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Acmlm's Board - I2 Archive - - Posts by Kyoufu Kawa |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 921/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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1) Are you using 3.5? It might be some new bug that cropped up. 2) When expanding, you must specify a new place to store the map data. This might break other data. 3) If it is truly random, use backups and try again. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 922/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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In this case, it'd be negative left, positive right and you need not even bother with negative values because we need to go right. | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 923/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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I have this sudden urge to actually -use- this thing. Now all I need is a plot. | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 924/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Actually I beg to differ, Jason. I can see how this would help many. | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 925/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Pokemon Ruby PrintText: $0800a0bc where R0 = pointer to text, R1 and R2 are byte coords. DrawWindow: $08071f08 where R0-R4 are left, top, right and bottom coords. M4A_PlaySong: $081ddef8 where R0 is the song number. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 926/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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While we await the bottom of the list, anybody care for a Tile Molester XML file for the playable character sprites/colors? | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 927/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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1) Birch can check for the "time" to be zero, that'd imply it hasn't been set. 2) There really aren't that many timed events... 3) Matt, your patch kills the rom. Hangs in the intro speech, when the player shrinks down to sprite size. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 928/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Here's my vote: Bad command or filename. Go stand in the corner. Or even... C:\MyCCompiler\> make war Make love, not war. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 929/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Tile Molester XML file, rightclick, save ass. Just because I can. What can people tell me about CT's sprite assembly data? I just might be able to whip something up... Edit: the xml file goes in Tile Molester's \resource\ folder and should mirror your CT rom's file name. (edited by Kawa-oneechan on 11-27-04 01:30 PM) |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 930/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Closed by original poster's request. | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 931/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Put the tilemap and graphics data you want to edit in two seperate files. Either export from a hex and/or gfx editor, or unpack with your favorite LZ77 tool in case of compressed data. Start MapEdit and scream in DOS-induced terror. Enter the two file names. I hope you adhered to the old 8.3 name convention. In other words, keep the filenames as short as possible. When you see the map, don't waste oxygen screaming over the colors. Press F1 for more help. Recompress and/or insert the new tilemap data and pray. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 932/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Okay, I got the data, but does "starts at 1C27B0" mean Crono's, or all? Eh? | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 933/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Cool, cool. Any particular order? I intend to do only the playables for starters. | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 934/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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K, thanks. Considering my blatant inability to decode SNES tiles, my tool will probably require TM-exported bitmaps but don't let that stop you | |||
Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 935/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Originally posted by Gywall Click the Start Button, and choose "Run". Type "cmd" or "command", depending on your Windows flavor, and go to the Elitemap directory using the old CD command. When you're there, here's how to invoke Rubikon without Diamond Cutter: rkc /o rom.gba trainer.rbc You can add as many file names as needed, in order of compilation. RBH files should always go first, between the rom and the code files. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 936/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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You asked for it, so here it is. A drop-in replacement for Scripted.EXE. This allows you to edit the scripts more or less directly from ROM, and recompile them more or less on the fly. A thoroughly checked Rubikon compiler and the latest command database are included. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 937/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Just telling that I can't quite grasp those eight bytes of sprite assembly data. I can however tell you that the sprite, assuming Crono's idle forward anim, is split up in 16x16 blocks and each of the eight bytes controls a block's relative position. Seems rather negative too. The 32 tile bytes are simply flag/tile combos. 4030 for Crono's left foot for example, flipped from 0030, his right foot. |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 938/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Things are getting worse. I'm uploading an update within five minutes... Edit: Done. Please redownload from the first post for the full effect. (edited by Kawa-oneechan on 11-30-04 05:07 AM) |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 939/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Kid, we've been researching a day/night system since the beginning. So far I've found the memory address for the clock. It runs backwards |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 940/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Ooh Ooh! I remember you, Zemus! You're that guy Drew mentioned in "Without AE"! Tell mom I said hi! |
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Acmlm's Board - I2 Archive - - Posts by Kyoufu Kawa |