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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Keikonium
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Keikonium
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Posted on 09-11-04 06:49 AM, in Need some help with memory addresses...help please Link
I like to make BG's and then make them the dark BG using the level header. However some sprites become faded and some stay normal. I have a level like this with a bunch of chucks and the body fads and the arm doesn't.... So what do I need to change in a hex editor so that ALL sprites do not fade when the BG does?

Also, for the overworld some sprites can't be placed in other submaps, like vanilla dome and forest of illusion. Is there a way that I can place sprites, just the smoke, in the dome submap?

Thanks for any help.
Keikonium
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Posted on 09-11-04 06:57 AM, in How many Skater Punks? Link
I skate, not so much any more, and I was never really amazing at it anyway. I think what GB-K is saying is that authority thinks that boarders are evil kids who just want to cause trouble. All around my place we got 'no skateboarding' signs and stuff. Also, all the people who spell it sk8ter are EVIL!!! Its skater no sk8ter.
Keikonium
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Posted on 09-12-04 12:19 AM, in Mario Legends Snapshot Thread Link
Aioria, for that long shyguy, I made a post a while back about the exact same one in my hack. I was told to change some bytes in a hex editor to fix the head problem and the head bounce problem. Yours looks a little odd, like he has a kinked back...

I really love the look of your shots, especially that forest BG you have. Was that handdrawn?

Also, what is the panser originally? A mini mole?

Now to the comments:

First post:

1. Love the FG this looks very cool. Is the BG animated?
2. Seen this shot before, very nice once again. I like the white bird creature
3. I live this shot, the green grass is a bit to bright.
4. Very big, very nice. Whtas up with that orange bomb?
5. I like this shot, the tall shyguy looks odd.
6. Nice
7. Nice
8. Looks good.
9. I like this one. Custom Graphics here? And whats with the pipe and blocks in the top right? Also, what are those white sprites over to the top left?
10. Looks good
11. Looks good. Is that pirana plant only got one stem part, or is it in the process of coming out?

Second post:

1. Lookin good. I like the panser idea nad the beezeos!
2. Looks good
3. Eek! That ! block looks bad, sorry
4. Looks good
5. The clouds are a bit messed up but the FG is perfect!!

The rest of the shots look cool!!
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Posted on 09-12-04 12:46 AM, in Mario Legends Snapshot Thread Link
Yep heres the offsets:

Originally posted by mikeyk
I had this problem earlier and didn't want to design around it, so I found the bytes where the head's horizontal displacement was stored. ROM bytes 0x1984C and 0x1984E both need to be changed from FC to 00. ROM bytes 0x19858 and 0x1985A both need to be changed from 04 to 00. This should take care of your problem...

Rex's head also bobs up and down (1 pixel between frames). It's very possible that you want to keep this effect, but if not ROM address 0x19864 should be changed from F1 to F0.


It works really good, and makes them look like they do in YI. Good luck with your hack. Can't wait for the demo
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Posted on 09-12-04 06:05 AM, in Coconuts and Banyan Trees Link
I need some 4bit (16 colour) BG pictures of coconut and banyan trees.

For the coconut trees, preferbably tileable and SMWish.

For the Banyan Trees preferbably with them in a swampish area like you would see in the amazon.

So any games that have these, or treeish BG's could you please tell me. Thnaks
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Posted on 09-12-04 08:36 PM, in Coconuts and Banyan Trees Link
I just need some forest/tree backgrounds. I have levels in my SMW hack that have to do with coconuts and banyan trees and I need BG pics. I will check out donkey kong once more. Thanks
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Posted on 09-13-04 06:04 AM, in Having Trouble With ExGFX & Extended Animation Frames Link
Okay, I think that what you explained there has noting to do with animations. You want a door from SMB2 to act like the doors in SMW? And you want a tree from SMB2 to act like a bush tile (or so you can walk through it)?

For the door, make it so you have the graphics you want in the 16x16 editor. Now select the top of the door and click Edit 16x16 properties (I dont have LM here right now, so I just hope that I have the next part correct). Change the number 130 (at the bottom) to 20. That is the same # as the SMW door top. And change the bottom half to 21. Now place the door.

For the tree, just do the same thing but make the number 25 instead.

NOW HIT F9 IN THE 16X16 EDITOR!! This will save your changes, graphics, numbers etc. so that they will act like this when you play your game.

If this is what your having trouble with I hope this helps. If this isn't your problem please explain clearer.
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Posted on 09-13-04 06:07 AM, in Coconuts and Banyan Trees Link
That was originally my problem when I tried to rip from DKC. First off it doesn't really fit with mario, and second ALOT of the trees and stuff have to many tiles to fit into even 2 ExGFX files.

I have ripped from SAI before, and its quite easy...I may try it again, I know there is an island BG I want to get.

And I have found some games with good tree BG's, but no banyan trees...
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Posted on 09-13-04 06:56 AM, in Beta Objects and Sprites Link
I was reading off some site a while ago about beta sprites, and just remembered what I found. I found this picture
.

Its got SMW3 style leaf/cape(tail) but its SMW. It mentions BMF in the credits and said that he found these in a SMW beta ROM. I have searched a few sites, but no beta rom. So is this downloadable anywhere? Im not asking for the d/l spot, I just dont want my searching to be a waste of time.

And does anyone else know of any SMW beta objects/sprites?


(edited by Keikonium on 09-12-04 09:57 PM)
(edited by Keikonium on 09-12-04 09:57 PM)
Keikonium
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Posted on 09-14-04 03:26 AM, in Mario Legends Snapshot Thread Link

1st shot: Blocks are cool, but its a big NOOO to use glitched sprites in a level. The BG is cool!

2nd shot: Looks good

3rd shot: This looks the best out of the 3 shots. Just a few things tho...That green ledge looks odd on the far left. The only thing I could think that the pipe would do is like the ones in DWTLC. But it uses secondary entrances maby? I dont know.

I like the fact that you show lots of shots. Gets me interested and then when I play the demo I can remeber the shots.

BTW, do you have a new overworld?
Keikonium
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Posted on 09-14-04 06:02 AM, in Mario Legends Snapshot Thread Link
So they are like the screen scrolling pipes in DWTLC? And use some ExGFX for that plant if you insist on keeping it. Make it a blueish white, and have it ghostly (fireish blue like the ghost lakitu fire) coming out of a pipe. It looks odd floting in mid air...
Keikonium
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Posted on 09-14-04 06:07 AM, in Favorite SMB3 level Link
The best level would have to be the SMAS SMB3 version of that black and white level in the "spotlight" world. The BG in SMAS is those leaves and in SMB3 for the NES its just a black level with white outlines.

That whole world area is my favourite in SMB3. Or the water would, that ones amazing!!
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Posted on 09-15-04 05:40 AM, in Major Graphic Problems! Link
The way I overwrite a map16 page, to make it all the blue squares, is go to a page with all blue squars press F2, go to the page I want to erase and press F3. This saves alot of time especially if the page is full of stuff.
Keikonium
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Posted on 09-15-04 07:53 AM, in Major Graphic Problems! Link
First off, dont use page 3 if you dont really have to. It has level specific graphics, meaning that if you have it in a ghost house (and you can see the graphics), the graphics wont show up in a castle tileset. Just try not to use page 3.

Now, take your SMB1 BG and save it to page 12. Now go to the level that you want the SMB2 BG on and save it to page 13. Make sure you hit F9 in both cases. Remember these are BG's so they shouldn't be saved in the FG pages (which are 0-F. Bg pages are 10-1F)

Go to the SMB1 level and use the ExGFX option (red poison mushroom) and set it to the correct file. Im sure you know how to do all that. Now clcik on the little button with a picture of the BG leaf. Press Page Down or Page Up untill you reach the correct page in the BG editor. It will say something like 12** in the bottom of the BG editor (if you saved the SMB1 set to page 12). Now just assemble it using the 16x16 editor, not the Map16 editor.

If you need any more help just ask. Hopefully that wasn't to confusing
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Posted on 09-16-04 12:22 AM, in Major Graphic Problems! Link
First off, make sure that the ExGFX file is 4 KB and that the file it self only uses the top 4 16x16 blocks. Do you use YY-chr, because that is the only tile editor im experienced with, so I can answer any question related to that.

Now that you have a 4 KB .bin file, just create your own graphics in which ever way you chose (Paint, PSP, PS, in the tile editor) but make sure it only uses 16 colours or less. Now save that file as ExGFX**.bin in the Exgfx directory and import it using LM. You dont need any new map16 page that you create, just use the ones LM provides. Files you make are the exact same as ones you d/l except YOU need to assemble them yourself.

To do this, open up the 16x16 page you want the graphics to be on. Now open up the ExGFX bypass, and type in the ExGFX number. Open up the 8x8 editor and using page up and down, look for your graphics. You will see a number in the bottom left cornor of the 8x8 editor when holding your mouse over a tile. Now in the 16x16 editor, chose a tile and edit the 16x16 props. You will see 4 boxes with numbers in them (number 4 if its the blue squares). Typing in the number you saw in the 8x8 editor will make one cornor of the full 16x16 tile. Repeat this with the other tile numbers from the 8x8 editor. This is a bit confusing so if you need some pictures for help, just say so.
Keikonium
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Posted on 09-16-04 06:30 AM, in Major Graphic Problems! Link
Okay, I hope this doesn't make this more confusing for you...

First off, here are the palettes:



For BGs, ALWAYS use palettes 0 and 1. If you really have to, you can use the other ones, but never use palette 7, thats mario's palette.

This will be a link because the pic is quite large...Click here

For this one, you will see that I have the 0x100 circled in the bottom left of the picture and an arrow leading to Tile 1 where there is also the number 100. This number refers to the first 8x8 tile that is also circled in the top left of picture. Now the tile I have circled in the top right is the full 16x16 tile. It is made up of 4 8x8 tiles; 100, 101, 110, 111. And as you can see I have it set to palette 0 (I know the colours are messed, Im in the process of assembling this BG). The 1A08 at the bottom is the Map16 page 1A and tile 08.

Now for assembling the BG:



Its not that hard to assemble the BG, just click on the tile you need in the 16x16 editor, and right click in the BG editor. Notice that I have 1A in the BG editor and 1A on the 16x16 editor. Both of these two numbers need to be the same to assemble your BG correctly.

What BG's are you doing right now? Like which ones from SMB1 and SMB2? And using YY-chr is the best.
Keikonium
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Posted on 09-16-04 06:42 AM, in Mario Legends Snapshot Thread Link
Again more comments:

1st: Looks cool, not much to say for this one.
2nd: Same as above. Are those stompable goombas? And those wood blocks need to be brown...unless you intentionally made them green...
3rd: Same as above again I like the idea with the platforms as suppost pillars.
4th:OMG! *Kidnapps you and demands these graphics!!* This is amazing! I love the FG, and although the BG isn't complete, it looks to turn out pretty good. Whats with the blue star in the top right?
5th: Lookin good, I love sewer levels because there aren't many hacks that incorperate them. The more original level ideas the better.

Now, Have you released a demo yet? Even a test demo? I would love to try out this hack it looks VERY well done from the many many shots I have seen!
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Posted on 09-17-04 12:50 AM, in Major Graphic Problems! Link
This would be ALOT easier thru aim or MSN. So if you have either (I pefere AIM) we can talk on there later on. Mushroom12344 is my aim screen name.

Now, for your questions:

1. DONT ERASE PAGE 10-11, THE ONES WITH THE ORIGINAL BG'S!!!! That is unless you plan on NEVER using the BG's that come with the game....

2. You can have up to 4 FG/BG ExGFX files in the same level and up to 4 sprite ExGFX files in the same level.
Keikonium
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Posted on 09-17-04 04:29 AM, in "Nintendo Presents", Message boxes and sprite transparancy? Link
First off, what palette does the Nintendo presents screen run off of? Which line and where does it load it from?

What palette line and row do the message boxes use per level?

And finally, is it possible to make 1 (2) sprites translucent without have any other ones translucent? I want to make the gas bubble and big boo (since they use the same graphics) translucent. Changing digets thru hex maby?

If anyone knows any of these answers that would be great! Thnaks
Keikonium
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Posted on 09-18-04 04:07 AM, in Waking the dead - now featuring Solar Soundtrack! Link
Haven't listened to them yet but, Kratos Aurion are you using the winamp plugin for SPC's? I wouldn't recommend using that seeing as it has messed my computer more than once before. It also seemes to be having trouble playing the 'grass theme' from YI...

I would recommend downloading Foobar. I can play virtually anything, and it barly ises any system resources.
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