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Acmlm's Board - I3 Archive - - Posts by BMF54123
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BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-08-06 04:54 AM, in They're coming. Link
I say, stop being so bloody malicious!

*BMF54123 can't stop talking like a Brit D=
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-08-06 06:56 AM, in Which is fastest? WiFi, USB 2.0 or Ethernet? Link
Unless you have a Gigabit-enabled router (doubt it) and plan on doing lots of huge file transfers over your network, stick with Ethernet. Otherwise, you're just needlessly sacrificing CPU cycles and stability with USB overhead.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-09-06 05:13 AM, in Approval Request Link
arrgh...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-09-06 05:28 AM, in Having problems with SMB3 waterfalls Link
Originally posted by pikaguy900
I know that at the very end of GFX33.bin, there's a line of 8x8 tiles with a line through them \. Is it possible to use those without harm?
Those belong to the switchable line guide object, so no.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-10-06 06:54 AM, in I don't see a thread for this yet... So... Link
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-11-06 08:43 AM, in Level Names problem Link
It probably overwrites some addresses or data that my hack happens to use. I'm really not sure...
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-11-06 08:51 AM, in RELEASE: Slope Edge Fix v1.0 Link
slopefix.zip
slopefix.txt (read this - very important!)

This custom block + patch will prevent Mario from passing through slopes
and into walls under certain circumstances. The full explanation is in the README, so to keep this post short, I'll just use a visual aid:



Enjoy.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-12-06 03:26 AM, in RELEASE: Slope Edge Fix v1.0 Link
Originally posted by pikaguy900
I've found a dastardly bug in your reserve2.ips patch- It makes sprites go through custom blocks! This is bad! I can't have that happening! Do you think you can fix it?
Huh? I'm not seeing that problem here.

All that patch is is a *very* slight (1 byte) modification to Fu's original patch, which has always worked fine for me. Is there anything out of the ordinary you've installed in your hack?
(restricted)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-13-06 06:27 AM, in Approve Al Thread Link
I'm quite surprised that you weren't approved from the start.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-13-06 06:42 AM, in What uses 8x8 Tile 7F in GFX00? Link
It uses sprites. I actually came across the code for this while dissecting the message box routines last night.

Also, it might interest some of you to know that Mario's flying poses can use up to 5 sprites (3 16x16, 2 8x8), as illustrated by the colored squares in this image:






(edited by BMF54123 on 12-13-06 05:43 AM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-13-06 06:54 AM, in RELEASE: Slope Edge Fix v1.0 Link
Originally posted by Link2006
Odd. I never remember having a instance going through slopes in any SMW game (GBA, Hack, or the original SNES), But its seems useful in case it does happen. *downloads*
That's because the original levels never had a sudden dropoff against a solid wall, as the picture shows.

pikaguy900: What does the SPVertical patch do, exactly? I have a feeling that's the root of your problem, especially if it modifies the custom block routines (it might be interfering with Fu's patch). It's certainly not the SMB3 blocks, as they don't even touch custom block code.
(restricted)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-14-06 04:44 AM, in RELEASE: Slope Edge Fix v1.0 Link
Yep, that's definitely your problem. Both patches modify the same routines.

Care to link me to the SPVertical patch so I can figure this out?
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-14-06 05:27 AM, in What uses 8x8 Tile 7F in GFX00? Link
Originally posted by Smallhacker
Got any interesting information to share? More specifically, got any information about the loading routine? I'd like to modify it to make which message to show to depend on other things than level number and X position.
Why yes, I do! I just finished my own custom message system a couple nights ago, actually.

$1BDD8: load 16-bit text pointer from table at $1C080 (later transferred to X)
$1BE0A: load text from $address,X (LM changes this, so you'll need to add your JSR immediately afterwards)

Messages are 18x8 tiles in size, and are stored as one long, unbroken string. #$FE terminates a message (I don't think you need to use this if your message fills the entire box).

Basically, all you need to do is intercept these two instructions and plug in your own pointer/text address. With my system, I just store a message number (00-FF) to RAM before calling the message box routine.

The main drawback to all this, of course, is that you have to edit your custom text with a hex editor. I prefer to set up the text in Notepad before copying it into Translhextion, where I use a Thingy table to map the text to standard ASCII. A little tedious, but the end result is so worth it.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-14-06 07:33 AM, in What uses 8x8 Tile 7F in GFX00? Link
Actually, it's designed to be triggered by a custom routine (i.e. a custom block), but with a little hackery I could make it work with the message box sprites as well. I don't really plan on using the sprites much anymore, though.
(restricted)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-15-06 08:18 AM, in approval request Link
Originally posted by Stevethemaster
hi im steve and i used to be the all time hacker.
Wow, so you're THE all-time hacker? Omigosh, what a privilege!



Seriously, though, you're gonna need a lot more than that. How about some examples of the "tons of work" you've done?
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-15-06 08:29 AM, in Approval Request Link
Grayscale Mario. How...clever.

I dunno. If all you plan to do is make crazy new color schemes for Mario...those are a dime a dozen now. Just like the Bald/Naked/Ninja Acid Trip/Toilet/Penis/OMG RED/etc. Super Mario Bros. hacks of yore.

Hacking ROMs is about much, much more than just fiddling with other people's GameShark codes, and you're not going to last very long in ROM Hacking if that's all you plan to do. Maybe you should set your sights a bit higher?
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 5908 days
Last view: 5908 days
Posted on 12-15-06 08:48 AM, in What uses 8x8 Tile 7F in GFX00? Link
The existing message system already uses a 16-bit index with a 24-bit address, both of which you can intercept and change at will, as I mentioned earlier. Somehow I doubt you'll need more than 32K for your message box text.

As for the "wait for button press" idea: as long as your code runs only once per frame, all it needs to do is trigger the message box code, exit, then immediately trigger it again on the next frame (make sure it also updates the message number each time). Repeat for any subsequent messages. This is what I did for the "storybook" scenes in SMO.
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Acmlm's Board - I3 Archive - - Posts by BMF54123


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