![]() |
| Register | Login | |||||
|
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
|
| | |||
| Acmlm's Board - I3 Archive - - Posts by Kailieann |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 |
| User | Post | ||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| I finally got MWR working, thanks in no small part to Google.
Anyways, these are two interesting ones I came across: Growing Vine + Feather: Growing Vine that swings back and forth on its way up, leaving vine tiles at random intervals Magikoopa + Bouncing Goomba: Goomba with wings (doesn't bounce very often) that occasionally fires magic at Mario. If Mario leaves the screen without killing it, it will teleport after him. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| It turns red after you beat it. | |||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| Just something I thought I'd bring to everyone's attention.
The ASM pointer 878E (Rex) consists entirely of a JSL to $03:A118 and is used by over 30 different sprites (as well as Bowser), and relies heavily on the other sprite settings in order to determine what code to execute. Using it in this fashion probably won't produce any usable results. Of course, if someone were to disassemble $03:A118, they might be able to find the lightning code and implement it without calling on any other code. Some other multi-purpose ASM pointers that you may want to be careful with: 875E: Invisible solid block/Dino Rhino/Dino Torch 8793: Ball and chain/Banzai Bill/Grey platform on chain 885E: Spike Top/Urchin/Sparky/Hothead 886A: Every Chuck except Diggin' Chuck 8AFC: All Shelled Koopas/Yellow Koopa with Wings/Goomba/Buzzy Beetle/Spiny 8C4D: Green Flying/Bouncing Koopa B033: Horizontal/Vertical Fish C1F2: Balloon/Flying Red Coin/Flying 1-up/Key C353: Moving Coin/Mushroom/Star/1-up D4FB: Para Goomba/Para Bomb E42B: Dry Bones/Bony Beetle F8DC: Boo/Boo Block Also, most of the generators, the yellow shell, a few autoscroll commands, and the 3 platforms on chain sprites all have ASM pointers that seem to point to RAM. Anyone know what that's about? |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| Edit -> Insert Manual or Insert (keyboard) while in Edit Sprites mode in LM | |||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
Originally posted by FreeDOS Y'know. Except for the part where they use the same level format. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| You don't need a new emulator. The problem in the initial release was universal, and has since been fixed. If your copy freezes at the castle, redownload the IPS in the first post. | |||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| 1. What folder is your hack in?
2. What folder is your ExGraphics folder in? 3. Is your ExGraphics folder named 'ExGraphics'? 4. Have you extracted/reinserted the original graphics? 5. Have you used a tile editor to make sure the ExGFX file you downloaded isn't corrupted? |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| I could explain this. Really I could.
But, the short version is that most free hosts don't allow direct linking to files. You either need to post a link to a page on the same site which in turn links to the file in question, or copy and paste the address into a blank browser window. Incidentally, the link sends me straight back to the page I'm already at. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| for SMB1 and 3, try the stickies.
For any other game, not possible. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| As I understand it, the OW is only loaded to RAM once, at the beginning of the game. That's why you have to dump your SRAM and save states every time you make any changes.
It would be more efficient to look for an overall level exit routine and place the hack there, or simply find a 'Player is in a level' RAM address and change the controller override code so it only works when the address has a 'this is a level and not the overworld' value. Personally, for the (very short) hack I'm working on, I plan on using 'loading levels' to clean up my custom code in case of something like that, but I can see how that wouldn't help you if the controls were still scrambled on the OW. However, I have to admit it would be nice to find out more about where in the RAM the OW is stored. If a person were creative enough, they might be able to use that information to edit the OW on the fly. I'm assuming it's somewhere between $1F49 and $1FD5, since those are the only addresses saved to SRAM when you start a new game. (edited by Kailieann on 12-23-05 08:57 AM) |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
Originally posted by spel werdz rite So did I. It's on the original memory map. Originally posted by spel werdz rite Those already exist. And even if you didn't have them, you'd just have to open the normal hurt block and change/remove the 'is Mario invincible?' branch statement. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| He's nowhere near Zen enough for forumgoing. One uncalled-for comment and he blows his top and buys a one-way ticket to bansville by spamming three unrelated threads. | |||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| *opens hurt.bin*
Okay, the first five bytes I see are AD9014D010 Or, in other words, LDA $1490 [Star Timer] BNE #$10 So for hurt only if invincible, it would be AD9014F010 And for hurt regardless, you would just knock off the first five bytes altogether. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
Originally posted by Lemon de man No it wasn't. Both music patches are in Insert Coin's sig about halfway down. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| Just a friendly warning:
Mahoromatic is a Gainax anime. And, for those of you who may not be aware, Gainax is notorious for screwing up the endings to their shows (Evangelion, Kare Kano..). Mahoromatic consists of the 13-episode first season (Mahoromatic) and the 14-episode second season (Mahoromatic ~Something More Beautiful~) I will say this only once. Season 2 episode 14 is pure, unadulterated crap. Think bad fanfic, only worse. Watch the first 26 episodes, and leave it at that. And seriously, watch the first 26 episodes. They're great. It's just the last one that ruins the rest of the series. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| http://www.zophar.net/utilities/graphutil.html | |||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| Kefka is undeniably the coolest. Even if he was a pushover in battle. | |||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| The only one I've really put any time into was the original, so I guess that wins by default.
I've got HM64 and More Friends of Mineral Town GBA somewhere around here, but I haven't really played them yet. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| I can't think of any hard bosses off the top of my head.
Usually because if I have trouble with a boss, I'll keep doing it over and over again until I find an exploitable method. For example, lots of people cite Omega, Shinryuu, and similar bosses from FF5 as being hard because of their insane defense, but their defense only works against weapons. All you have to do is use the Monk's unarmed combat ability, and you can bring them down in a couple turns. But, the easiest is no contest. Driscoll from Front Mission. For anyone who's never played this SquareSoft classic, Front Mission is a strategy game, not unlike Final Fantasy tactics (but with mechs instead of wizards). The final boss, Driscoll, has a whopping 999 hp, and only a short-range attack And by the time you get to that point in the game, you'll have about 20 mechs in your party, each of which can be equipped with two shoulder-mounted rocket launchers and two mid-range weapons, capable of dealing over 100 damage per turn. |
|||
|
Kailieann Since: 11-18-05 Last post: 5909 days Last view: 5909 days |
| ||
| *opens Project64 help file*
*copies, pastes* Originally posted by Project64 v.16 help file I know this has all been covered in this thread already, but for crying out loud, it's RIGHT IN THE HELP FILE (edited by Kailieann on 12-24-05 01:22 PM) |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 |
| Acmlm's Board - I3 Archive - - Posts by Kailieann |