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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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Since: 03-16-04
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Posted on 11-09-04 08:04 PM, in I'm leaving this board forever. Who's coming with me? Link
@ SH:
Welcome to the Craziness domain! (where you can get away with acting insane, and making pointless Threads).


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Atma X

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Posted on 11-10-04 02:11 AM, in Crazy sprite experiments... Link
Anybody figured out how to make a Static Sprite yet? (AKA Sprite used for small Picture)
Atma X

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Posted on 11-10-04 03:08 AM, in Crazy sprite experiments... Link
Damm, doesn't work because I can't copy its ASM code because it's in a different location than most Sprite's ASM (same goes for the Light Switch Block)
Atma X

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Posted on 11-10-04 04:34 AM, in The SMW Best Sprite Contest!!! [Contest] Link
Mario, Piranha, and Ghost.
  


Btw: I'll post the Sprites by themselves after I reload my computer (AKA Install Windows etc.), but these screenshots will have to do for now.


(edited by Atma X on 11-09-04 07:42 PM)
Atma X

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Posted on 11-10-04 10:24 PM, in Crazy sprite experiments... Link
Yep, it should be in the "Two Sprite Editors in one day" Thread.
Atma X

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Posted on 11-10-04 10:34 PM, in The SMW Best Sprite Contest!!! [Contest] Link
Those Pirhanas aren't Rips of Mario RPG, I only used it as a guide, but they are still hand drawn (and if you noticed, the Mario RPG Piranhas are much bigger and wouldn't even fit in the 16x32 space that SMW provides).
But anyway, if you guys think that they should still not count because I used Mario RPG as a guide to help me hand draw them, then let me know and I'll just submit the other two Sprites.

@ Blackhole: Well, I still have the Rom in case I do need it, but I really wanted to have a background, so for now I'm not using it (hmm, maybe I can make a Static Sprite for the Tops of the Pipes,... but anyway, I haven't decided what to do for sure yet).


(edited by Atma X on 11-10-04 01:37 PM)
Atma X

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Posted on 11-11-04 06:29 PM, in Crazy sprite experiments... Link
Yea, but if you post it in a completely different Thread, most people won't know what you're talking about, because we've got a different subject that we're talking about in this Thread.

And about your question, I don't know the answer for sure really, but maybe it's because you're using Win98, you might have to use WinXP. Other than that, don't have any Ideas.


(edited by Atma X on 11-11-04 09:32 AM)
(edited by Atma X on 11-11-04 09:33 AM)
Atma X

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Posted on 11-12-04 07:09 AM, in The SMW Best Sprite Contest!!! [Contest] Link
originally posted by cpubasic13

Atma X's sprites: SMRPGish.



Uhm, to be acurate, only the Piranha was based off of SMRPG. The Ghost Sprite and Mario were both something that came completely out of my head.


(edited by Atma X on 11-11-04 10:09 PM)
Atma X

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Posted on 11-12-04 09:48 PM, in The SMW Best Sprite Contest!!! [Contest] Link
Originally posted by gnkkwinrrul
lol, nobody will leave you alone about that...they did look like the SMWRPG ghosts though for some odd reason...


lol, I think it's because of the they way the hands turned out. I noticed that since Mario RPG, most the Boo Ghosts in later released games use somewhat of the same style. So maybe because I've seen it like that a lot in other games, I naturaly saw an image in my head that looks similar to that.


(edited by Atma X on 11-12-04 12:50 PM)
Atma X

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Posted on 11-12-04 10:08 PM, in Crazy sprite experiments... Link
Actually, COMDLG32.OCX should be under C:\WINDOWS\system32
Atma X

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Posted on 11-13-04 08:00 AM, in The SMW Best Sprite Contest!!! [Contest] Link
Originally posted by Juggling Joker
Not to mention most of them are clearly rips.


So if they are clearly rips, can you clearly state where they come from?

@Anyone or everyone: There is no use submiting Rips, so if your Sprite is not somewhat original, then don't submit it (using an existing Sprite as a guide to make your own is ok, because you are still drawing a Sprite from Scratch, or at least revising it if nothing else,... therefore it is not the same,... though if it ends up looking almost identical, then don't expect it to win).
If someone thinks that there is a rip, provide some evidence before accusing someone of submiting a Rip.


(edited by Atma X on 11-12-04 11:05 PM)
Atma X

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Posted on 11-19-04 01:55 AM, in Curios about making ExGFX then sending it to LM Link
The most I've ever used was somewhere around ExGfx # 130.
Atma X

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Posted on 11-27-04 04:23 AM, in What’s up with these note blocks?! Link
Originally posted by BMF54123
While we're on the subject of block glitches...

Has anyone else noticed that you can hit a block below a coin, and Mario will collect the coin (just like previous Mario games), but it leaves a solid, invisible block in its place? It looks like Nintendo either ran into a glitch and abandoned the idea (hitting a coin turned into a used block will still create a coin), or they never created any situations where that could happen, and thus the glitch was never noticed in play-testing. I wonder what it would take to fix that?


Well, I don't know how to fix it, but I would think that it is the coin that is causing the glitch, and not the block. To find out for sure, you should create a Custom Block (from scratch, don't rip any part of any code from another block) that bouces up a little when hit from below, and see if the glitch still happens. If it does, than it should be the Coin's programming that needs to be changed/fixed.
Atma X

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Posted on 11-29-04 11:15 AM, in jSmwDev News.... Link
A lot of us need to stop getting the idea that making any major changes to SMW is almost impossible, and that ALL of it requires ASM or is otherwise impossible (and that ASM is practically impossible to learn).
Hopefully jSmwDev will enlighten some of us to think past the limitations that we have bound ourselves too for so long.
I've spent a little time back at the Sonic Board, and the thought crossed my mind,... that they have reprogrammed so many aspects of the game (and have also made major changes without the need of programming). As far as the programming goes, the've currently programmed the following:
Enemies, menus, switching a set of palettes inside the same level, reprogramming characters, Layer Deformation effects (BG Scrolling Effects, etc.), and the list goes on.

There is also a Music Editor for Sonic 2 Beta, and a program to port Music from Sonic 2 Beta to the Final Version (and the 2 versions of the game aren't as compatable as it may seem)

In the past few days, I myself (a non programmer), have done the following (only using a Hex Editor): (and Offset Indexes/Pointers are my best friend)
Set up my own animations (with almost as much availible space as I want, because I changed some pointers), edited Object and Level Layouts (and needed to move them to a different location of the Rom), inserted my own gfx for Sprites (or anything really) and have specified which Tiles to write over in VRAM, made my own 16x16 Collision Tiles (for SMW, that may always require ASM, since it allows and probably requires programming of Blocks), replaced Compressed Gfx (which almost always requires that you change a pointer for that too), figured out how to remap the character's gfx (specifying how many 8x8 Tiles to use for each frame, and how many frames there are for each animation), and there are some more things that I'm not able think of right now.

But anyway, I'm just saying that we need to stop thinking that even the smallest changes are near to impossible without the aid of a genius (did I even spell that right?).

Just a few days ago, I thought the same way as most the people here, but I have relized that what I used to think was practically impossible, is actually quite easy. And now, I think programming won't be as hard as I've thought before. I'm going to look into jSmwDev and really see its potential first hand, and then I'll actually learn how to program, instead of giving up like I've done before.


(edited by Atma X on 11-29-04 02:22 AM)
(edited by Atma X on 11-29-04 02:38 AM)
Atma X

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Posted on 11-29-04 12:40 PM, in Super Commie World Link
Originally posted by Kario

1. Freewebs for downloads
2. Photobucket for pics
3. NEVER upload a bmp as a screenshot


Somebody here really hates Bandwidth with a passion.

But anyway, I'll be glad to host for you.
I'll upload it in about 11 hours (right now, it's time to get some sleep,... or stay up late to finish homework... )

Edit: As for your own site, try looking here http://shyper.com/free/
If that doesn't workout well, then I'll still host for you.


(edited by Atma X on 11-29-04 03:46 AM)
(edited by Atma X on 11-29-04 03:56 AM)
Atma X

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Level: 43

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Since: 03-16-04
From: Derrière vous!!!

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Posted on 11-30-04 12:39 AM, in jSmwDev News.... Link
Here's the Sonic Board.
http://ssrg.shadowsoft-games.com/forums/index.php
(be aware that there are still plenty of newbies that fill the board with pointless posts)
You'll also want to download some of the hacks.

If you look around, you'll notice that things like reprogramming of Sprites etc. is thought of more as a normal thing, than the impossible.

Here are a few other websites that you want to look at:

http://www.projectnemesis.ibforums.com/esrael/
Check out this guy's hack (Sonic 2 Delta)

http://www.shadowsoft-games.com/s2long/plan.htm
Here's another hack to look at.

http://homepages.ihug.com.au/%7Enemesis2k2/
And this is a hacking document that helped me a lot (this person has done A LOT of work on this).

Btw, about the animations:
It was really quite simple, I just learned the format that Sonic 2 uses (I don't know if it is the same that most games use, but we could definately make it the same way in SMW,... though LM does already have an animation Editor).

Speaking of that, I'm kinda curious about something: LM's animation Editor only allows about 12 (hex) animations before the screen starts flickering, but in Sonic 2, I enabled well over 40 (hex) animations, and it didn't slow down/flicker etc. the slightest bit. I'm wondering if Fu set it up wrong, or if for some reason, the SNES is limited more in that way than the Sega Genesis. Or, I think the reason may be because LM's animations use compressed Gfx (at least I think so), and I read on Nemesis's Site (listed above) that you shouldn't use compressed Gfx for animations, because the Game has a hard time trying to decompress the gfx while trying to animate it at the same time.


(edited by Atma X on 11-29-04 03:57 PM)
Atma X

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Level: 43

Posts: 645/801
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Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
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Posted on 11-30-04 09:40 AM, in Hex editing/ Enemies Link
Here's something that I put together that tells you how to edit the Speed and other misc things for Rexes (I believe this is what you're looking for).
http://home.comcast.net/~atma-x/SMW_Addresses.rtf
Atma X

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Posted on 12-01-04 03:56 AM, in sprite code Link
What kind of sprite code you looking for?
Atma X

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Posted on 12-01-04 04:51 AM, in Help! Mario keeps dying now that I used a new ExGFX Link
Originally posted by Zeros
Yeah I forgot I was just waiting for someone to post so I could again.

Heres a link to it:

http://tinypic.com/view.html?pic=plto3


You can Edit your Post (it's at the very top of your Post)
Atma X

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Posted on 12-01-04 06:36 AM, in Mario's Pallet? Link
Originally posted by Juggling Joker
It's palette number 8. You can only edit the first 8 colors if you have a custom palette enabled for the level.


6 to be exact. (since the 8th [7th if you start with 0] color dosen't change with a custom palette, and since the transparancy color can't be used for anything other than clear).


(edited by Atma X on 11-30-04 09:41 PM)
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