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Acmlm's Board - I3 Archive - - Posts by JJokerDude |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Heh heh... Sorry. Just curious, that's all... | |||
JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Are you guys gonna help him or just compliment his hack?! Jesus!
(Nice hack btw) lol Anyway... It looks to me like its your palette. Custom palette doesn't change Mario or Luigi's palettes. (The red/green colors to the right of Mega Mole's... And remember that Mega Mole's brown colors are the same as Mario's shoes... Changing them will (unlike Mario's other colors) affect Mario. Post a screenshot of your palettes; I'll see if I can decipher it. *Edit - Oh... And I'm gonna have to know what colors you used for the new Mega Mole. (A snap of the 8x8 Editor window will work just fine. ![]() (edited by JJokerDude on 06-04-06 10:55 AM) |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Yeah, Alastor's right. (Damn... He beat me...) | |||
JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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I'm curious... I have Super Gameboy.smc, but I'm not quite sure how to play Gameboy games... Is it just for show or can the Super Gameboy rom actually be used? If so... How? | |||
JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Heh... Yeah VisualBoyAdvance has a SGB feature... But it runs so slow on my computer, and I'd rather use Zsnes which runs smoothly... Oh well.
I was thinking maybe its possible to combine a .gb file and the SuperGameboy.spc. You know, like combining Sonic and Knuckles.bin with any other rom. Guess it isn't possible though... ![]() |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Grammar, people. ![]() And nice coding, DMiner! Firetraps, Hammer Bros., Parabeetles... What's next? Boomerang Bros.? Chain Chomp? (Oooh, let it be Chain Chomp!) |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Okay... This is a complicated one...
I've been playing New Super Mario Bros. recently and have gotten used to the ground pound ability. Using this on top of any block containing an item caused the item to come out from underneath the block. This got me thinking. Is there a way to code the ASM to make Mario's spin jump work this way? Similar to the way that spin jumping on a turn block will cause it to shatter, maybe somebody could make an ASM hack that would cause ? blocks and item-containing spin blocks to drop items, almost like a note blocks? I doubt it's possible, but it seems likely. That is my request: a spin jump that causes item blocks to drop items. ![]() (edited by JJokerDude on 06-24-06 01:57 AM) |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Hahaha wanna know something funny? I just thought of that yesterday... Curse you lol. Ah, well. If you can manage to make it then, good luck! I don't want to work on something somebody else is working on lol. As for advice:
1. Open the rom in Lunar Magic, enable "Use joined GFX files" in the Options tab, then Extract your graphics. Then, a new folder should appear in your roms folder titled "GFX". In it, there should be a file called AllGFX.bin. Open this up with a tile editor like Tile Layer Pro or yy-chr. To get Peach's graphics, you would want to open Super Mario All-Stars and look for Peach's SMB2 graphics. Then rip them to your hack. (Mario's sprites are usually near the end in the graphics file.) When you are finished, save AllGFX.bin and go back to Lunar Magic. Then Insert the graphics. 2. Uhh... If you use the process listed above, it should show up in LM. (Except, of course, Mario's graphics.) 3. Just like in (1.), but this time, look for the Mario sprites you wish to rip and insert them where Peach is. 4. Meh... I'm not that good at that, sorry. I'm sure somebody here wouldn't mind helping you. 5. There is no way to add music just yet. blackhole89 is working on a program called Solar Soundtrack which will allow us to do so, but it might not be out for a loooooooong time. Hope that helped. |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Originally posted by Doritokiller
-------------------------------------------------------------------------------- TLP doesn't support .bin files, but can be opened when the type of files to be shown are all of them. -------------------------------------------------------------------------------- It does for me. Once you open AllGFX.bin, go to View>Format>SNES. Theeeeere we go. ![]() And peter_ac... I thought I already clarified that lol. ("Open this up with a tile editor like Tile Layer Pro or yy-chr.") ![]() |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Simple. Palette>Load...>(tpl file) | |||
JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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I uhh... Hope you don't mind... I already started working on the graphics part... (I was curious lol...)
But the good news is, no her hair won't be messed up if you change the SMW palettes to Peach's SMB2 palette. And when she dies, it really does look like SMB2 lol. ![]() ![]() ![]() ![]() Oh, and just a quick suggestion. Second player should be Daisy. ![]() (edited by JJokerDude on 07-03-06 11:54 AM) (edited by JJokerDude on 07-03-06 12:08 PM) |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Erm... NintenDS, my version isn't nearly finished but... I'll send you a patch of what I've finished so far, ok? | |||
JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Okay... I feel pretty foolish being the only one who got this message but...
************ERROR************ couldn't open ROM ********************************* ![]() |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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"The system cannot execute the specified program."
************ERROR************ couldn't open tmpasm.bin ********************************* Hahah... (edited by JJokerDude on 07-17-06 12:46 AM) |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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![]() (edited by JJokerDude on 07-17-06 12:47 AM) |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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![]() (edited by JJokerDude on 07-17-06 12:48 AM) |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Hahah! Thanks, HyperMackerel! It works now! W00t! (Sorry for ruining this thread with my noob-like problems... heh...) | |||
JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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I suppose it could be done because...
*ahem* With just a little bit of ASM, almost anything's possible! Heh heh... If you were to get a lot better with SMW hacking and proceeded to ASM hacking, I suppose you could make a sprite that walked at a certain speed but didn't interfere with Mario. (A sort of... background sprite, I guess... He could be our "Koopa the Quick") You could do a little trial-and-error with how long it takes the sprite to reach a certain point. You would then make THAT the time limit. Since the sprite will reach that point as soon as the time limit is reached, you could suppose it was because you lost the "race" that you died... Just a thought, you know. Or... You could actually code the level to be similar to DKC3's level. Since both games are for SNES, it could be possible to use the ASM code from that level on a SMW level... But it'd be extremely difficult. But... It's not like I'm gonna help with any of that... I'm just the lazy guy with the ideas. ![]() |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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Okay... I'm having trouble running Um Jammer Lammy... (Hey, it's a fun game. ![]() Everything runs PERFECTLY up until I get to the loading screen for stage one. It begins to load, and finally when the level should appear... Nothing. Just the music for the stage. No buttons work, no signs of losing the stage; nothing but music. How can I fix this? |
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JJokerDude![]() Kabu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Since: 11-21-05 Last post: 6543 days Last view: 6543 days |
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My mistake for thinking that. I don't know shit about ASM. Sorry. (edited by JJokerDude on 07-17-06 11:05 AM) |
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Acmlm's Board - I3 Archive - - Posts by JJokerDude |