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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 12-02-04 12:22 AM, in Quick Question Link
An objects' programming, or the Gfx of an object?
Atma X

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Posted on 12-02-04 06:41 AM, in Quick Question Link
Yea, it has to be about programming of Sprites or Gfx.

Nah for real though, to insert Custom Blocks, get Block Inserter (also called Block Tool). This has 350 different Blocks already made (and allows unlimited room to make your own). To make you're own, you'll need to know how to program in the Snes (65816) Assembley language. To make your own walls and ground etc., you may also need to know how to program, but I'm not entirely sure (because with Sonic 2 you don't need to, you simple place where you want a wall to be Soild and Not Solid), because SMW's blocks let you insert code into them as well (questions blocks, brown blocks, bricks, coin block etc.).

So I don't know if the programming of a block is in a seperate area than the Collision properties, or if they are combined.
Atma X

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Posted on 12-05-04 04:03 AM, in Rain and Background? [Issue] Link
Originally posted by Koopa_Myster99
Whaddaya mean I can't understand it?


When he says that you can't understand it, it's not to be taken literally (if a person is completely uncapable of learning something, then that's when we use the word Retarted to describe them,... or "Special" to be nice). It just means that you're a long ways away from learning it (and learning enough about it). It takes some time to learn this stuff, and before you can even start to learn ASM, the're a lot of other things that need to be learned first (and enough experience needs to be aquired, which also takes time).

Be looking at a few years until you learn this stuff pretty well (that's about how long it takes most people).


(edited by Atma X on 12-04-04 07:07 PM)
Atma X

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Posted on 12-05-04 03:27 PM, in jSmwDev News.... Link
Yea, but this is the Mario Forum, so I didn't want to post too much about Sonic (I only posted what I did because it related).

Actually HH, look at Nemesis's Page (it's the 3rd link that I posted), that's how I learned how to do it (and where I got the Addresses from).

And here it is again
http://homepages.ihug.com.au/~nemesis2k2/

BTW: If you're interested in hacking Sonic 2, send me a few PM's and I'll help you out with whatever I can (or, were you not being serious?).


(edited by Atma X on 12-05-04 06:34 AM)
Atma X

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Posted on 12-07-04 12:56 AM, in Anybody got a walkthru for block tool? Link
APOLLO SE61.dll dosen't exist on my computer, but BI still works for me.
Atma X

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Posted on 12-08-04 10:57 AM, in How do I keep the star from flashing? [Issue] Link
Thanks, now I can finally arrange the animation the way I want.
Atma X

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Posted on 12-11-04 10:15 AM, in Luigi's Adventure2 Released(UnCompleted...) Link
I think that if you use the ExGfx workshop to learn, you have the potential to learn even more and become a really good hacker (game designer). If you use the ExGfx workshop to rip gfx, then you've already given up on learning anything else.

The first major thing that I learned was making ExGfx and understanding how to insert it into the game anyway that I like, and I learned it all on my own, because I never gave up and I was interested in it (if you only learn how to rip, then your skills are very limited, and you'll only be able to insert something that came from another game that uses 8x8 Tiles,... and you'll always be dependant on using an Editor to insert it into the game for you). Since then, I've learned a lot more, only because I'm interested in learning. A lot of people want to learn how to do some of the more advanced things, but they are not interested in "learning" how to do any of it, they are only interested in using those advanced skills to make their hacks. If you are a person who is not interested in learning, then you will never know how to do these things because when you attempt to start learning, you'll get bored before you ever accomplish learning anything,... and therefore, you will be one of the ones to fall short, and be lost in confusion.

The problem with the ExGfx Workshop is that it doesn't really teach you how to make and insert your own graphics, but instead it focuses on using rips from other games for your hack, and only learning how insert rips. Another problem with the ExGfx Workshop is that supplies the hacker (or Game editor to be more realsitic) with way too many examples, and people tend to get the idea that it is a database with gfx that they can use. There should only be a few examples, and they should be sets of Gfx that are somewhat undesireable/unpopular, so that people don't have any desire to use them in the hacks.

We need to completely redo the ExGfx Workshop. It's methods are actully kind of damaging to the person that wants to learn, because it gives them the wrong concept/idea of how the gfx should be used.

In a week or two, I'm going to start making my own Graphics learning center. The old one isn't working, and it's never going to (if my classes in College were anything like that, I wouldn't learn shit,... except how to copy other's work and ideas).
If somebody wants to get technical about this by saying that "somebody" has learned from it, then I'll have to completely agree with you, because "somebody" has, but that's not enough to make up for all the people that haven't learned from it, now is it?


(edited by Atma X on 12-11-04 01:19 AM)
Atma X

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Posted on 12-13-04 10:03 AM, in I cannot remember... Link
Originally posted by Karadur
Your thread got lost in the board crash, and nobody remembers what sort of posts were in it


Yea, the board crashed, but the Thread never went with it.
And I suddenly made it reappear with my awsome magical skills.
http://board.acmlm.org/thread.php?id=7731


(edited by Atma X on 12-13-04 01:03 AM)
(edited by Atma X on 12-13-04 01:21 AM)
(edited by Atma X on 12-13-04 06:05 PM)
(edited by Atma X on 12-14-04 02:05 AM)
Atma X

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Posted on 12-13-04 11:24 AM, in Do you tilt the controller? Link
I've never been a controller tilter. I find that it makes it harder to play,... it's kinda like trying to play with you neck turned sideways, except it's with your hands (I was doing it intentionally to see what it would be like),... technically it's not nearly as bad as playing with my neck turned sideways (but my point is that it distorts my ability to play to some extent).
It used to annoy me when somebody sitting next to me would do that,... and now I just kinda laugh cause it looks funny.
Not to offend anybody, but to me it looks kinda retarted when people tilt the controller because it looks like their trying to fly a Plane or something .

Steps to flying your very own Plane!:
1: Find a chair and sit in it.
2: Strap a pair of safty goggles to your face.
3: Grab a controller and hold on for dear life.
4: Tilt your hands and body and don't be afraid use your imagination! (remember, whenever you speed up, press your body against the back of your chair)
Fineprint : Warning, using your imagination too much may cause you t o act lik e Barney


(edited by Atma X on 12-13-04 06:09 PM)
Atma X

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Posted on 12-13-04 03:44 PM, in SMW Revisited - Demo 1 Link
Yes, sprite hacking and programming is very possible these days, you just have to be a person who knows what the hell the're doing. Have a look around the Sonic Hacking community and you'll see that Sprite programming is a piece of cake for some of the people there. You'll also notice that Sonic 2 is almost fully documented. I think that the only reason SMW isn't better documented is because people have gotten lazy, and have always had the attitude that it is impossible to accomplish anything of much value (the ability to make amazing things isn't so amazing when you work with those kinds of things a lot,... the knowledge to configure them the way you want becomes more of what you'd call, necessary).

Hey Knuck, if you want to think it's impossible, go ahead. Just don't be surprised when you start to see more of the "amazing" things being done to SMW in the near future.
As soon as I learn how to program in 65816 ASM (and I will start in a week, since that is when I'll be done my current term of college), you'll start to see some dramatic changes. And I would also like to enlighten more than just myself, so if anybody else wants to stop being left behind in all of the exciting stuff, come to me in a few months, and I'll teach you everything that I can. So if you want to learn all of this "impossible" stuff as Knuck likes to call it, I'll be glad to teach anyone that's interested,... but you'll need to have a little faith in yourself and stop believing all of the "impossible crap" that people have been driving into your heads (it certainly is not just Knuck, I hear this from just about everyone at this Forum).
I think it's time that I make some in depth Tutorials that cover almost all aspects of SMW (which will actually come in useful for other games too)


(edited by Atma X on 12-13-04 07:09 AM)
Atma X

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Posted on 12-14-04 10:53 AM, in SMW Revisited - Demo 1 Link
Originally posted by knuck
Atma, please, i'll ask this AGAIN: READ the posts before you REPLY.
I NEVER said that it was impossible. I asked IF it was possible.
Read your posts before you go assuming shit and attacking me or anyone else.


... If you're going to take it literally, then yea you're right, you never actually said it in plain and simple words. But the way you said it seemed to imply that you think it won't get done in ages because it's near impossible (trust me, I read my post carefully. everything that I said was intended)

--"Is it? Since when? Tell me more about it plzplzkthx." --that looked like it was intended to be sarcstic (esspecially because you naturally are an ass to people, so why would it be any different all of a sudden?).
Ok, so it maybe it wasn't intended to be sarcastic (since you act sarcastic a lot, that's what usually expect to see), that would one of few serious posts I've seen you make (I've notice that you usually try to act like an ass wherever the opportunity arises).

Yea, you don't want to see how my "near future" will be. I really don't see why not, since it'll make a lot more progress than your's. If you "do" happen to think this stuff is hard, then you'll never get anywhere with it (plain and simple truth) Btw, what have you done that's so "amazing"?
I myself haven't done anything much in SMW with a Hex Editor yet, but I have done plenty in Sonic 2 (not at the programming level yet, but I've still done stuff that most people don't know how to do yet), so as soon as I'm done with school this Term (I've got a lot of homework right now), then I'll start doing some of the same things in SMW,... and then I'll spend some time to learn how to program.


(edited by Atma X on 12-14-04 02:03 AM)
(edited by Atma X on 12-14-04 11:00 AM)
Atma X

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Posted on 12-17-04 01:31 AM, in Enemies' Speed Offsets [Request] Link
The only one I've bothered to figure out so far is the Rexes' speed.
But in a little bit, I'll take some time to figure out the speed of the other enemies that you've requested.


(edited by Atma X on 12-16-04 04:32 PM)
(edited by Atma X on 12-17-04 06:01 PM)
Atma X

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Posted on 12-17-04 08:56 AM, in ASM\ExGFX Question Link
If you already know exactly what I am about to say, then it could be useful for someone else to get a little familiar with this concept:

Instead of trying to make the level load a different ExGfx File, program your Custom Block to load a set of Uncompressed Graphics (because uncomp gfx takes a lot less time to load) from any location in the Rom over the area in VRAM that your Block is using at the start of the level (which is defined by the 16x16 block that it will use).

For Example: In Sonic 2 (I'm more familiar with Sonic 2) the Level uses an are in the Rom to load it's main set of Graphics into VRAM (similar to the Gfx & ExGfx Files in SMW), but you can also load Gfx into the level through other methods. In Sonic 2, they sometimes use something called a "Pattern Load Cue" to load Gfx from an entirely different area of the Rom, over an area in VRAM,... which is specified in the Pattern Load Cue (this'll simply "replace" just the area in VRAM that you specify with the Graphics you tell it to use which is loaded from an Address that you specify). In Sonic 2, graphics is also loaded in that manner by the Animation setup.

Simple explenation:
Graphics to use is at Address XXXXXX.
Use that Graphics, and load it over Tiles XXX-XXX in VRAM.


Another way of explaining it: Say you make your Block use Tile # 8D in VRAM (through Map 16), then make it so the Code in your Custom Block will load Gfx from Address "170060" over Tile # 8D in VRAM (meaning that the starting gfx thats used for your Block will be loaded from the ExGfx Files that the Level loads, and then it'll be replaced by the graphics from the location in the Rom that you specify [through the Code of your Custom Block]).

I don't know the 65816 language yet, so I don't know what code you would use to write something such as that, but I think you should be able to use the same concept to make it work.

hmm,... actually, I think the Pattern Load Cues and the Animation Sequences in Sonic 2 may be Routines (I don't know how to interpret any of the code that sets those two things up [because I don't know the language yet], so I can't say for sure). So I guess you may have to write your own routine after all (but that should still be easier than changing a premade Routine (the Routine that the Level uses), because you'd have to find it first, and take time to understand how the routine is set up.



(edited by Atma X on 12-16-04 11:57 PM)
Atma X

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Posted on 12-17-04 09:00 AM, in jSmwDev News - Related Link
I hope things go well for you.
Do you know how big the Tumour is?
Atma X

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Posted on 12-17-04 10:16 AM, in Newbies, watch the contained Video before Posting or Creating New Threads Link
Newbies, watch this video before making Posts (it's funny, but also has some useful info). Btw: If you have Post Layouts blocked, you'll need to unblock them (in your Profile).
And ignore most of the part about using the "Search Option", but not all of it. The reason for that is because it talks about a Search Option, and this Fourm doesn't have one anymore (because it used up a lot of Bandwidth).
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Atma-X



(edited by Atma X on 12-17-04 01:43 AM)
(edited by Atma X on 12-17-04 08:38 PM)
(edited by Atma X on 12-18-04 03:13 PM)
(edited by Atma X on 12-20-04 01:38 AM)
(edited by Atma X on 12-20-04 01:43 AM)
Atma X

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Posted on 12-17-04 10:53 AM, in Dumb koopa! Link
If you can't resolve the Problem, then you'll have to transfer all of your data to a new Rom (which is actually quite easy, because LM can export and import almost everything that it edits). If you've made changes that LM didn't make, than you'll have to transfer that part by hand.


(edited by Atma X on 12-17-04 06:11 PM)
Atma X

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Posted on 12-17-04 11:27 AM, in Newbies, watch the contained Video before Posting or Creating New Threads Link
Yea, I came across it on the Sonic Forum, and since it was both funny and educational, I decided to post it (and also since the things mentioned in the video are some of the main things that most newbies have a hard time getting through their heads).


(edited by Atma X on 12-17-04 02:30 AM)
Atma X

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Posted on 12-17-04 12:03 PM, in Newbies, watch the contained Video before Posting or Creating New Threads Link
Download Macromedia Flash Player
http://www.macromedia.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash


(edited by Atma X on 12-17-04 03:03 AM)
Atma X

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Posted on 12-17-04 11:13 PM, in jSmwDev News - Related Link
Yea, by the size of it, I think you should be ok.
Atma X

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Posted on 12-18-04 01:57 AM, in ASM\ExGFX Question Link
Originally posted by HyperHacker
I still need to know how to convert an ExGFX number to the graphics' location, though...


I'm not entirely sure what you mean by that. What I'm getting out of it is that you want to insert the graphics at any location in the Rom and are unsure of how to place the graphics data in the right area.

There are two ways that you can do that using uncompressed data (the second method will work easily for both compressed and uncompressed grahics). The first way is to use a Tile Editor to insert the graphics into the Rom at an unused location (or at the end of the Rom), or you can use a Hex Editor for the final step (inserting the graphics to the Rom).

First way:
Open the Rom in a Hex Editor, find a large blank area in the Rom and write like 8 lines (or however many even # of lines you want) of the number/color F (Snes's format isn't as friendly as the Genesis's, so F's are all that'll work) to that blank area (preferably the End of the Rom). Then open the Rom in a Tile Editor and look for the several lines of the Color F (btw 2 lines of Hex, or 32 Bytes is a single 8x8 Tile), and from the begining of that area, start copying over the 8x8 Tiles that you're going to use.

Second Way (I think it's easier this way):
First, make/import your graphics as save it in a Tile Editor. Then in a Hex Editor, open the File containing your graphics, copy the whole thing (Ctrl+A in Hex Workshop, like in many other programs as well). Now close that file, open your Rom, and Paste the data in an unused area of the Rom (if you want the Tiles to look neat, if for say you decide to look at them in a Tile Editor, then paste then on an even line in the Hex Editor... example: at Address 130020, 130040, 130060 etc.). If you insert them at the end of the Rom, then you only have to click Paste, and it'll insert it automatically. If you replace an area somewhere in the middle of Rom, then you need to calculate how much space that you'll need to replace (so you don't insert extra by accedient,... Hex Workshop will warn you if you're about to insert extra data by accident). I'm sure you know how to calculate the data's size with the starting Address, to find the ending Address in which you will need to insert your graphics.

@ anyone who doesn't know how: Simply add the Ending Address of your Data (gfx, code, level data, etc.) to the Starting Address of the Rom (the area you plan to start inserting at). The Answer that it gives you is the Ending Address (the area that you will stop inserting data at)

Example: My Graphics or other Data File is 2A60 Bytes, and the Address that I want to insert it at in the Rom is 135020. Add the two together, and it'll = 137A80 (137A80 is the Ending Address).

So now, I'm going to insert my Data from Address 135020 to 137A80.


(edited by Atma X on 12-17-04 06:51 PM)
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