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Acmlm's Board - I3 Archive - - Posts by BMF54123 |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days |
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Why not try to learn for yourself? _¬
Most SMW ASM hackers are either too busy or simply unwilling to spend time figuring out things like this... |
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BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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HAHAHAHAHAHAHA. This is the best thing ever.
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To anyone who clicked the link, "accidentally" or not: I'm not unbanning you, so don't even bother asking me. I'm feeling rather merciless today.
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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DUUUUUUUUUUHHHHHHHHHHH
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THIS TOPIC DONE GONE STUPID
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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Originally posted by ghettoyouthActually, in this case you're limited by the amount of VRAM the SNES has. There are some things even ASM can't solve...
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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The old, overused saying "BACK UP YOUR ROM!" seems appropriate (though a little late) in this case. |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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Which hack? You just linked to his main page.
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If you're talking about Hyper Mario Bros. 5, try this file instead. It appears to be a newer version anyway.
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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Oh, snap! drjay got BURNED!
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(watch it, Strangler
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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There's no "Init Display First" or "Primary Graphics Adapter" or similar option? Most motherboards I've seen have such an option (for example, my MSI KT4AV-L lets you choose between PCI or AGP, but then again it has no on-board video).
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If not, it sounds like the board is indeed looking for either an AGP or PCI-E card and ignoring the PCI bus, and all you can do is either hope for a BIOS update that addresses the issue, or get a new video card. I'm sure most cheapo low-end AGP cards on the market nowadays would outperform that Radeon 7000.
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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Indeed, a hex editor was my best friend while I was making LotBB2. I eventually learned the nature of most of the bugs and how to work around them (which I have long since forgotten), but I still found myself diving into the raw level/enemy data and patching things up by hand on a regular basis (you pretty much have to know the level format if you want to successfully use those "screen skip" objects). I remember shuffling a bunch of data around near the very end in order to squeeze in a few more levels...I think I ended up with less than 100 bytes free. |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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Originally posted by Rusty Hackleford1. Whatever's easiest for you and has the features you need. Most newbies start with VB. 2. Unless someone at Nintendo has leaked the source code, no. 3. Probably not. Try Google.
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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JUST !@#$% DO IT, STEVE |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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Originally posted by BioI made a "no-fly" block a while back that did just that, but it makes Mario hover in place for a second, which looks kinda funny. I wonder if it would be possible to hack Mario's collision detection to always read the top row of blocks if he's offscreen, effectively extending the blocks infinitely upwards? [edit] And that's just what I did! ceiling.bin Put this in an empty spot in the first ROM bank ($200-$81FF in a headered ROM). Convert the starting address to 16-bit SNES format, and place it at $7662 (normally 65 F4). Voila - infinite walls! This basically tricks the block collision routine into reading the very top line of blocks in the level instead of defaulting to #25 (blank space) whenever Mario's Y position is less than zero. This is accomplished by temporarily setting his Y position to #$0010. Make sure any blocks at the top of the level are set to act like either #25 or #130, or there's no telling what'll happen... (edited by BMF54123 on 05-14-06 08:11 AM)
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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They both suck. |
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BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 6303 days Last view: 6302 days
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Uh...AFAIK, the game doesn't keep track of normal 1-ups, so they should reappear when you re-enter a level. However, the game obviously does keep track of 3-up moons and those 4 invisible 1-up "checkpoints" (there's only one flag per level, though, so collecting one will affect the rest). Probably wouldn't be too hard to change, but why would you want 3-ups to reappear? |
(edited by BMF54123 on 05-14-06 06:31 PM) (restricted) | (restricted) | |
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Acmlm's Board - I3 Archive - - Posts by BMF54123 |