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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 10-02-04 06:30 AM, in Surprise! The Joe Adventure [SS, ?] Link
now for some comments:

1. Alright...the ground is AMAZING! but your Joe creature's head isn't attached to his body...

2. I think as soon as this OW gets done, it will look VERY cool good.

3. Lookin good. Did you use the YI coins there? They look like mine (which are almost YI coins)

4. Same as above. BTW, your blocks are really cool. Nice idea.

5. That little yellow creature is odd. What is it? and why do you have some "?" blocks with no "?" marks on them?

6. Same as above.

7. Same as above.

8. Same as above.

I think it looks okay. I can't really judge tho because most of the shots are of the same level. With some more viraity (I can't even spell that) I think I could give a better judgement.
Keikonium
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Posted on 10-02-04 06:55 AM, in Changing the BG of the bowser battle? Link
He is the one that told us a bit of data on how to edit sprites. Here is the data. I couldn't find his post...

0x03F46C -> 7E1656
0x03F535 -> 7E1662
0x03F5FE -> 7E166E
0x03F6C7 -> 7E167A
0x03F790 -> 7E1686
0x03F859 -> 7E190F

All of these tables are indexed by sprite number (starting with x00 for the shelless green koopa). Here's a few of my notes about some table values. I've still barely touched the surface of all this data. I have the RAM locations as the headers, cuz that's what I see in my trace logs.

7E1656
setting both bits 5 and 6 makes an enemy stompable
setting bit 8 changes the cape/star kill style

7E166E
setting bit 1 changes the gfx page
bits 2-4 tell which palette (8-F) the sprite uses
setting bit 5 disables fireball killing of the enemy
setting bit 6 disables cape killing of the enemy

7E1686
if bit 8 is set the sprite passes through floor
bit 7 is set if the enemy is sprite creating (which is created is in a different table)

7E1662
I've noticed that changing data here changes the area for sprite interaction. For example, you've probably seen in hacks where rexes have been changed into goombas, you can still get killed by an invisible rex head. Fixing this is as simple as changing rex's table value 0x03F5E0 (0x03F535 + AB) to x00.

Keep in mind that not all sprites use the data loaded from these tables. Some get new data from their own tables found in sprite specific routines.

For my demo, I just changed entry 12 to match entry 00 for all six tables. I then needed to make sprite 12 use the code for shelless koopas, so doing some tracing I found another very important table at ROM address 0x0087CC. This table holds the memory locations (2 bytes for each sprite) to go to for the handling of each sprite. Sprite 12 intially jumped to a RTS command (made sense since it's listed as a null sprite), changing it to use the shelless koopa's code finally gave me some results I could see. I had a sprite that acted like a koopa, but the graphics it used was off. 7E1602 holds the animation frame, but I needed to change the tiles that the frames used... more tracing, more tables.

0x009E7F is the begining of an offset table that is indexed by sprite number. 0x009D83 is the start of a gfx tile table that is indexed by a value in the offset table. For example the entry for a green shelless in the offset table is x09, so the gfx tiles for the shelless start at 0x9D8C (0x009D83 + x09). Again not all of the enemies are stored here. I started to document which were but lost interest. I'll include what I did find though:

(0)
82 A0 - koopa Walk 1
82 A2 - koopa walk 2
84 A4 - koopa turning
8C - koopa shell
8A - koopa shell ani 1
8E - koopa shell ani 2

(9)
C8 - shelless walk 1
CA - shelless walk 2
CA - shelless turn
CE - unused?
CC - shelless fliping shell
86 - struggling shelless 1
4E - struggling shelless 2

(10)
E0 - blue shelless walk 1
E2 - blue shelless walk 2
E2 - blue shelless turning
CE - unused?
E4 - blue shelless kicking
E0 - blue shelless struggling 1
E0 - blue shelless struggling 2

(17) para-goomba
a3 - straight goomba 8x8 tile 1
a3 - straight goomba 8x8 tile 2 (mirrored)
b3 - straight goomba 8x8 tile 3
b3 - straight goomba 8x8 tile 4 (mirrored)
e9 - tilted left goomba 8x8 tile 1 (mirrored)
e8 - tilted left goomba 8x8 tile 2 (mirrored)
f9 - tilted left goomba 8x8 tile 3 (mirrored)
f8 - tilted left goomba 8x8 tile 4 (mirrored)
e8 - tilted right goomba 8x8 tile 1
e9 - tilted right goomba 8x8 tile 2
f8 - tilted right goomba 8x8 tile 3
f9 - tilted right goomba 8x8 tile 4
e2 - straight parachute
e6 - tilted parachute

(25)
AA - goomba walk/struggling 1
A8 - goomba walk/struggling 2
A8 - goomba turning
AA - unused??

(29) para-bomb
A2 - straight
A2 - straight
B2 - straight
B2 - straight
C3 - tilted left
C2 - tilted left
D3 - tilted left
D2 - tilted left
C2 - tilted right
C3 - tilted right
D2 - tilted right
D3 - tilted right
e2 - straight parachute
e6 - tilted parachute

(37)
CA - bob-omb walking 1
CC - bob-omb walking 2
CA - bob-omb turning

(3A)
AC piranha plant closed mouth
CE classic/upside down stem frame 1
AE piranha plant open mouth
CE classic/upside down stem frame 2
83 displays behind left of jumping piranha frame 1 ???
83 displays behind right of jumping piranha frame 1 ???
C4 jumping stem 8x8 tile 1 frame 1
C4 jumping stem 8x8 tile 2 frame 1
83 displays behind left of jumping piranha frame 2 ???
83 displays behind right of jumping piranha frame 2 ???
C5 jumping stem 8x8 tile 1 frame 2
C5 jumping stem 8x8 tile 2 frame 2

(46)
8A - football

(47)
A6 - bullet bill

A4 - ???
A6 - ???
A8 - ???

(4B)
80 - spiny walking 1
82 - spiny walking 2
80 - spiny turning

(4E)
84 - spiny egg 8x8 tile 1 frame 1
84 - spiny egg 8x8 tile 2 frame 1
84 - spiny egg 8x8 tile 3 frame 1
84 - spiny egg 8x8 tile 4 frame 1
94 - spiny egg 8x8 tile 1 frame 2
94 - spiny egg 8x8 tile 2 frame 2
94 - spiny egg 8x8 tile 3 frame 2
94 - spiny egg 8x8 tile 4 frame 2

For my demo, I gave sprite 12 the same offset as the SMW goomba, and that's precisely what appears. The more I look through the ROM, the more tables I see, so hopefully this will spark some interest in documenting them.
Keikonium
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Posted on 10-02-04 08:18 PM, in Changing the BG of the bowser battle? Link
Okay, I have finally created a new sprite. Not the one I wanted, but at least I created something. What I made was a normal spring board that can be jumped on. Then if mario picks it up and drops it, its can't be used. However, yoshi can still pick it up with his tongue and when on yoshi, it can still be used. Also, if you take it and throw it into lava, off a cliff, what ever makes it leave the level, it will NEVER apper again. You have to go into LM and set it up. Useless but I finally made something.

What I was trying to do was 1 of two things:

I was tring to take the flying red coin and change just the coin to a spring board. And second, I was trying to make a sprite that could be used in a normal level (an exact copy of the bowser ground) so that I could use the bowling balls.

Now I have made a static sprite, but just like the spring board, it can be picked up, then when dropped it becomes static. Even if it was just static originally, I have no clue how to make a sprite bigger than just one 16x16 tile. Anyone know?
Keikonium
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Posted on 10-03-04 07:09 AM, in Changing the BG of the bowser battle? Link
Didn't think to do that (use the mega mole). However the moon is 9 tiles so I will have to use the gas bubble instead.

And again, I have two new problems (I suspect these will be problems when I get this to work):

1. Even when I make a static sprite, how will I beable to suspend it in the air and not make it fall?

2. I relized for the bowser battle that, when you view the 8x8 editor sprites, no actual bowser level sprites are selected. So even if I can get everything to work, how will I beable to use it in the bowser battle?
Keikonium
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Posted on 10-04-04 05:42 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
I can create custom sprites.

I have handmade a goomba, and also "shaded" almost every sprite in the first 4 Gfx lists.

I have created a ghost fish, which I may use in a water ghost house?

I have MANY sprite rips, however most of the palettes aren't that great.

What Im currently in the process of doing is replacing mario with the SMB3 mario (I can't believe Anikiti beat me to it ). I am also trying to replace Yoshi with the YI yoshi. So NO one do that please!!

I would love to see YI sprite rip replacements. I have always wanted the koopas from that game...
Keikonium
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Posted on 10-04-04 05:53 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
See, I want them to replace the existing koopas. I am trying to replace EVERYTHING in the game with a rip or a custom creation. The koopas in YI are too big to replace the koopas in SMW. So maby some sprite editing might work....

Anyway, I have the YI shells (edited of corse), a custom bat with a YI bat like body, and everything in the first 2 GFX files is changed or shaded. I seem to like shading...looks so much better. I can't wait to release a demo, but I got to many glitches...


(edited by Keikonium on 10-03-04 08:53 PM)
Keikonium
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Posted on 10-04-04 06:08 AM, in New hack SMW (SS) Link
Never really been a fan of the factory type levels in your previous hacks, so this one is no different.

However, your overworlds are THE BEST I have seen yet, so Im really happy about that.

Just a few things tho:

1. I was in the process of making my mario the SMB3 mario!!
2. The coin you have for the yoshi coin and coins collected in the status bar is the same as mine.
3. Whats up with the bottom left most level on the overworld? Looks like its over a pit or something...

Your hack is quite good tho. Like your other ones, I will defentally play this one.
Keikonium
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Posted on 10-04-04 06:17 AM, in Problem with the Title screen palettes. Link
I need some help here:

This is what the title screen is supposed to look like:


This is what it looks like when I play the game:


And this is what the level is supposed to look like, but the palette is messed up:


So my question is, how do I make the level have the correct palettes? I know I need to fiddle with the name palettes to make them correct, but I have no clue why the level is messed up.

Anyone want to help me out? Thanks

EDIT: Sorry the shots are semi-transparent. Its my post layout that does that.


(edited by Keikonium on 10-03-04 09:19 PM)
Keikonium
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Posted on 10-04-04 04:50 PM, in Problem with the Title screen palettes. Link
I am using palettes, 4,5, and 6 for the ground and palettes 0,1 for the BG. The BG is fine, but as you can see the FG is not. So I don't think its because of the that...I guess I will need to use a different underground set..
Keikonium
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Posted on 10-04-04 04:53 PM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
I actually have an entire shaded level in my hack (shoot, that was supposed to be a secret) I willl take a shot of the entire level and post it after school if I remember. I am really quite proud of my shaded YI turtle shells, pirana plants, goal tape, and I had shaded Yoshi's but not any more.
Keikonium
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Posted on 10-05-04 06:17 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Just a bit late on this...

I decided not to post the entire level as that would give away secrets, so I decided to just post some sprites.

This is most of my shaded sprites that I have in the game. I am only posting these so I can go on record saying that I have them first.... The ones on the right (starting with the koopas over) are found in almost all the levels, and the others are only in the shaded level. I need to update them however, to match the new ones (the ones on the right)


Also, here are some levels that I thought I should post. They are links because the pictures are quite large (not size wise):

I am incredibly proud of this level. It was hard work ripping this, and I plan to use this set a few times in my hack.

This is the abandoned temple (replacing yoshi's house) and it is quite a large level. And yes the fire guys on the candles move and hurt you (unless your on yoshi, but I will sprite hack them so they will kill yoshi too).

So what do you think?
Keikonium
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Posted on 10-05-04 06:31 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Thanks.

Didn't know Fu had a YI decompressor.... I should try it out, may be better than the way I rip them.

And no it uses lvl 107. I knew enough not to overwrite that level because its used in the ending credits. All I did was put YH on the Main map, inaccesable, so that way when the ending credits came along it would look good.

I made that goomba by hand so I figured that it wouldn't turn out really great. I was trying to put the YI goomba in, but I ended up making this guy instead. I may however just make him a new sprite and use the YI goomba...
Keikonium
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Posted on 10-06-04 05:17 AM, in Your Celebrity Match Link
Well, I got:

Rollo Weeks 98%
Gil Ofarim 96%
Haley Joel Osment 84%
Ian Thorpe 83%
Jamie Bell 82%

I have no clue who these people are, they sort of sound like guys names...

So what I decided to do was browse for someone I know:

Cameron Diaz:
Physical = 100% (no duh...)
Emotional = 90%
Intellectual = 100%
Total = 97%

Christina Aguilera:
Physical = 85% (ARE THEY OUT OF THEIR MINDS!!! Should be 110%...)
Emotional = 22%
Intellectual = 92%
Total = 67%

Tara Reid:
Physical = 46% (wrong again)
Emotional = 70%
Intellectual = 58%
Total = 58%

I am so happy that cameron diaz scored so high seeing as she is the coolest and hottest (IMO) girl in the world.
Keikonium
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Posted on 10-07-04 03:34 AM, in Your Celebrity Match Link
Ekk! I acidentally did guys last time...thanks for pointing that out NSNick.

Here is my new one:

Dewi Pechler 98%
Emma Watson 96%
Lena Katina 96%
Devon Aoki 95%
Christie Hayes 94%

Still have no clue who these people are, except emma watson.
Keikonium
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Posted on 10-08-04 07:32 AM, in Need somone to insert cutsom back round for me Plz! Link
However, if you want the cave BG, trees, other SMB2 BG's then you can just open up the rom in a tile editor to save time save stating.
Keikonium
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Posted on 10-09-04 02:25 AM, in Nobody happens to have an unused OW, would they? Link
Yes it was me who supplied an overworld to someone on this board. They did change it (so they said). If I can find my other OW that I nevered used I could give you that one. Its not the greatest, but at least its changed. I can't supply submaps tho because I have used most of my submaps (the ones from the same hack as the unused OW) and they are in my new hack.

So I can't get it to you tonight, but if I can remember tomo (Saturday) I will send/upload the game to my site and you d/l it from there. I will PM you when its up.
Keikonium
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Posted on 10-09-04 02:43 AM, in Some screens of my hack: SME [no demo] Link
My new hack, SME, which stands for Super Mario Era, is comeing along nicely, IMO. I am soon going to release a demo, just looking for glitches and need to do one or two levels. I have some screens to show, not many, but hopefully you guys like them. I have pixel shots (shots right from the game) and I have those same shots with that smoothing filter on.

Pixel Shots:
Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
Pic 6
Pic 7
Pic 8
Pic 9
Pic 10
Pic 11
Pic 12
Pic 13

Smooth Shots:
Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
Pic 6
Pic 7
Pic 8
Pic 9
Pic 10
Pic 11
Pic 12
Pic 13

I know the shots aren't very active, but I still need to put in many sprites. This thread is mainly so I can get my ideas out there. And in Pic 11 how do I get the BG not to move up the screen like it shows in that shot? Thanks and hope you like these
Keikonium
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Posted on 10-09-04 09:08 PM, in Some screens of my hack: SME [no demo] Link
Thanks guys!

I will probably release a demo as soon as I fix up the title screen (which has messed up palettes), I need to add some enemies to some levels, work out some glitches, and do one or two levels. This week and next week are very busy for me so it will probably be in the next 3 weeks, probably the end of the month, but dont hold me to that.
Keikonium
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Posted on 10-09-04 09:14 PM, in Mode 7 Viewer Link
Well, I think BGMapper can view mode7 graphics. You just need to open a savestate and then press...I think Shift+7 and it will show mode7 graphics. Then you can also 'hide' the other layers if you want. Not sure if thats what your looking for tho...
Keikonium
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Posted on 10-10-04 06:25 AM, in Super Demo World TLC - Did I screw myself? Link
Wait a sec. Wouldn't he beable to go to water world (or a world that connects to a star he can't get to) and then just get the star thru there? Im pretty sure that would work, and if it doesn't, he could use codes couldn't he? (the exit level code).

Oh, and is there an x,y coord code for marios placement on the overworld/submaps?
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