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05-02-24 07:50 PM
Acmlm's Board - I3 Archive - - Posts by Kailieann
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Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 12:16 AM, in Possibility of freeing Lunar Magic's source code [again]? Link
Originally posted by asdf
There's no need to add new features to LM anyhow


The hell there isn't. LM desperately needs a zoom feature.


(edited by Kailieann on 11-20-05 01:36 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 12:18 AM, in New Memory Map Link
Memory Map

I haven't gotten around to cleaning up the code, yet, but it still works.


(edited by Kailieann on 11-20-05 01:36 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 12:22 AM, in Enemy Sprite Counter (from LU) Link
Originally posted by kailieann
I need a way to keep track of how many enemies are left in a level (I want a few levels where you have to defeat all the enemies in order to win).
Are there any known RAM addresses that keep track of sprites, either individually or as a group? Or am I going to have to put a new subroutine in for LevelASM to use?

And if the latter, does anyone have any suggestions on how to accomplish it?

Originally posted by smallhacker
I suggest making a block programmed to set a byte im RAM containing the amount of enemies in the level (the amount is in the block code, not read from the level) and adding an instruction to the enemy killing routine (may not work with all enemies, though) which decreases the sprite amount byte by 1.

Originally posted by kailieann
Hmmm...
Sounds like a plan.

Might help if I knew where the kill routine was in the rom. It's not on the list, and I know absolutely nothing about ASM tracing..

Originally posted by smallhacker
It can probably be found by adding a breakpoint to one of the (standard death routine) sprites' death settings byte (which you can find in MWR). I'll look for it if I get enough time left.

Originally posted by kailieann
Which leads us to the next problem...

What MWR says when I try to open it:
System Error &H8007007e (-2147024770). The specified module could not be found.

It's a conspiracy, I tell you. The universe does not want me hacking roms.


Anyone else have anything to add?


(edited by Kailieann on 11-20-05 01:36 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 09:36 AM, in Possibility of freeing Lunar Magic's source code [again]? Link
Originally posted by asdf
Originally posted by Kailieann
The hell there isn't. LM desperately needs a zoom feature.


I don't see any logical use for that, except perhaps for viewing what it would look like fullscreen on an emulator.


Logical uses could, theoretically, include being able to see what the hell you're doing on the overworld editor.
A grid function would also be nice.


(edited by Kailieann on 11-20-05 01:37 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 09:38 AM, in Useful Links Link
New Memory Map - http://lavenderjade.hyuri.org/Mario/memorymap.php
An alternative to the original memory map, with more detailed information and more features (ROM map also planned)


(edited by Kailieann on 11-20-05 01:38 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 09:48 AM, in Importing backgrounds? Link
As far as I know there's no direct way to import backgrounds. You have to use a tile editor to insert the background one tile at a time.


(edited by Kailieann on 11-20-05 01:39 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 09:58 AM, in Importing backgrounds? Link
Well. You still have to use the tile editor to insert the graphics, all this does is save you the trouble of putting it together one tile at a time.

And considering all the preparation work you have to do anyways, it pretty much comes down to a matter of personal preference.

Besides, according to the tutorial you need PSP 3.11, and I only have 7.04, so I'm like so totally screwed anyways.
And most people have actually never heard of PSP, so you may want to add a note explaining what it is and where to get it.


(edited by Kailieann on 11-20-05 01:39 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 07:54 PM, in New Memory Map Link
Dunno about anyone else, but I use ZSNES's cheat search.


(edited by Kailieann on 11-20-05 01:39 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 08:00 PM, in Possibility of freeing Lunar Magic's source code [again]? Link
Or they don't like programs that magnify everything when they only want to zoom in on one part of one window.


(edited by Kailieann on 11-20-05 01:40 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 08:28 PM, in shots of evil qurst Link
First of all, for everyone who pointed it out, I just feel compelled to point out that many of the better hacks out there have multicolored pipes.

As for the actual screens...



The mushroom sprite is a bad edit, but it's not the worst I've seen (because, of course, I read sprite comics..)
Using the paw prints and Ms to indicate the dialogue between Yoshi and Mario is a good idea, but it still needs a little work on the presentation.
The alignment of the text is poor. You should make sure the Auto Space box is checked in the editor, and check the preview to make sure it looks good.
The spelling and grammar needs work. It should be:
"Yoshi: Mario! Help! Peach is gone again. I think it's Bowser. Look at this mushroom. Bowser ate all the skin!
Mario: Let's-a go!"



As I already said, many of the better hacks out there have multicolored pipes. That doesn't mean it's a good idea. Move it over a tad, especially if you're using it as an exit.
I'd say the level design isn't very good, but there doesn't really seem to be much design. Either move the rope down a little so it's closer to the bottom of the screen, or put something underneath it so that it doesn't look quite as empty.
The water level and the mountain background don't mix. At all. Change the background to match the level.



"I want revenge!
Meet me in the pipe."

Other than that, it's fine. Generic, but fine.



Too much open space. Looks like a whole lot of nothing.
The paths on the left edge don't line up.
Putting two levels right next to eachother isn't a good idea for your first hack, it can cause problems with movement.
The vine doesn't look good.
The edges of the lake don't line up.

Overall, it sucks, but it's not completely beyond hope.
And, more to the point, everyone has to start somewhere, and first hacks are usually not the best.


(edited by Kailieann on 11-18-05 07:29 PM)
(edited by Kailieann on 11-20-05 01:40 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-18-05 09:43 PM, in Palette Chart - A help to some..? Link
I'm pretty sure color 0 on all the palettes is transparent.


(edited by Kailieann on 11-20-05 01:41 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 02:03 AM, in SMW ROM addresses Link
Originally posted by Tweaker
Hmm.... Perhaps we should grab all these ROM addresses and collect them in a single document, in order by offset. Like a breakdown of sorts. =P


You mean like this?


(edited by Kailieann on 11-20-05 01:42 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 02:18 AM, in Rideable Sprites Link
Originally posted by Jessica
The mini moles (forgot the name) are rideable aren't they?


Nope


(edited by Kailieann on 11-20-05 01:42 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 09:21 AM, in LevelNames 1.0 by BMF54123 Link
Hmm...

Would it be possible to change the length to something higher than 16 characters by changing the ram addresses it uses? Like making it start at $7FFF0F instead of $7FFFDF?


(edited by Kailieann on 11-20-05 01:42 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 01:15 PM, in Useful Links Link
The Memory Map is a list of RAM addresses that can be used with custom code.
Since Lunar Magic doesn't do custom code, it cannot be used with RAM addresses.

Custom blocks, on the other hand, can.


(edited by Kailieann on 11-20-05 01:42 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 02:01 PM, in Questions and Answers for newbies Link
PalASM questions belong here


(edited by Kailieann on 11-20-05 01:43 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 02:53 PM, in Questions and Answers for newbies Link
Originally posted by spel werdz rite
As in create a new thread? It only takes me to the Advance SMW hacking forum.


Which is precisely where PalASM questions belong. There is nothing basic about PalASM.


(edited by Kailieann on 11-20-05 01:43 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 07:22 PM, in Useful Hints Link
Originally posted by SoNotNormal
14. Don't use too many events in one world. I did this in Boggly Woods (20 events) and it came back and bit me in the ass.

15. Don't use too many levels in one world. Once again, I used 14 levels in Boggly Woods. Now I scarcely have enough left for later worlds, so I'm cutting corners.

18. Make your OW and levels at the same pace. Don't try to rush one, then end up falling behind on the other.


Plan first, then hack.


(edited by Kailieann on 11-20-05 01:44 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 09:24 PM, in Group hack, anyone? Link
Originally posted by HyperHacker
You can see how this gets to be a problem... There are 4 solutions I can think of, but each has some big flaw


You could try designating specific ExGFX sets and Map16 pages to each member, that would avoid graphics and block conflicts at least.

As for ASM hacks, that would take a bit more work.


(edited by Kailieann on 11-20-05 01:44 PM)
Kailieann



 





Since: 11-18-05

Last post: 6282 days
Last view: 6282 days
Posted on 11-19-05 09:40 PM, in Useful Hints Link
Use multiple roms for editing, and don't be afraid to start over every now and then.
Once you're done you should get a clean rom anyways and copy everything over to clean up any excess code that you didn't end up using.

First off, have a clean SMW rom squirreled away somewhere in case you screw something up and need to start fresh.

Have a test rom for new ASM hacks/custom blocks. Keep a record of everything you change in it, and just keep adding and testing new stuff until you break something, then replace it with a copy of the clean rom.

Have another rom for level design. Insert blocks and graphics as needed (you may want to hold off on the graphics. Make sure the levels are playable before you worry about making them look good). It helps if you don't do an overworld on the design rom -- just make Yoshi's House point to whichever level you're working on for testing purposes (but, as I already said, plan first. Make sure you know what you want to do with the overworld, and how many levels you want to have before you start making them).

Once you've got all your hacks, blocks, and levels working the way you want, get a clean rom again. Apply the ASM hacks first, then insert the custom blocks. Copy over the levels, and put in the required graphics. Then, put together your overworld, opening, and credits for the win.


(edited by Kailieann on 11-20-05 01:44 PM)
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Acmlm's Board - I3 Archive - - Posts by Kailieann


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