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06-17-24 03:40 PM
Acmlm's Board - I3 Archive - - Posts by KPhoenix
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KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-14-06 10:54 PM, in Cape Physics Link
I found the offset for the Cape's Physics, 05AEB, and it is at 30, for Caped Mario. I've tried changing it to different things, but I can never seem to give it to Firey Mario. I only got 80 for disabling it and 30 for giving it to both Caped and Firey Mario. Does someone know what I can do to solve this problem?


(edited by KPhoenix on 12-14-06 10:05 PM)
(edited by KPhoenix on 12-14-06 10:07 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-19-06 07:05 PM, in SMW Central - http://www.smwcentral.net/ Link
What happened? Is SMW Central down or what?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-19-06 09:32 PM, in SMW Central - http://www.smwcentral.net/ Link
Well every time I go there I get a 401, same with some other users there.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-19-06 09:56 PM, in Hack: Super Mario Bros. 3 II Link
Here is my latest hack. I've called it SMB3 II for the reason that it's a sequel to SMB3, and uses the same GFX, plus extras.

Actually it's called

SMB3 II: The Whistle Theif



For the people interested in storylines, here is the first one. The hack is made up of multiple storylines, more so mini-quests I guess you would say.

The beginning starts out when Mario is called to Yoshi Village, because of some plumbing problems with various enemy's attacking the pipes. Mario progresses through the village, eliminating the pests and bringing peace back to the Yoshi Village. The Yoshis suspect that the invaders are coming from a Castle, and after wiping out the intruder, he sets out for the Castle. When he arrived, he found the Castle to be vacant...

But it doesn't end that way. This is only a preview of the first part of the hack, and there will be much more to come.

Now I'll shut my yap and let you look at the screenshots.


I have yet to change the logo, so ignore that for now.













Gah I'm too lazy to post more.




(edited by KPhoenix on 12-19-06 08:57 PM)
(edited by KPhoenix on 12-19-06 08:57 PM)
(edited by KPhoenix on 12-19-06 08:58 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-19-06 10:27 PM, in Hack: Super Mario Bros. 3 II Link
Relax. Just give me a little time to work on it. I'll release a demo after the first world, but that'll be the only demo then, because I don't wanna spoil it.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-20-06 09:07 AM, in Hack: Super Mario Bros. 3 II Link
I'm going to be adding SMB3 OW graphics anyway. Another reason why I'm not releasing the demo at this moment. Also, I'm going to be making some of my own SMB3 OW tiles so I can have elevation, just like SMW.

And the thing on Mario's eye is a bubble.


(edited by KPhoenix on 12-20-06 08:07 AM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-20-06 11:26 PM, in Hack: Super Mario Bros. 3 II Link
Pikaguy, you could just ask Pac to use his OW ExGFX, because just re-ripping them would be like reinventing the lightbulb; pointless.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-22-06 08:57 AM, in Gravity Block problems Link
Originally posted by pikaguy900
(like with all of KPhoenix's patches- He won't even include a readme to tell how to use a patch or what it even does or even how to actually work in in-game!).)


And my patches should be self-explanatory. I mean what would you think Fireball-CapeMario.ips would do eh? Give Koopa super swimming powers?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-22-06 08:57 AM, in Gravity Block problems Link
EDIT: Accidently double posted.


(edited by KPhoenix on 12-22-06 07:57 AM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-22-06 09:19 AM, in SMW Central - http://www.smwcentral.net/ Link
You're able to log on now. I guess they're back up again. Boom.dk just has the fix the username colors though.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 12-31-06 08:02 PM, in Laser Suit -Custom Powerup Link
I doubt I'll be using this power-up in any of my hacks, so I'm willing to let somebody else have it. I'm not going to release it for just anyone and/or everyone to use though.

Also, if anyone wants it, you'll have to add in the missing frames yourself. It shouldn't be too hard since the sprite's style isn't that hard to draw.
Also you may want to recolor Small Mario. I may even considering finishing it myself and then offering it to someone. I'll see.

Just ask me here for it and include your email address if you would like to use it.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-07-07 10:15 PM, in SMRPG rips Link
Yeah, I ripped Mario from SMRPG. Andddd I have the palette right, too. I even gave Luigi a palette by doing math with Mario's palette. Problem is that some sprites that use Mario's palette got a little discolored. I'll fix it some time.

I'm not sure what to do for Caped Mario since there wasn't one in SMRPG. The rips aren't 100% accurate because I had to make them fix in the 16x16 tile areas.

Fire Luigi:

I'm going to tone down the green a bit, and tone up the grey.

Luigi:

I'm going to change his eye color so he uses purple instead of green.

Fire Mario:

Yeah lol.

Mario:
You all know what Mario RPG Mario looks like so whats the need for a screenshot?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-08-07 06:10 AM, in SMRPG rips Link
I'm going to rip some more graphics too, like the blocks and sprites like goomba as the other guy said. I'm going to make some custom graphics too based off of the grpahics in SM RPG.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-13-07 05:30 PM, in Hack palette check [screenshots] Link
Alot of your terrain in a good percentage of the screenshots are just plain 'flat'. Some elevation and slopes always should be included in a good level.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-15-07 07:26 AM, in Fast ROM patch broke my hack Link
If the fast ROM patch overwrote any information on the patches previously patched, you could try repatching all the previous patches to restore them.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-20-07 04:10 AM, in Fatal Error: Fireflower Edition Link
This is starting to get on my nerves. I've seen it happen to someone before, but I don't know what they did to fix it. Whenever I'm in a form higher than Small Mario, when I touch a fire flower, all the objects in the level shift way over, the sprites shift, the backround dissapears, and the game freezes. I don't know what I did wrong. The only 2 things I just did to it were apply the Pirahna Stem Fix Patch, and Change the Float Timer to 10.

EDIT: Now it seems to only glitch when the hack is locked >.<


(edited by KPhoenix on 01-19-07 10:11 PM)
(edited by KPhoenix on 01-19-07 10:32 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-21-07 07:56 AM, in Fatal Error: Fireflower Edition Link
Well I guess from now on, I'll be locking my hacks the way that's harder to unlock than using RLM; removing the header via hex and changing the ROM's internal name, since many n00bs don't even know how to reverse it.


(edited by KPhoenix on 01-21-07 02:00 AM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-22-07 12:59 AM, in Fatal Error: Fireflower Edition Link
Originally posted by BMF the Snowman
You do realize that removing the header is going to add an extra step to the patching process, right (since most SMW ROMs have a header)?


Yeah, but I'm only going to remove the header when I'm finished editing the rom, instead of locking it.

Originally posted by Bio
or you could try using lunar expand to convert your ROM to Exhirom

edit: damn, it only work is the ROM is smaller than 8mb


Well my rom is only 4 MB. Doesn't that mean I can convert it? Or do you mean it can only be converted to something smaller than 8 MB?


(edited by KPhoenix on 01-21-07 07:00 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-22-07 01:13 AM, in New Smw Beta Screens found! Link
Originally posted by pikaguy900
But, if there's one thing that bugs me, it's that people prefer the Custom Block breakable brick to BMF's perfect Breakable Bricks patch. People seem to think that the ability to destroy them with a Spin Jump is a bad side-effect of it replacing the Turn Blocks, but I don't see what's so hard to understand about the fact that SMB3 didn't HAVE the Spin Jump, thus BMF's patch is perfectly.... perfect, so to speak. It makes sense when you think about it.


But BMF's SMB3 Brick patch only edits block 11E, so you can't change the brick's property's to block 132, for making them turn into coins when a P-Switch is hit. If you did change it to 132, your result would be be having an unbreakable brick.

Feel free to prove me wrong because I usually am.

Originally posted by PrincessPeach
Didn0t Nintendo Release the Super Famciom along with Super Mario World in 1990 in Japan?


Most likely, because Super Mario World was the first game made for Super Famicon/Super Nintendo.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6333 days
Last view: 6328 days
Skype
Posted on 01-22-07 04:34 AM, in How to: status bar border Link
Originally posted by RDOG
This thread will explain how to put a border in the status bar, like the one in my hack.

You'll need to fill in these 3 sections (numbers in brackets are the amount of tiles in hex):


To do that, you'll need 3 altered duplicates of BMF's LevelNames code. For each duplicate:
1)Offsets 0x28 and 0x40 in levelnames_code.bin determine how many tiles to load and display
2)Offsets 0x19 to 0x1B are the ROM address to load the tiles from
3)Change 0xD to 0xF to EA EA EA
4)Offsets 0x1F to 0x21 are the RAM address to store the tiles
5)Offsets 0x39 and 0x3A are the RAM address to load tiles from to put in VRAM
6)Offset 0x2D are where to place the tiles on the screen(00 for Section 1, 5E for Section 2, 7E for Section 3)

Then, you'll need a small table of pointers. At 0xFE1 in the ROM, enter 22 xx xx xx EA, where xx xx xx is the SNES address for the pointers. At that address, enter:
22 aa aa aa 22 bb bb bb 22 cc cc cc 6B. aa aa aa is Section 1 code, bb bb bb is Section 2 code, and cc cc cc is Section 3 code

You'll also need to change the tiles used by the counters for blank digits:
0x108B - blank digit tile used by timer
0x10E6 - blank digit tile used by score counter
0x1114 - blank digit tile used by small bonus star counter
0x1154 - blank digit tile used by lives counter
0x117D - blank digit tile used by coin counter
0x11A3 - blank digit tile used by big bonus star counter
0x11E7 - blank digit tile used by yoshi coin counter

Then, you must edit graphics accordingly. Keep questions and/or comments in this thread.


I find it very hard to do this.

I have already inserted the needed Graphics into my rom.



Originally posted by RDOG
1)Offsets 0x28 and 0x40 in levelnames_code.bin determine how many tiles to load and display


So do I have to write 27 (decimal) to both addresses, or do I write 17 (hex) to both addresses?

Originally posted by RDOG
2)Offsets 0x19 to 0x1B are the ROM address to load the tiles from


How do I know what address to load the tiles from? Is it the starting address of GFX file 2B? Or is it the starting address of the first tile used for the status bar?

Originally posted by RDOG
4)Offsets 0x1F to 0x21 are the RAM address to store the tiles


How do I know what RAM addresses to store the tiles at? Should I just put in an unused RAM address?

Originally posted by RDOG
5)Offsets 0x39 and 0x3A are the RAM address to load tiles from to put in VRAM


Does this correspond with step 4?

Originally posted by RDOG
6)Offset 0x2D are where to place the tiles on the screen(00 for Section 1, 5E for Section 2, 7E for Section 3)


So for starting Section 2, it's at offset 5E in the table for 0x2D? And for the first tile, in GFX 2B it says for the first tile I plan to use: Bank 09. Does this mean for the first byte at 0x2D, I type 09?

Originally posted by RDOG
Then, you'll need a small table of pointers. At 0xFE1 in the ROM, enter 22 xx xx xx EA, where xx xx xx is the SNES address for the pointers. At that address, enter:
22 aa aa aa 22 bb bb bb 22 cc cc cc 6B. aa aa aa is Section 1 code, bb bb bb is Section 2 code, and cc cc cc is Section 3 code


"aa aa aa is Section 1 code" Wait... the code for what? I don't get it..
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Acmlm's Board - I3 Archive - - Posts by KPhoenix


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