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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
From: Derrière vous!!!

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Posted on 04-13-04 01:15 AM, in How far are you in Super Demo World:TLC? Link
What are all of the worlds?
I'm asking this because I've never been to Big Boo's Tower. Is there a whole world that is focused around Boo Ghosts?


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Atma X

Bandit
Level: 43

Posts: 106/801
EXP: 553639
For next: 11407

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

Since last post: 43 days
Last activity: 14 days
Posted on 04-13-04 02:24 AM, in Boss room pallettes... Link
And if that doesn't work, you can change the "Shared Palette" as a last resort. That'll work for sure.
Atma X

Bandit
Level: 43

Posts: 107/801
EXP: 553639
For next: 11407

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

Since last post: 43 days
Last activity: 14 days
Posted on 04-13-04 03:58 AM, in How can I make Bowser's Cannon Ball touch the ground in a normal level? Link
I set Bowser's Cannon Ball in a normal Level (Sprite A1), but it won't recognize the ground as being solid, so it just drops throught the floor, or if it's above the screen (the screen limit that actually shows when playing in the game) it'll touch an invisible floor, but is completely useless if it's out of the screen. How can I fix this problim, does it require custom programming? If you use the PAR Code is 7E0DC2 2E (or 000DC2 2E), it will enable the Cannon Ball in your Item Box, and if you move the screen up while Pushing Select to release it, it will detect it's own invisible floor, but at least it will detect a floor. Is it at least possible to make it touch a floor (When placing it in the actual Level) at all, even if it touches a floor at it's own given spot? (like described above)

Also, does anyone know where the 8x8 Tile mapping is for it, because it currently uses Flipped Tiles to make up most of the Cannon Ball. The reason I'm asking about this Sprite is because I would like to use it to make a Boulder for one of my Mountain Levels.
Atma X

Bandit
Level: 43

Posts: 108/801
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Posted on 04-13-04 04:04 AM, in Lunar Magic Version 1.62 Released! Link
Originally posted by Juggling Joker
A small bug that I probably should have brought up before now but didn't... :

The save button does not become activated when you import a palette from file. So what, you say. It also does not prompt you to save when you switch to another level unless you change something else afterwards. Very aggrivating when you forget that it does that.


Push Ctrl+I to save a Level, even if changes have been made or not.
Atma X

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Posted on 04-13-04 04:08 AM, in How can I make Bowser's Cannon Ball touch the ground in a normal level? Link
It'll probably need some reprogramming to make it detect Layer 1 or Layer 2 objects. I hope it won't take to much work to fix that, and I hope it doesn't require knowing much about the sprite engine, since the sprite enging hasn't really been figured out yet.
Atma X

Bandit
Level: 43

Posts: 110/801
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Since: 03-16-04
From: Derrière vous!!!

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Posted on 04-13-04 04:11 AM, in Weird Overworld Palette Problem [Issue] Link
Most of Palettes 0-3 don't show up the same way in the Game that they do in Lunar Magic, but it sounds like you might have a different Problim.
Atma X

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Posted on 04-13-04 04:56 AM, in Weird Overworld Palette Problem [Issue] Link
The last 8 colors (besides the Transparancy, so technically the last 7 colors)
of Palette 3 work correctly.


You might also be able to accuratly change palettes 0-3 by editing the Shared Palettes in Lunar Magic's (the Level Editor itself) Palettle Editor. I haven't really tested this, but you can try.


(edited by Atma X on 04-12-04 07:59 PM)
Atma X

Bandit
Level: 43

Posts: 112/801
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Since: 03-16-04
From: Derrière vous!!!

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Posted on 04-13-04 05:23 AM, in Super Bypass + Yoshi's House = No Good Link
Do you know where the other "Ending Levels" are by any chance? I haven't found them yet since they'd have to be opened by Rom Address in LM (because the're not in the list of original Level numbers 0-1FF).

Any luck with those yet?


(edited by Atma X on 04-12-04 08:23 PM)
Atma X

Bandit
Level: 43

Posts: 113/801
EXP: 553639
For next: 11407

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

Since last post: 43 days
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Posted on 04-13-04 07:48 AM, in How can I make Bowser's Cannon Ball touch the ground in a normal level? Link
The Invisible Solid Block Sprite doesn't affect it.
I just set the Cannon Ball at the very top of the Level, and it lands after it drops 9 spaces whether there is ground or not, (With Vertical Scroll Enabled) but it still obviously won't drop off of ledges, it keeps going in a strait line. So I got it to 'sort of work' if it's at the very top of the level, but it's still very far from working the way I would prefer it to.


(This Sprite doesn't appear in any of the Sprite lists in Lunar Magic)
So if you want to try this for yourself, you'll need to set any sprite in the level you want the Cannon Ball in, then look at the PC Address that the Level is being saved at (either when saving, or after saving and then go to "File, then Open Level Address", and look at the number that is shown in that window. Note: Every time you save a Level, Lunar Magic changes the PC Address that the level is saved at)
and it'll have a number that's in Hex. Then open your game (make a Back Up first incase anything goes wrong) in a Hex editor, and find the Address that LM told you (the one that specified where the level was being saved at), then look for the Sprite number that you set in the Level (The Sprite you set will be near the end of the Data for that level, it would be easiest to find Sprite # DF AKA: Green Shell at the bottom of the "Standard Sprites" list), and change it to A1 (A1 is the # for the Cannon Ball). Then save it, and Switch Back to Lunar Magic and Reload the Rom (you don't have to close LM for the changes to take effect, you can just Open the "Most Recent SMW Rom List" [which is the picture with a bunch of Files stacked on top of each other], and open the top most file [which will be your currently loaded Rom]. Also note that LM [u[will show the Sprite correctly, even though LM won't allow you to select it from the Sprite list).
Atma X

Bandit
Level: 43

Posts: 114/801
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Since: 03-16-04
From: Derrière vous!!!

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Posted on 04-13-04 08:33 AM, in Messing with the Yoshi color adress (question) Link
No clue how to fix that, but I also came across this.
Atma X

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Posted on 04-13-04 08:50 AM, in How can I make Bowser's Cannon Ball touch the ground in a normal level? Link
Well that's a lot easier than what I was doing, thanks a lot Fu.

Anyone know how to fix the Cannon Ball's Ground Detection problim (for Layer 1's ground, or even Layer 2's ground)?
I don't know if this would require some simple hacking, or a lot of reprogramming.
But I do realize that it will need some extent of ASM hacking. I also know that the Sprite Engine has not been figured out yet, but I can't remember if learning the Sprite Engine is only required for making New Sprites from Scratch, or if it's required for both the Programming of Completely New Sprites and the Reprogramming of Older Sprites that currently exist in SMW.


(edited by Atma X on 04-13-04 12:08 AM)
Atma X

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Level: 43

Posts: 116/801
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Since: 03-16-04
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Posted on 04-14-04 02:25 AM, in How can I make Bowser's Cannon Ball touch the ground in a normal level? Link
It would be really cool if it acted like the Chomp Rocks in Yoshi's Island, except it would be 48x48 pixels wide (the same size as Bowser's Cannon Ball in SMW)instead of 32x32 and would not be pushable by Mario, and also would hurt Mario if he landed on it while it's rolling at high speeds.

BTW: Would it be easier to reprogram the Null/Unused Sprites, or easier to just program a whole new one?


(edited by Atma X on 04-13-04 05:26 PM)
Atma X

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Posted on 04-14-04 02:44 AM, in Question or Sugestion Link
There are a lot of things that can be made with Lunar Magic, it is the best Game Editor that I have ever seen, but I still do see some things that it lacks that will keep me from finishing my hack, but it'll be a while before I will be finished, so maybe some more updates to LM will be made over time, .... I hope.

I think that someone like BMF or another ASM Programmer should continue the project and add some more things to Lunar Magic over time.
If someone does, I'm not saying that they should constantly work on it all the time, but they should make some updates every once in a while.

If I knew ASM, I would be glad to continue the project, but I can't for obvious reasons. If some kind ASM Programmer out there would help me learn a little ASM, I would go much further with learning it on my own after that, and would definately continue Lunar Magic.
Atma X

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Posts: 118/801
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Since: 03-16-04
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Posted on 04-15-04 12:51 AM, in Lunar Magic Version 1.62 Released! Link
I think it can only do that in Windows XP, it couldn't be maximized in Windows 98 as far as I can remember.
Atma X

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Posted on 04-15-04 12:59 AM, in Question or Sugestion Link
Is jSmwDev a program that converts SMW's code to a friendlier language such as C++, or is it more like a list of known locations in the Rom?
Atma X

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Since: 03-16-04
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Posted on 04-16-04 01:16 AM, in Super Mario's Crystal Island Adventure Demo Link

Atma X

Bandit
Level: 43

Posts: 121/801
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Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 04-16-04 02:37 AM, in Boss room pallettes... Link
The problim is that the colors in boss levels can only be loaded from the Shared Palette, and are not yet desinged to read from a different location (AKA Custom Palettes; because Custom Palettes read from their own specific location of the Rom so that it is only used for one specific level).

The location that the palette for a boss level reads from may be hard coded or arranged in some odd way, or Fu just didn't bother to make boss level's palettes be able to read from another location. And if Fu didn't bother to do that, is was probably because he hadn't figured out a way to make the layout of a bosses level editable yet, so he didn't bother with a custom palette for it either.


(edited by Atma X on 04-15-04 05:43 PM)
Atma X

Bandit
Level: 43

Posts: 122/801
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Since: 03-16-04
From: Derrière vous!!!

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Posted on 04-20-04 12:45 AM, in PSD Screen shots Link
Or you could just push the "Print Screen" Button on the keyboard to copy anything that you can currently see. Then you can paste it in a program such as Paint or Photoshop etc., and cut out any part of it that you don't want.
Atma X

Bandit
Level: 43

Posts: 123/801
EXP: 553639
For next: 11407

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

Since last post: 43 days
Last activity: 14 days
Posted on 04-20-04 12:55 AM, in No. of total screens keeps reducing to 1 Link
(For anyone's info) Also make sure that you're not using Layer 2 as your ground, if you're using the "Auto-set number of screens" option. For some reason LM only sets the Max Screen Number higher if Layer 1 uses more than 1 screen, but it doesn't set the Max Screen Number higher if Layer 2 uses more than 1 screen, and Layer 1 doesn't.
Atma X

Bandit
Level: 43

Posts: 124/801
EXP: 553639
For next: 11407

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

Since last post: 43 days
Last activity: 14 days
Posted on 04-20-04 01:00 AM, in New Screenshots of SMQ Link
I really like the first screen shot, and I think I recognize third one from somewhere, but I can't remember where (possibly a MegaMan game, or something like it).
Anyway, it looks really nice!


(edited by Atma X on 04-19-04 04:01 PM)
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