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05-07-24 10:20 PM
Acmlm's Board - I3 Archive - - Posts by SnifflySquirrel
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SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 03-03-06 09:07 PM, in Question about No-Yoshi intros for castles Link
I was just wondering about the intro sequence when you enter a castle. What determines whether or not it has a "nighttime" background (like in the Vanilla Dome and the Valley of Bowser)?
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 03-17-06 12:51 PM, in Shelless Koopa troubles (Sprite Tilemap related) Link
I'm trying to free up some extra space in GFX01 by remapping the "shelless blue Koopa sliding out of shell" frame to use the normal, non-blue version instead. (For fear of not being specific enough, when you stomp on a Koopa, it flies out of its shell--I want to change the tile used for this "slide".) However, the frame in question doesn't seem to be referenced from the shelless Koopa tilemap. (Changing the frames for the "struggling" animation didn't work.) Any information on how to remap these tiles would be appreciated.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 03-17-06 05:13 PM, in Shelless Koopa troubles (Sprite Tilemap related) Link
Originally posted by Mattrizzle
I know I already posted this somewhere before, but here it is again. All you have to do is change this one byte:

8BED [E6] Tile used for blue Koopa sliding out of shell


This is exactly what I needed. Thanks.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 03-20-06 05:49 PM, in Super Mario's Island Hopping Adventure [SS] [Demo] Link
I tried the demo last night, and liked it. The levels were pretty fun without being boring, and I loved the second room of Iggy's Castle with the rising and falling lava. Yoshi looks kind of strange (when you jump, he looks like he has a huge chin), but that's just my opinion and doesn't detract from the game. Also, there's a minor glitch in the path between stage 1-4 and the castle (nitpicky, but noticeable). Does clearing the secret stage on the island actually do anything? If not, it should still probably trigger a small change on the map, even if it's just cosmetic.

Anyway, I'm looking forward to a more complete version of this hack. You've done a good job.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 03-25-06 06:45 PM, in Mario Adventure 2: Luigi vs Mario Link
How about an item that allows Fire Mario's fireballs to turn enemies into coins, sort of like SMW? Like, you throw a fireball at an enemy, and instead of falling off the screen like normal, it does that "coin bounce" animation like if you hit a question block. You could make it more valuable by making coined enemies give 5 or 10 coins instead of just one. You could call it the Greed Flower. (The only problem I can see is that using this along with Fire Storm might be a little cheap.)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-02-06 06:27 PM, in Quick LevelASM question from newbie Link
I need a portion of a LevelASM routine I'm writing to execute only on the very first frame of the level (to initialize some values). Is there any sure way to do this besides putting the initialization routine in a separate level?
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-03-06 01:53 PM, in Quick LevelASM question from newbie Link
Originally posted by Glyph Phoenix
At x213B8 there should be a snippet of code that is focused on initializing variables. If you put your own jump statement in to relocate this code somewhere where you have more room, you can put whatever you want there and it will only run once and only at the very beginning of the level.


Unfortunately, if I do that, my code only runs if I enter the level from the overworld. If I go through a pipe (for example) and warp to the level, it doesn't run, and I need it to.

Fortunately, I think I've devised a workaround (which I'll post, in case anyone cares ).

Being new to this as I am, the only code I know of that's guaranteed to run every time a level is loaded is the routine that makes LevelASM possible in the first place--the one installed by levelnum.ips. I relocated the routine (adding a JSL to it at the old location) and tacked my own initialization code onto the end of it. I tested it out, and it works just as I'd hoped. Hurray for me.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-04-06 06:37 PM, in Opinions on my design... Link
1st picture: Looks nifty, but it's hard to distinguish the turn blocks from the cement blocks. Also, the highlight on the pyramid bricks has a slight greenish tint which makes it look weird. Try making it more yellow.

2nd picture: Pretty nice (reminds me of the nighttime levels from SMAS, only better). My only complaint is the all-black background.

3rd picture: Not really much to say. I like it.

4th picture: Seems like the sky should have a hint of yellow to it. Perhaps you could add a light gradient.

5th picture: Looks good; I especially like the water effect.

I notice there isn't a "green" color-themed level, although I guess most Mario scenery is green anyway. The level design looks good too (I know you didn't ask for it, but I just thought I'd let you know... )
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-06-06 02:50 PM, in SMW ROM addresses Link
Here's some information on various level data tables in the ROM (all addresses are in PC format):

Level pointer tables:

$2E200 -- Layer 1 pointer table (0x600 bytes long, 3 bytes per level)

$2E800 -- Layer 2 pointer table (0x600 bytes long, 3 bytes per level)
I haven't experimented with this much, but it's probably safe to assume that the data pointed to is interpreted differently depending on the level mode.

$2EE00 -- Sprite pointer table (0x400 bytes long, 2 bytes per level)
The bank byte of the sprite data is stored in a separate table at $77300. All the default SMW levels have a bank byte of 0x07, leading me to believe that this is a Lunar Magic extension.


Level entrances and the settings in the Other Properties window in Lunar Magic are stored in a separate set of tables starting at $2F200. Each table is 0x200 bytes long, indexed by level number.

$2F200 -- Level settings byte 1

bbbbyyyy

b = Layer 2 scroll settings (from Other Properties)
y = Level entrance Y position



$2F400 -- Level settings byte 2

bbtttxxx

b = Layer 3 settings (from Other Properties)
t = Level entrance type
x = Level entrance X position



$2F600 -- Level settings byte 3

mmmmffbb

m = Level entrance midway screen
f = Level entrance FG init position
b = Level entrance BG init position



$2F800 -- Level settings byte 4

ywvsssss

y = Disable no-Yoshi intro flag
w = Unknown vertical position flag
v = Vertical positioning flag
s = Level entrance screen number



Following this is a set of secondary entrance related tables. Again, there are four tables, 0x200 bytes each, indexed by secondary entrance number.

$2FA00 -- Secondary Entrances byte 1

Contains the low byte of the destination level.


$2FC00 -- Secondary Entrances byte 2

ffbbyyyy

f = FG init position
b = BG init position
y = Entrance Y location



$2FE00 -- Secondary Entrances byte 3

xxxsssss

x = Entrance X position
s = Entrance screen



$30000 -- Secondary Entrances byte 4

smuxlttt

s = Level slippery flag
m = Manual setting flag (if set, the X and Y locations represent the actual exit location rather than indexing into a table)
u = Subscreen flag (if set, entrance is on subscreen 1, otherwise it's on subscreen 0; only used if "manual setting" is set)
x = Upper bit of X location (only used if "manual setting" is set)
l = Upper bit of level number
t = Entrance type



Note that the secondary entrance data is based on studying a ROM that has already been modified with Lunar Magic.

This probably won't be much good to anyone, but I haven't seen it mentioned in any ROM address tables, so now at least it's documented.

EDIT: Fixed the formatting a little, so it's easier to read.


(edited by SnifflySquirrel on 04-12-06 11:27 AM)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-09-06 11:05 AM, in Collection purposes, anyone have v1.0 of SDW:TLC? Link
He doesn't mean the level only hack Demo World, he's asking about the first version of The Legend Continues (which has a useless key in the Ship Graveyard, among other minor glitches).
Sadly, I don't have it.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-10-06 03:46 PM, in "Perfect" breakable bricks for SMW! Link
Originally posted by BMF54123
The original turn blocks should now behave exactly like SMB3 bricks.

Actually, they remind me of the "turn blocks" from SML2, since they break when you spin jump them too.

Originally posted by BMF54123
I nearly forgot that the bricks in SMB3 turn into coins when a P-Switch is hit...I wonder how hard it would be to replicate that behavior? Should I even bother doing it?

Originally posted by Stifu
I don't remember very well, but if it's coins you can't collect (that is to say they're still bricks, only don't look like bricks anymore), then you shouldn't bother. It's better as is.

I think he means making the turn blocks act like coins when a blue P-Switch is active (since you could just use a custom animation to make it look like one ). If you do choose to look into this, I suggest creating a separate hack to make those brown "used" blocks NOT turn into coins when you hit a blue P-Switch. (Turn blocks becoming coins + used blocks becoming coins = too many coins )


(edited by SnifflySquirrel on 04-10-06 03:00 PM)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-11-06 06:56 PM, in Some Screenshots Link
The hack sounds promising, but I'm not too fond of the custom graphics...they look sort of NES-ish, in a bad way. And here:
Originally posted by Pas'ra'chilli


There's some weird glitching here in the status bar. (Look at the "MARIO" text in the top left corner.)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-13-06 11:50 AM, in finally some ss + a small question! Link
Definitely move the second set of floating skulls farther back.

If the vertical/diagonal Bullet Bills aren't facing the right direction, maybe you accidentally messed them up when you put in the skulls. Compare the bullet graphics with the ones in GFX05.bin, and fix them if they don't match.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-14-06 05:13 PM, in A hack and a lesson...but was it ever finished? Link
I picked this up while browsing through the board archives. Some time ago, ||bass was working on a "what not to do in a SMW hack" hack, which he entitled SUPER ERROR WORLD (the Rs were backwards, though). You can read about it here and here. I'm just curious as to whether anything actually came of this, as a download link was never posted.

(To be honest, I would like to look at it mostly so I won't make stupid mistakes in my hack. I'm getting pretty good at ASM, but my level design leaves something to be desired )

EDIT: You know, I probably should have just PM'd ||bass about this...a mod can close it, unless someone has something to add.


(edited by SnifflySquirrel on 04-14-06 06:53 PM)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-15-06 02:18 PM, in SMW ROM addresses Link
I figured out how to change the levels that use the "dark castle" No-Yoshi intro!

As Smallhacker theorizes in the SMW Entrance Level Repointer readme, it's determined by level number. Address $2DC47 (PC) is the start of a block of code that checks for five specific level numbers, and loads 0x05 (the index of the dark castle intro) into X if any of them are set.

Specifically, the bytes we're interested in are $2DC4B, $2DC4F, $2DC53, $2DC57, and $2DC5B. These are the level numbers the game checks for (they're in the format the OW uses, so level 101 would be represented by 0x25, level 102 would be represented by 0x26, etc.). By default, the addresses are set to 31, 32, 34, 35, and 40 (for levels 10C, 10D, 110, 111, and 11C, respectively).

Now if I can only figure out why level 139 in one of my test ROMs uses the nighttime No-Yoshi sign intro despite using the "Normal 1" tileset...
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-15-06 05:34 PM, in FuSoYa's SMB3 Pipes **RELEASED** (for real this time) Link
I tried installing these into one of my test ROMs three times, with the game locking up after the Nintendo Presents screen each time, before realizing these pipes aren't compatible with LevelASM. I put them in a different ROM and they worked fine, though. Good job!

(I wonder what Fu would say knowing we have free access to his pipe code now...)

As for the level data, I could probably hack together a simple commandline utility to convert a DW:TLC level into a normal SMW level. I'm still a little unsure of how LM handles certain features such as direct Map16 access, but I could give it a shot.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-17-06 01:16 PM, in FuSoYa's SMB3 Pipes **RELEASED** (for real this time) Link
Originally posted by 1124
how do i insert the map 16 pages to the rom?i did all the other steps but when i click on insert exgfx lunar says there are no exgfx on the exgfx folder.


1. Copy Map16Page.bin and Map16PageG.bin into the same folder as your hack.
2. Open your hack in Lunar Magic.
3. Open the 16x16 Tile Map Editor. (Click the full question block icon in the toolbar.)
4. Press Down until you reach Page 4.
5. Press F3. Hit OK in the dialog that appears.


By the way, I discovered an unusual graphical glitch when using these pipes. If you have an item in your reserve box, it will appear graphically glitched.

EDIT: Sorry, submitted before I finished typing.


(edited by SnifflySquirrel on 04-17-06 12:19 PM)
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-17-06 10:49 PM, in FuSoYa's SMB3 Pipes **RELEASED** (for real this time) Link
Originally posted by spel werdz rite
Originally posted by SnifflySquirrel
I discovered an unusual graphical glitch when using these pipes. If you have an item in your reserve box, it will appear graphically glitched.
I never noticed this before.
Which item was it?


Umm...all of them. They all showed up using tiles from SP4, and one of the level-specific sprite palettes. Here's a couple of screenshots:

Image Hosted by ImageShack.us
In this picture, I'm supposed to have a feather in my item box. Instead, I have...whatever this is. (If I press Select to drop the item, it looks and acts normally.)

Image Hosted by ImageShack.us
Here's a shot from another (familiar) level. In this case, I'm supposed to have a fire flower in my item box.
Strangely, the glitchiness appears differently if I play the game in SNES9x. I could PM you a patch of the test ROM this occurs in, if it would help.

There's another minor glitch, which may or may not be related to this patch: in the pipe test level, if I stand on the second pipe in the level (the one you can see in the left edge of the second screenshot), press B to do a cape spin, and immediately press Down to enter the pipe, sometimes Mario gets stuck in the pipe. I haven't tried this in Demo World yet, so I'm not sure if it's new.
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-20-06 03:21 PM, in Please Help Link
Found this buried in the old board: clicky
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6389 days
Last view: 6288 days
Posted on 04-21-06 02:45 PM, in Using normal and inverted Switch Blocks in the same hack (not a question; an answer) Link
Currently, it's possible for one to "invert" the Switch Blocks in their hack (making them solid before the switch is pressed and passable afterwards) by changing a few ROM offsets. However, that doesn't help if you want to use both styles of Switch Block in your hack. Fortunately, I have a solution to that.

As a byproduct of my research into SMW's level rendering code, I've prepared this simple patch (see attachment). With it installed, Extended Objects 9C-9F (which are normally unused) will become inverted versions of the green, yellow, blue, and red switch blocks, respectively. There are a couple of negative points, however:

1. You'll have to use the Insert Manual window to add them to your levels. (For those who don't know, you manually insert Extended Objects by placing a zero in the "Object Command" field and putting the Extended Object number in the "Size/Type/Ext" field.)
2. The objects will still show up glitchy in LM (they'll look fine in-game, though). The glitchy objects are also two tiles high; the switch blocks are only one.
2a. One of the objects (9F, I think) has a door tile in it normally, so using it might cause LM to incorrectly report that there is an exit tile in a screen without an exit assigned.

Try it out, and let me know if you experience any bugs/crashes/other strange behavior.

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Acmlm's Board - I3 Archive - - Posts by SnifflySquirrel


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