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06-16-24 03:48 AM
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: 6327 days
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Posted on 12-22-06 12:12 PM, in It's Peter's birthday!! Link
Happy boatday.
...err...
Birthday.
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: 6327 days
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Posted on 12-24-06 11:04 AM, in Huh? What's going on? Link
I'm not 100% sure that this is correct, but it's what I believe.

When a block bounces, it replaces itself with a blank, solid block and places a "block bump sprite". When the sprite has finished the bumping animation, it replaces the blank solid block with whatever it really is.

However, the amount of "bump block sprites" is limited. (Only four at a time, if I recall correctly.) If too many are on the screen at once, one of them will be overwritten, meaning that it'll never finish it's animation and never correct the blank block. The baby Yoshi in the wastes two of those four, meaning that if Mario activates three or more bump sprites at once, there will be problems.

For some reason, Mario seems to fall through one of the note blocks, as if the creation of the blank, solid block was delayed. Mario falls into the gap, then the block gets created, crushing Mario.

However, I have no idea why the delay of the creation of the blank, solid block would happen.
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: 6327 days
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Posted on 12-24-06 01:46 PM, in SM64 Editor (questions=made editor) Link
Making an SM64 editor requires the following things:

1) Tons of ROM Hacking experience
2) Tons of experience with SM64 hacking
3) An almost complete understanding of the formats used in the game
4) Tons of programming experience
5) Tons of 3D programming experience
6) Tons of time
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: 6327 days
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Posted on 12-26-06 12:05 AM, in Post like it's 2018! Link
Good afternoon.
My name is Tomas Andréasson, founder and owner of Inventerface, the world's leading development corporation in the field of human/computer interaction.

Just last year, we finished Project Holohand, a system where you use your left hand to interact with holograms hovering above your right hand's fingertips as well as on the right hand's palm. This, combined with our MasterSpeech technology (a speech controlled system which quickly adapts to your way of speaking), increases an office's efficiency by as much as 89%.

We're also working on TipMem, an incredibly small quantum storage chip capable of containing up to 1TB of data. It gets inserted into your fingertip and are compatible with every Personal Memory Reader in the world.

The last project I can reveal today is Creatron. This extremely advanced neural network observes how you create something, for instance, a drawing or stories, and is able use that information to create something new, but in the same style as you use.
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: 6327 days
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Posted on 01-06-07 12:41 AM, in if you had all the licensed ROM image source code in the world, what would you do? Link
Keep the Super Mario World one and delete the rest.

Edit: ...except for Banjo-Kazooie and Banjo-Tooie, just to make the SnS seekers shut up.


(edited by Smallhacker on 01-05-07 06:43 PM)
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: 6327 days
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Posted on 01-06-07 09:16 PM, in Wii Numbers, Xbox Live usernames ++ Link
Wii number: 3118 1922 0649 9809
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: 6327 days
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Posted on 01-08-07 06:58 AM, in Ziff's Wiiventure Link
Wii got our we for Christmas...

My brother has already defeated the last boss (like... a week ago) and collected all heart pieces... and all bugs... and is currently looking for five more Poes...

Twilight Princess, duh.


(edited by Smallhacker on 01-08-07 12:59 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: 6327 days
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Posted on 01-10-07 12:53 PM, in 15 colors for Shared Sprite Palettes C and D Link
Originally posted by icegoom
Now, go to a level with no custom palette. Open the shared palette editor, double click on a color, and make some kind of change. You now have the option to "Save RGBs to ROM." Instead of doing so, hit "Open Level Number" and go back to the level with your custom palette. Even though you're in a level with a custom palette enabled, you still have the option to Save RGBs to ROM. If you do so, your red and green 15 color custom palettes will be saved as shared palettes!

Wait... Saving RGBs to ROM while in a custom palette editor overwrites the "hardcoded blacks" with the custom colors from that level?

Okay. This reeeeally shouldn't work. O_o

*Investigates*

Nope. It doesn't work like that. Here's how it really works:

The black colors of the palette are unused. Therefore, there was no reason for the SMW programmers to make the loading routine load anything to those colors.

Lunar Magic, however, has got "Custom Palettes", which is made possible by an ASM hack which loads an entire palette (including the unused colors).

But... If you go from a level with a custom palette to a level without one, the normal palette loading routine doesn't load anything into the unused colors, leaving them unchanged. This means that a non-custom palette level will use the same "unused colors" as the last custom palette level you visited.

Note to self: Think about modifying the default palette loading routine to allow the shared palette to use all 256 colors.


(edited by Smallhacker on 01-10-07 06:54 AM)
(restricted)
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: 6327 days
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Posted on 01-14-07 12:51 AM, in SMW ROM addresses Link
18CC: Level to use on the title screen.
(Note that the byte is the actual number + $24)

Edit:
1EB1: Level to use during the "Welcome to dinosaur land" intro.
(Note that the byte is the actual number + $24)

Also, setting 1EB1 to 00 will make the game skip the intro and move directly to the overworld.


(edited by Smallhacker on 01-13-07 07:15 PM)
(restricted)
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: 6327 days
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Posted on 01-14-07 04:56 PM, in Fast ROM patch broke my hack Link
Tip: Make backups before applying a patch.
Tip: Be very careful when using multiple patches.
Tip: Patch Fast ROM before any other patch.
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: 6327 days
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Posted on 01-14-07 05:11 PM, in Odd sprites in SMA2: SMW Link
To compare the differences between SMW and SMA2, I played it with the tile viewer window open.

The bottom half of the sprite tile data contains "new" sprites that doesn't fit in the old sprite files, like the sprite Yoshi coin, the "collect all coins" sprite, the new 1/2/3/5 UP sprites, and so on.

However, there was some sprites in there that I had never seen before. (I've beaten the game to 100% on my GBA without ever seeing them, and I beat it to 100% in an emulator, just to be sure.)

Here they are:

A sitting Mega Mole, a thin Porcu-puffer, a sitting Rex, a dolphin making a somersault(?), a Volcano Lotus(?), a weird shell(?), Blaarg eyes, Spiny egg, Spike Ball with all spikes in, a Wiggler with closed eyes and an angry Wiggler.

Note about the last ones:
Even though it may look like it, they're not used, as far as I can tell.

So... Any thoughts about this?
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: 6327 days
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Posted on 01-14-07 05:32 PM, in Odd sprites in SMA2: SMW Link
Crap, you're right.

However, you can't swallow Blaargs, and I can't think of any enemy with a shell like that, so what are those two sprites used for?
(restricted)
(restricted)
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: 6327 days
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Posted on 01-18-07 05:58 PM, in Don't bark up that tree... Link
I feel sorry for the tree. Did it suffer?
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: 6327 days
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Posted on 01-19-07 06:49 AM, in New Smw Beta Screens found! Link
According to BMF, these are photos of an old japanese magazine. A camera was used because the person didn't have a scanner.
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: 6327 days
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Posted on 01-19-07 07:09 AM, in What if... Link
What if I closed this thread?
What if I had that ability?
What if I hacked into the board to get SUPPAR ADDMIN POWWARS?
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: 6327 days
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Posted on 01-22-07 08:57 PM, in Extremely unimportant bug in LM Link
Open the title screen editor, select something that isn't just blank space (the more, the better). Hold down the right mouse button and move the mouse to the bottom of the window to scroll down to the bottom. Near the bottom, on the left side, junk tiles should appear.

These only seems to be graphical glitches (and will disappear if you try to select them). Also, there's no reason to change anything that far down, so it's an extremely unimportant bug... In fact... I have no idea why I'm making this thread...

...but if we collect enough extremely unimportant bugs, we might get FuSoYa to release another version of LM... And if he's going to make a new version, we might be able to force him to add some new features...

...I'll shut up now.
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Acmlm's Board - I3 Archive - - Posts by Smallhacker


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