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06-15-24 09:13 PM
Acmlm's Board - I3 Archive - - Posts by Smallhacker
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Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-25-06 04:17 PM, in Big Boo sprite help Link
Yes, I'm sure.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
Skype
Posted on 03-26-06 10:31 AM, in Acmlm, are you there? Link
Originally posted by Phinsfan
Smallhacker is a inpolite mod, please tell him to be nicer.
If acmlm replys, HI!


Just incase you didn't know, I am Acmlm. "Smallhacker" is my secondary account. (All my personal data is faked to make this account look more realistic)

Soo... By inserting this information to the thread, I got this result:

Acmlm, are you there?
You are an inpolite mod, please yourself to be nicer.
If you replys, HI!

...which makes things a whole lot funnier.

*Tells myself to be nicer*
*Doesn't listen to myself*

That was fun.

Have a nice day.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
Skype
Posted on 03-27-06 05:28 AM, in Fire mario's pallete Link
Basic concept to give Fire Mario different graphics:

(Subroutine start)
Load Mario's status
Compare to old status
If Mario's status != old status and Mario's status = Fire then...
...Execute code to copy the fire graphics onto the old graphics.
...Set old status to Mario's status
If Mario's status != old status and old status = Fire then...
...Execute code to copy the normal graphics onto the old graphics.
...Set old status to Mario's status
(Subroutine end)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-27-06 10:14 AM, in Do overworld events have to be in order? Link
Originally posted by peter_ac
@Smallhacker: It might not be a bad idea to add this to SMW Central.

Look at Boom's to-do list.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-27-06 10:17 AM, in Custom Block Woes Link

- (the little preview window down the bottom looks like the red on box, but the tile in the big window at the top doesn't look like it)

- Press F9

Between those two steps, right click on the old block in the window to overwrite it (or right click somewhere else if you'd like to use both the old and the new one). Then press F9 to save.


(edited by Smallhacker on 03-27-06 08:18 AM)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-28-06 04:45 AM, in Using the Mario/Luigi blocks with the Luigi Patch.... Link
My patch updates the graphics during the fade to black on the overworld map when the game switches character. (In fact, it changes right after the character byte has been changed.)

There are three possible solutions.

1) Add the DMArio code to the character switch block. (Probably the easiest solution)
2) Patch the main level routine to update the graphics every frame. (May cause slowdown. I'm not sure how fast DMA is.)
3) Patch the main level routine to check if the character has been switched since the last frame. If so, update the graphics.

If nobody wants to do it, remind me in a week or so. (I've got a project for school which I have to get done on time, and I've got a lot left to do.)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-28-06 04:56 PM, in last screenshots before I release another demo Link
Wrong. Even if you change the byte(s) that Lunar Magic changes to mark the hack as locked, and you get the ROM to load in LM, it'll just show up as crap. When you lock a hack, LM edits the ROM's level format (and the level loading routines). Lunar Magic isn't programmed to understand this new format, and will show the levels as crap.

The unlocking tool restores the lock byte(s), restores the level loading routine and converts the levels back to the normal level format.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-29-06 02:03 AM, in Map16 Questions. Link
Sukasa: Tiles, as in 8x8 graphic blocks. 1024 is (appearently) the maximal amount of 8x8 tiles that can be loaded at once (not counting sprites). The maximal amount of MAP16 blocks has nothing to do with this.

FuSoYa added more pages by extending the MAP16 table(s) (and by writing some ASM for these new blocks to be useable).
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-29-06 11:32 AM, in RAM Addresses? Link
BMF's backup copy of the memory map:

Link
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-29-06 11:46 AM, in New Hacker - Looking for some info; clearly worded ASM questions. Please help if you can. Link

1) I have asked for a link to a good RAM map in another thread; but hear I will ask a specific question. I want to set various flags that a) will be accessible from any where; and b) will be saved when the game saves (as in a SMW save; not a state dump). Anyone know where I might find such memory space?


Large blocks of $55s in the RAM is free space, which you can use for whatever you want to. (Some empty blocks can be found in the RAM map.)
As for saving, you have to modify the SRAM (a piece of battery powered RAM memory in the cart). I'm not sure where in the RAM the SRAM is, but you can find that information here.


2) How do I get custom code to fire once during the loading of a particular level? I want to replace the sprites used for various monsters for a particular level (but I want them to remain the same in other levels).

The best way would probably be to patch the sprites' routines instead. If, say... you want to make a green koopa act differently, you can alter the koopa code to jump somewhere else depending on, for instance, level number.


3) How do I temporarily alter the behaviour of monsters? Specifically I want to "freeze" monsters . . . I know how to change which sprites they use to render, so I can 'graphically' freeze them already; but I want to make them a) stop moving; b) act like a harmless block.

The only way I can think of is to patch the sprite's walking routine with something that jumps to the original walking code if a byte (in a new sprite table, for instance) is cleared, and otherwise ignore that routine.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-29-06 02:52 PM, in *Puzzle Section* interest meeting/discussion. Link
This sounds like fun. I might (might) be interested in joining.

A few questions, in case I join:

1) Should we post the puzzles in the thread, or should we send them to you to organize it?
2) If I join, do you want me to make a puzzle (or such) every X days, or can I make one every once in a while (that is, whenever I feel like it / come up with a great idea)

I would do stuff like...
Riddles
Mathematical problems
Rebuses
"Try to understand what the crap I'm talking about"
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-29-06 06:20 PM, in *Puzzle Section* interest meeting/discussion. Link
Okay. I'm in. I'll try to come up with at least one thing per week.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-30-06 05:22 PM, in 3D Mario level art Link
*Steals idea*
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
Skype
Posted on 03-31-06 08:56 AM, in Whatever happened to Solar Soundtrack? Link
Originally posted by Professor Logic
I've suspected since over a year ago that the project was a hoax.

It's not. blackhole once gave me a (very buggy) version of Solar Soundtrack, and it actually worked.

...too bad that I lost it in a hard drive crash around easter last year.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 03-31-06 05:58 PM, in Yoshi related ASM sub-routines Link
Originally posted by Xeruss
Originally posted by lynch82
Yoshi colour (4=yellow, 6=blue, 8=red, A=green - refreshes on level change)


Hmm... Could this be used to make a custom block that would change yoshis color?


"refreshes on level change" means that Yoshi won't be updated until you enter a new level (or return to the overworld. Can't remember which).
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 04-01-06 04:49 AM, in missio inbossibul (relase Link
hers my hax http://www.geocities.com/smallhacker2k/smw/missioinbossibul.zip

thx 2 my bothr 4 naem


(edited by smalhax0r on 04-01-06 02:50 AM)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
Skype
Posted on 04-01-06 05:04 AM, in Lost Thread #4026 Link
tis dead?

NOOOOOooo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!11
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 04-01-06 10:55 AM, in Unlocked Mario Throwing Hammer Link
I knew that this was a joke, but I wanted to try it out anyway. Appearently, making this modification will make objects disappear when carried by Mario.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 04-02-06 05:27 PM, in Where do I start, I'd like to learn how to mod super mario world Link
A good place to start at

Also, please post SMW Hacking questions in the SMW Hacking forum.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6329 days
Last view: 6326 days
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Posted on 04-03-06 04:40 PM, in OW help Link
You know, there is an overworld editing tutorial in SMW Central's Documents section.

If "How do I make ExGFX" is the most common question, this one has to be #2...
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Acmlm's Board - I3 Archive - - Posts by Smallhacker


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