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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot
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DisruptiveIdiot

Paratroopa
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Posted on 09-14-05 07:29 AM, in [ASM][Sprites][Help] Changing Palette sprites use. Link
Originally posted by HyperHacker
Alright, looking at those values I know what the palette value is... bits 1, 2 and 3 (starting at 0 on the right) of graphic byte 1; add 7 to get the actual palette number.


Now a question: Why does the para-bomb not change palette if you hit it in mid-air? It changes into a bob-omb, but it doesn't change palette. I think this may point towards how to change sprite palettes and maybe even other characteristics during run-time. Hitting the ground tells the Para-Bomb to do something different than mario hitting it, which is pretty interesting.


(edited by DisruptiveIdiot on 09-13-05 10:29 PM)
DisruptiveIdiot

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Posted on 09-20-05 06:23 AM, in Request: Custom Palette for Mario & Luigi Link
Originally posted by HabsoluteFate
Since nobody has offered to provide me with custom palettes I have gone and done my (rather ugly) default custom palettes...i don't want to spend the time pretying them up as i would rather concentrate on the programming aspect.
SMW Dev Environment V0.3 should be out within a week...my patching utility works...i just have to add a couple of other things and fix some bugs i noticed from previous versions

if someone would like to provide me with custom palettes its not too late as long as i receive it before V0.3 comes out.


Ill do it for you if no one else will. It's not exactly my forte either but I have plenty of time to work on it.
DisruptiveIdiot

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Posted on 09-24-05 03:33 AM, in PalEnemy Link
Originally posted by Glyph Phoenix
It was late. I was tired. Never again.


How hard would it be to make the palette a sprite uses be based on a color? I want the goomba to have two different palettes depending on the level and I think basing it like this would be good. Is it based on the same principal? I'd like something like that.


(edited by DisruptiveIdiot on 09-23-05 07:16 PM)
DisruptiveIdiot

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Posted on 09-25-05 02:25 AM, in Lunar Magic Version 1.63 Released! Link
Yay! How have you been Fu?
DisruptiveIdiot

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Posted on 10-01-05 07:56 AM, in New Hack in the works: 50 LEVELS Link
Originally posted by Bio
Like I away say when someone tell me that: he can export all his level,GFX,map16page, etc. and reimport them in the HDMA patched rom(why no one thinking about that before saying 'I can't')


Why would he go through all that work to get HDMA when he wasn't even intending to use exgfx?
DisruptiveIdiot

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Posted on 10-05-05 03:25 AM, in Idea for freeing up stages and maybe the overworld Link
Originally posted by Kryone
Originally posted by HyperHacker
ROMs are designed to run on a SNES, which doesn't have a hard drive, so you can't very well expect one to access your HD.

As far as putting multiple levels in the same area, people do that, and it works alright, but it's not really necessary. Plus people can use the cape to fly from one level into a completely different one.


.........HEY!

How about you patch ZNES(which I think is written in ASM) to support these things...

*Automatic Savestate loading by hacking ZNES into loading save states on the fly.

ok so you have to patch the emulator to support it.



That destroys the whole purpose of hacking an SNES rom. You might as well port it to win32 and use that.
DisruptiveIdiot

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Posted on 10-29-05 02:46 AM, in Irritability Comics Link
What the hell?
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Acmlm's Board - I2 Archive - - Posts by DisruptiveIdiot


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