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04-23-23 11:11 PM
Acmlm's Board - I3 Archive - - Posts by Ice Man
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Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-16-06 09:29 AM, in ASM hack idea. (Sprite graphics related) Link
Awesome idea, really. It would be worth working on though, since it'll make SMW hacking better again and using more and different sprites = awesomeness.

Just my opinion.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-17-06 11:04 AM, in My theory! (Acmlm Mystery) Link
Absolutly not. I gave up all hopes in him posting again.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-17-06 09:06 PM, in dd Link
Someone trash this thread please. I accidently hit the enter button. Sorry.


(edited by Ice Man on 08-17-06 08:08 PM)
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-19-06 08:10 PM, in Major problem with my hack! Link
You probably patched wrong. First open the original SMW rom and then your hack to make the correct IPS patch. If it still doesn't work then you didn't save, because it must work otherwise.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-21-06 03:50 PM, in SMW ROM addresses Link
Here are some addresses from my notes:

x15C1 = Nintendo Presents sound
x15C3 = Also something Nintendo Presents sound related
x15CB = Blinking Nintendo Presents (0F = 0 time, 1F = 1 time, 2F = 2 times, etc)
xA929 = Kicking shell sound
x9B9F = Hitting block with shell sound
xF957 = Yoshi egg coming out of block sound
xA4C6 = Yohis egg explodes sound
xEF60 = Mario jumping on Yoshi sound
x2B54E = Something Yoshi swallowing related sound
xF2D4 = Yoshi swallowing sound sound
xAD59 = Mario jumps on a koopa sound
xAB40 = Yoshi stomping on enemy sound
xF91E = Yoshi runs away sound
xB6F3 = Message Box hit sound
x18F7E = Layer 3 text appear sound
x218A0 = When arriving a level point sound
xA85B = Koopa hit by shell sound
x2B54E = Collecting Coin/Hitting question block from below sound
x149F7 = Hitting Chuck sound
x14908 = Running Chuck sound

PS: I don't know if any of them have been posted, I just traced some sound addresses.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-22-06 12:44 PM, in SMW ROM addresses Link
Peter, you would have to create a small routine, so it actually plays the sound. There is no offset to enable it because it wasn't implemented in SMW. I might be wrong though, so feel free to correct me.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-23-06 04:54 PM, in Sprite Tool, public test release Link
You can change Mario's behavior with sprite tool and I even could manage to get a working Mario statue with changing graphics and after some seconds they turn back into the normal ones (thanks to Smallhacker, since I didn't get it to work to load the GFX back) and Mario can move again. A generator is used to do it and can be disabled with sprite D9.


(edited by Ice Man on 08-23-06 03:56 PM)
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-25-06 07:07 PM, in Sprite Tool, public test release Link
********************************************************************
* using the sprites
********************************************************************

If everything goes okay when you run the program, you will see a message saying "sprites inserted successfully". The sprites are now inside your ROM, and now it's time to use them. The custom sprites can be inserted with Lunar Magic. To do so, make sure Lunar Magic is in sprite mode. Hit INS to bring up the "Add Sprite Manual" dialog. In the "command" field enter the number of the custom sprite (with the example sprites.txt, 11 if we wanted a birdo, 1A if we wanted a Venus Fire Trap, etc). In the "extra info" field, enter the value 2 or 3 (see below on when to use each value). Do whatever you'd like with the remaining fields and hit ok. In Lunar Magic, the custom sprite will not look any different than the regualr sprite of the same number. For this reason it is useful to view the sprite data, which is easily found in the Lunar Magic menu (View > Sprite Data). X2 or X3 on the top row will indicate a custom sprite.

So what's the difference between the values 2 and 3 in the "extra info" field? Open the .asm file of the sprite (this is just a text file). Near the begining there will be a line reading "Uses first extra bit". For sprites that say "NO", you should always use the value of 2. For sprites that say "YES", there will be a description of a behavior that will be present if the first extra bit is set. You should use the value of 3 if you want this behavior, and 2 if you don't.

Look in the "tilemaps" subdirectory for some graphics files that may help you see the default tilemaps.


Straight copied from the readme.txt.... It explains it very good in my opinion.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-25-06 09:28 PM, in PANIC! :O Link
It'll be 6AM here then. =/ I can't see this big moment..
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-26-06 09:01 AM, in Happy 23rd, Acmlm! Link
Happy birthday Acmlm. Good to see you posting after such a long time.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-28-06 12:37 PM, in Sprite Tool, public test release Link
Nice, I like the bowser and the albatoss but the nipper can be improved a little bit, cause I really would like to see one that jumps when Mario jumps. Otherwise, awesome work, as usual.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-28-06 12:48 PM, in Super Mariotroid Link
Well, the HDMA (color gradient) isn't that hard, since d4s put mine in his release, too. The advantage on my color gradient is, that you can control the color via Lunar Magic, it's just a little bit more work finding the right colors you want to use. I could help out with, if you want.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-28-06 05:27 PM, in Super Mariotroid Link
HDMA can't be added to level C5 and C7. You may ask d4s there.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-28-06 11:11 PM, in Status Bar problems Link
The layer 3 colors ALWAYS use the same palette in every level, you probably just need to change the colors of it in those level. I attached a picture about the palettes and colors for layer 3. I can't be wrong with the palette ordering though, so feel free to correct me, if it is wrong.

Attachments

Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-29-06 08:40 PM, in Screens Of Bowser's Return [Anti-56k] Link
Nice bump...Anyway, I don't want people ripping GFX from my hack. It wasn't easy ripping from GBA games and some SNES games + most of the GFX can't even be ripped from my hack properly unless you spend some hours redoing them because I use M16-7k...
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 08-29-06 10:28 PM, in Sprite Tool, public test release Link
This might be hard to do but what about he gives Mario a 1-up and if Mario collects it, he will shoot bob ombs or bullet bills?
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 09-01-06 02:43 PM, in Mario Chronicles 2 Link
*blinks*...*blinks again and falls from the chair*

Seriously, this is some nice work there, especially the HP/MP system and the status bar in general, keep it up.

Me wants it
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 09-05-06 04:18 PM, in SMW ROM addresses Link
I found something for those, who have the SMB3 music patch but want to use the normal SMW music again without screwing up their ROM. Just copy everything from x200 to x5B3 from an umodified SMW rom and it will restore the SMW music.

Here are some addresses I changed back for the sound, try messing around with them.

x2F3
x308
x30F
x314
x319
x349
x34E
x353
x35F
x364


(edited by Ice Man on 09-05-06 03:19 PM)
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 09-07-06 02:05 PM, in About the palettes for custom sprites. Link
You dont need custom palettes for the sprites because mikeyk already recolored them to fit with the standards sprite color palette.

In case you want to know the palettes, they're from 8-F.
Ice Man

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Since: 11-18-05
From: Germany

Last post: 6007 days
Last view: 5943 days
Posted on 09-07-06 02:34 PM, in About the palettes for custom sprites. Link
Well, there are a few sprites that need a custom palette, maybe 2-3 or so.

I will post the palette of the goomba and the bomb thrown by the albatoss. I don't know if there are more sprites with other palettes but I know that the electricity thingy needs to be drawn by hand or ripped somewhere else.


R: 232    R: 232    R: 240    R: 232    R: 224

G: 168 G: 208 G: 152 G: 128 G: 104
B: 128 B: 136 B: 104 B: 72 B: 32





R: 64    R: 104    R: 128    R: 168

G: 80 G: 128 G: 152 G: 184
B: 88 B: 136 B: 160 B: 192



The colors used for the sprites are marked with a red border.
Also, the electricity thing uses the same palette and colors like the albatoss bomb. For the goomba, just use the brown colors as the green is for my piranha plant. I hope that helps.


(edited by Ice Man on 09-07-06 01:35 PM)
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Acmlm's Board - I3 Archive - - Posts by Ice Man


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