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05-09-24 08:24 AM
Acmlm's Board - I3 Archive - - Posts by JaSp
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JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 11-19-05 07:00 AM, in I need help with smb3 nes hacking Link
Look at the type of the pipe you used; it might be something like "Downward pipe (ignores pointer)", type B0-BF in hex. You have to change it into a 90-9F pipe so it will go in the area specified with the pointer.
Also, that problem is pointed out in the Errors doc of SMB3 Workshop; so before posting here about any problem you encounter, please check the docs provided with SMB3 Workshop, thanks.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 11-23-05 08:07 AM, in SMB3 Animations Document (Not really a request!) Link
I think you're requesting this; taken from DahrkDaiz's SMB3 notes :

Originally posted by DahrkDaiz in some SMB3 doc
BG tile animation routine: Used for action stages (not maps) for animating common objects, such as
bricks, coins, munchers, water, lava, etc.
$8E35 (0x3CE45)

$8E35:AC 1A 07 LDY $071A ; This loads the current bank from lower left corner of the pattern table
$8E38:C0 6A CPY #$6A ; 6A is the bank for the Airship, which doesn't have animated bg tiles
$8E3A:F0 21 BEQ $8E5D ; thus skip the animating routine
$8E3C:A5 15 LDA $15 ; This loads the constant timer
$8E3E:29 03 AND #$03 ; used for battleship animated tiles
$8E40: D0 1B BNE $8E5D ; but skips it on xxxx xx00 since there's only 3 frames of animation
$8E42:C8 INY
$8E43:C8 INY
$8E44:C0 76 CPY #$76 ; 74 is the last bank for the battle ship animated tile sequence (70, 72, 74)
$8E46: D0 02 BNE $8E4A ; a table isn't used here, thus, Y (from 71A) is increased twice
$8E48:A0 70 LDY #$70 ; if it reaches 76, loop back to the first animation sequence (70)
$8E4A:8C 1A 07 STY $071A ; and store it into the gfx bank
$8E4D: D0 0E BNE $8E5D
$8E4F:A5 15 LDA $15 ; this loads the constant timer and indexes it for the global
$8E51:29 18 AND #$18 ; animated tiles (coins, ? blocks, munchers, etc)
$8E53:4A LSR
$8E54:4A LSR
$8E55:4A LSR
$8E56:AA TAX
$8E57:BD FC 83 LDA $83FC,X ; Loads a bank from the animation sequence (60, 62, 64, 66)
$8E5A:8D 1A 07 STA $071A ; and finally stores it into the ram for the lower left gfx bank


And, just for your information, the term "lazy" is in complete contradiction with the "doing ASM" action...
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 11-24-05 01:41 PM, in Luigi vs Mario Demo Release! Link
A small bug I discovered accidentally : in giant levels, you can actually enter the background flowers which are the same size as a door (which bring you to an empty level where you fall down to your death)

Other than that, great news, good job, etc.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-06-05 06:37 PM, in [DL] Smb3 new map system Link
Well, I was kind of bored, so I decided to hack again smb3 a little, and did in a few hours something I always wanted to do : a new map system for smb3, more like some RPG. So here it is, a new map system for you smb3 hacker who want some new flavour to your hack.

It features
- moving "block by block" (16 pix) instead of skipping 1 block (32 pix)
- a rpg-ish Mario, looking right, left, down, up according to where you go
- originality to your hack

It requires
- a brand new reorganisation/redesign of your map blocks (by block, I mean the TSA blocks (16*16) that you can change with DahrkDaiz's SMB3 TSA Editor)
- a little patience to understand how it works, it's quite simple actually :
Mario can go on any block which number (TSA # in hex) is between x0-x7 ; he's blocked by any block which number is between x8-xF
To avoid reorganizing all these water TSA blocks (because we, hackers, can be lazy), Mario is blocked by ALL blocks between 83-BF (80-82 are used for some ways though with that palette, such as the bridges in my example)

That's all you need to know I think; if you have any questions, please ask. And don't forget to make backups in case of (we are not protected from any bugs that may appear).
Here's the patch : SMB3_new_map.ips
You can of course try the patch to see how it looks ingame, without adding it to your hack (and even if you're not a smb3 hacker )
Credits go to me, JaSp (but I don't force you, just don't claim it as your own) and DahrkDaiz because I used his notes and kind of stole 80% of his new mario sprite routine on map screen (from Mario Adventure)
And thanks to Beneficii for his sweet smb3 map editor

A little screenshot :


And of course, Enjoy
(sorry if there's some bad english)

EDIT: Here's the updated Daiz's SMB3 TSA Editor to be able to edit map TSA.


-----------------a little ad-----------------
My SMB3 hack released, here.


(edited by JaSp on 12-07-05 10:49 AM)
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-07-05 08:43 AM, in [DL] Smb3 new map system Link
Originally posted by 46
But how does one load up map screen Tsa in the Tsa Editor? (excuse the dumb question but I just acquired the program yesterday and see that option nowhere on the menus or the readme. Is there a newer version than 1.0?)
Oh, you're right; Daiz gave me an updated version of that program for my previous hack which can edit the map TSA.
I'll ask him if I can distribute this version (or maybe he will come here and answer).
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-07-05 11:51 AM, in [DL] Smb3 new map system Link
Originally posted by DtTvB the Yoshi
I can't go to 1-2 after completing 1-1, what should I do?
You should notice that this is a new system/engine, and not a hack ; that means it's not meant to be played but to be implemented in one's smb3 hack if he wishes to.
So after all, I think you should read posts before downloading anything you find and playing it.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-08-05 11:31 AM, in [DL] Smb3 new map system Link
If you keep pushing a direction, he will stop a little time then continue going without stops; just as in the original game.
Anyway, I may try to improve this engine if I decide to create another SMB3 hack...
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-08-05 11:32 AM, in If you downloaded SMB3MAP from Geocities... Link
I think a link to the editor's address would be welcome
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-14-05 03:56 PM, in General Project Screenshot Thread Link
Originally posted by fsdasdgsdgsad
Reading this thread makes me want to implement an IQ limit on registering.
Maybe it may make you want to smartly use this ban thing against idiots (to not say anything else) ; because, you know, when an idiot, who has been told to stop, continue his bullshits and doesn't try to change despite these people who are showing him the right way; well, even while ignoring this kind of person you can feel a little pissed off, or at least you feel bad for all these guys who are always answering nicely to the idiot and trying to help him.
Sometimes you don't need to bother with who bothers you.
Of course, I don't especially aim at anybody, that's just a general opinion. And just remind that there is a difference between newbies and idiots.
Now I'm wondering if finally only pokemons can evolve (I agree that was quite sarcastic).
Sorry for the off-topic though.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-15-05 04:29 PM, in Is there a *insert game* editor? - THIS IS NOT AN EDITOR REQUEST THREAD / Editor DB Link
Originally posted by DahrkDaiz and you obviously didn't pay enough attention to what he wrote
If there's no hacks of it, that means there's 99.99% chance that the editor you want does NOT exist.
Are you really counting on that 0.01% chance that it exists?
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 12-25-05 02:19 PM, in General Project Screenshot Thread Link
I've just been working on some gfx improvement for Zelda 1 ; just for the fun now, but it might end up being my next hack(with a brand new story and levels, etc.)

I didn't draw everything from scratch but rather edited gfx from various sources to make it fancy in a NES game. Link's palette will be fixed too.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 01-04-06 03:15 PM, in wtf hapenig? Link
The thing is that, as fas as I know, hex doesn't really mean anything; actually while hex editing you're kind of asm hacking, as hex is just some interface to alter your rom's asm (assuming that data is part of asm).
To stay on the topic, and having hacked smb3 for quite a time, I think that there's something wrong in the area where this door points to; the most probable would be an object that is making the rom to crash. Read the errors faq in the docs of SMB3 Workshop, and search for something wrong in your level (rigorously as some crashing objects can be hidden under other big objects).
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 01-09-06 06:26 PM, in My first SMb1 hack. Link
Ok, I'll just expose some advices about rom hacking, the way I think it's supposed to be nowadays.
Firstly, in my honest opinion, your hack doesn't look interesting nor promising at all. I would be reassured to know that this post is just a joke. I'm not here to be mean or anything like that, and this is only my personal opinion, do whatever you want with it. So, all I can see are levels barely edited, with often the original objects just size-changed and placed in other places, letting some deja-vu in your levels; with enemies placed everywhere but where they should be. Moreover your levels don't look fancy at all, and that's a bad point. Levels have to be at least a little nice to look (that might just be a very personal opinion) at and be designed in innovator gameplay situations. And that doesn't mean extreme diffculty situations. This is what I call bungled work. What you should ask yourself, especially with SMB1 hacking as there are plenty of hacks just like yours (and plenty others better), are questions like "What will make my hack different from others; why people will enjoy playing it ?" ; "How can I create interesting situation for the player ?"
So take a look at what you have in your disposition to create new levels, and think about how you should build your level before touching everything you can in your favorite level editor.
Another points, your new graphical stuffs are bad : some letters and symbols in your score bar are colored, while others are not; can you tell me what is nice-looking in that ? Maybe you didn't find the other letters to replace them in a tile editor, well you have to be a little more perseverant with your researches then. Changing Mario's colors won't make him cool because that was not in the original. Graphics also take time and thinking to look good.
Just remember, good rom hacking is especially a matter of time : time to search for resources and such, time to learn (by yourself or by other ways), time to think and time to apply. In terms of rom hacking, several hours aren't a very long time; they're actually a very very small amount of time.
A last thing, stop alterning between caps lock and big lol everywhere, that will do nothing but decrease your credibility concerning the serious of your work (which is obviously quasi-inexistant).
I think I made my point, now it's up to you to do whatever you want with this.
It's never late to learn.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 01-18-06 08:06 AM, in megafle .42 help Link
The windows version only works with mm3 afaik, and I think the DOS version is more complete.
Fetts, try to input the file's extension along with the name, i.e. "megaman5.nes". If you already did that and it still doesn't work, then I can't help you more.
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 01-24-06 01:53 PM, in Whats The Best Super Super Mario Bros.3 Hack? Link
I did
Nice to hear that someone remembered it
I'm thinking about starting another smb3 hack again, I've got some ideas already. But if anyone has any suggestions about new features to implement, I'll be very happy to hear them
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 01-28-06 07:40 AM, in Good Tools: What does (PRG?) mean? Link
They're, at least for SMB3, like v1.0 & v1.1 for some GBA games for example.
I checked both roms and found differences in some texts of the game as noticed in TMK; at the article "Two versions for NES". It seems that in this case, only text has been changed to correct grammatical errors and translation issues (Kuribo/Goomba).
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 02-03-06 02:50 PM, in Flash MX - clips related [help] Link
I'm beginning in flash, and I've got a question about movie clips.
I inserted a separated .swf clip in a new movie, to be able to easily control zoom and scrolling fonctions for the initial movie, so what I want to know is if there was a way to see each frames of the clip inserted in the main timeline, while letting it being a clip group so that when I resize it for example, it lastes the frames after. Because when I import an .swf to the lib and insert it on the scene, I can't see each frames of it in the timeline while it actually plays when I test the movie... I'm not sure if I'm being very clear (that's probably why I couldn't get this info searching tutos and such), but if someone understood, well please tell me.
Thanks
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 02-04-06 04:49 AM, in Flash MX - clips related [help] Link
Well that was it, I wanted to see the later frames of a movie clip while working on the .fla.. Actually the real reason why I wanted this is to easily zoom and make scrolling effect easier for the movie clip instead of resizing and moving all objects & symbols in that clip. So if you have any other idea about how to make it, I'd be glad to hear about it
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 02-18-06 10:12 PM, in SMB1 music format doc Link
Well, I figured out how music in SMB1 works (it's actually similar to SMB3's music format which I figured out when I was making my hack), and I wrote a little document to share my finds. However it might not be very accurate and might be more useful to someone who would try to complete the doc than to someone who wants to create new musics for the game. Also it's quite difficult to me to explain such things in english, so if someone wants to correct this document in better english, it would be very nice
Anyways, here is the doc : SMB1 Music Format
Enjoy
JaSp

Shyguy








Since: 11-18-05
From: Paris, France

Last post: 6290 days
Last view: 6290 days
Posted on 02-24-06 02:47 PM, in Changing Mario's GFX Link
Well, I'm not very familiar with SNES hacking; so I was wondering if there's a way to have ExGFX for Mario's GFX in Lunar Magic (doesn't seem so...), or maybe a RAM address that controls which gfx page Mario use ? I'm actually more used to NES' CHR pages, etc. so it's a little difficult to understand the SNES graphics format and engines, I've read some stuff and documents but actually the knowledge comes easier with practice...
What I actually want to do is to change Mario's appearance according to the levels you're playing...
So, any help whatsoever will be appreciated
Thanks
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Acmlm's Board - I3 Archive - - Posts by JaSp


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