54 AM, in Not enough Map 16 pages? Link
No, because there is a seperate BG Editor that you must use when Layer 2 is set as a normal BG. So if you set stuff on Layer 2 when it's an FG-like Layer, and then change it back to a normal BG Layer, it will delete the Tiles that are set onj Layer 2, because you are changing Layer 2's properties, in which you make it no longer able to use FG 16x16 Tiles (Pages 0-F), but instead, it will now use the BG 16x16 Tiles (Pages 10-1F)

If you are inserting a lot of ExGfx, you'll want to use the BG Pages (Pages 10-1F) for Backgrounds as much as possible, so you don't run out of FG 16x16 Tiles twice as fast (because you'd be using FG 16x16 Tiles for both the BG and FG).

Also, to conserve space, DON'T PASTE ANYTHING ON PAGE 2 YET, I will explain how the "Ghange Graphics in Header Dialog" allows you to have more space for your FG Map 16 Tiles (the Purple Mushroom)

The "Ghange Graphics in Header Dialog" (the Purple Mushroom) allows you to have 15 Extra Map 16 Pages (for the FG Tiles) on Page 2, but there's a catch,... the Tile's "Behavior Properties" remain the same (the Behavior Properties are the only part of the 16x16 Tile that remain the same for all of the Extra 15 Pages that can be loaded into Page 2).

Example:
Now let's test this: Paste a 16x16 Tile on Page 2 in the upper right corner (use whatever 8x8 Gfx Tiles you want, for the 16x16 Tile that you'll be setting; and change it's "Behavior" to a number that you can remember, how about E2), and now save the Map 16 Data. Then click on the Purple Mushroom, and change the selected number to any different number (from 0-E), now look at Page 2 in your Map 16 Data, the Map 16 Gfx should have Changed, Page 2 should look blank again. Now, left click on the the 16x16 Tile that's in the upper right corner to select it (the Tile that you just recently pasted on), look at it's Behavior number, it's the same, (the number is still E2, and it should be). Now click on the Purple Mushroom, and change the selected number back to the original number that you had it on. Now the Gfx for the 16x16 Tile that you pasted should be there again, but if you were to look at the Behavior Properties, their still the same. So, only the Gfx, Palette, Layer Priority, and Tile Flip X & Y Properties can use the 15 Extra Pages that can be loaded into Map 16 Page 2 (the ONLY thing that can't, like I said before, are the Behavior Properties)

So to use this method to your advantage, you'll want to make half of Map 16 Page # 2 filled with Solid Block Gound Tiles (Behavior # 130), and the other half with Go-Through Tiles (Behavior # 25), since Solid Block Ground Tiles and Go-Through Tiles are the most commonly used Tiles (And you can use Map 16 Pages 3-F for 16x16 Tiles that need different types of Behavior Properties).

BTW: If you're not sure what the "Layer Priority" option does, it makes all Sprites go behind the Graphics for that Tile (I think it even does it for both Layers and Sprites,... it's been a while since I've tested it with Layers though).


(edited by Atma X on 05-31-04 11:57 PM)
(edited by Atma X on 06-01-04 12:07 AM)
Atma X

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Posted on 06-01-04 09:22 AM, in How to Play Baby Mario Without a star or Yoshi. Link
Originally posted by MarioMan
Such as.


I'm not an ASM Programmer yet (I just started learning), so ask someone who can specify it for you (even someone who know's ASM can't give you an exact idea, they would need to mess around with things first).

I was just stating the obvious, because you can't magically have Big, Fire Flower, and Cape Mario's Collision Size shrunken down, somebody needs to alter it with ASM (unless there's an Address that has a set Value for his Collision height, but I doubt it).

I tried altering the Rex's Collision Height before, and I found the correct Address, but it didn't have an acsending value system to accuratly set the Height, it seemed that it may have been hard coded by ASM.
Atma X

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Posted on 06-01-04 09:34 AM, in Custom Block idea: Gravity Blocks Link
Emptyeye: That actually helps a lot. I'm starting to learn ASM, so I'm also starting to understand a little more on how programming works.


(edited by Atma X on 06-01-04 12:34 AM)
Atma X

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Posted on 06-01-04 10:03 AM, in Dumbest. Spam. Ever. Link
Originally posted by Rydain
And I thought I'd seen 'em all...until I got this doozy from a knuckle-dragging idiot who evidently couldn't figure out the finer points of their mass-mailing software such as, oh, gee, actually posting a URL for the C.H.E.E.P \/1@GRA or whatever I'm supposed to be enticed to purchase. OMG yes i want sum CUSTOM_RNDSHIT!!1!!




Ha Ha Ha HA HA HA, heh heh heh, gigle, *Laughs really hard
What a Retard! Anyone who doesn't know the difference between SPAM and whatever the hell they thought it was, and actually goes and agrees to buy the product, is definatly a Dumbass.

Rydian: Thanks for posting this, I needed a good laugh.


(edited by Atma X on 06-01-04 01:06 AM)
Atma X

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Posted on 06-01-04 10:17 AM, in What file(s) of Block Inserter's do I edit to Program my own Custom Blocks? Link
Also, how do I know what to Set the Reloc Offset to (In Block Inserter itself) when my Custom Block is done? Should I assume that it's usually going to be -1, since most Blocks use that number, or should I just use -1 as the Reloc Offset until I know how to make more Complex Blocks? Because it seems that the more Complex Blocks are usually the one's to use different numbers (and more than one number).


(edited by Atma X on 06-01-04 01:18 AM)
Atma X

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Posted on 06-01-04 01:25 PM, in What file(s) of Block Inserter's do I edit to Program my own Custom Blocks? Link
What does JMP, JSR, and JSL Stand for?
BTW: I'm just starting to learn ASM, so I'll probably need the Actual Words that the Abbreviations stand for (at least for a little while).

Also, I figured that Block Inserter would be a good place to start messing around with stuff, since it's more in my area of interest, and so I don't have to figure out where to place the Code in the Rom, since Block Tool will do it for me (I don't mean to ask a stupid question, but do you think this would be a good place for a beginner [like myself] to start?)


(edited by Atma X on 06-01-04 04:45 AM)
(edited by Atma X on 06-01-04 05:23 AM)
Atma X

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Posted on 06-01-04 02:08 PM, in What file(s) of Block Inserter's do I edit to Program my own Custom Blocks? Link
Thanks BMF.
Now, does anyone know which Block Inserter file's' (which file extention) to edit so I can start programming my own Custom Blocks?
Atma X

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Posted on 06-01-04 02:19 PM, in Weapon of Choice Link

Slapping!


No seriously, I'd say the Shell.


(edited by Atma X on 06-01-04 05:20 AM)
Atma X

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Posted on 06-01-04 02:40 PM, in Problem with Post BG not showing up. Link
I can't get my Post BG to show up when I Post a Reply, but It'll show up in my Profile, and also when I'm Previewing a post, but when the Post is actually submitted, there's no picture! Any suggestions as to what is causing this? (I'm not using Freewebs anymore, I've got a Webpage on Comcast now)
Atma X

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Posted on 06-02-04 12:18 AM, in Best NES Mario Link
I would have to say SMB3, it was the most memorable of them all (It gave me all those good Mario memories from when I was little). I also liked SMB1 a lot too, it was a classic game, but I think SMB3 wins overall.
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