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Acmlm's Board - I3 Archive - - Posts by JaSp |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by The Cat Burglar Yeah that's it, that's why I was asking if someone had already done some researches on this. I'll still search on my own though, since it seems no one has infos about it. I'll be able to learn a little more about SNES so that's not a big matter |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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You may ask Dwedit who comes here sometimes I believe, he made this Zelda II editor a while ago. [homepage] | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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A level where you replace that foreground "water (still)" with lava and create a vertical autoscrolling, so Mario has to quickly jump to not fall in lava and has to avoid various traps all along the level; for example like that acid dungeon level in DKC2. | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Still learning how Lunar Magic works; I think I understood how ExGFX worked, but it wasn't really intuitive. Some screens of an area I'm working on, some kind of Arcade DK remake level with DK Chucks :
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Well he's a prehistoric man, not named yet. My first idea was to make the following story : instead of saving yoshi's egg, you get "DNA boosters", so that your character evolve (maybe he'll get new abilities), and he moves forward in the time (from prehistoric age to our age, that's where the industrial zone interfers ) I still have to figure out how to be able to use different GFX pages for Mario according to the levels he's in.
A little thing I've been working on today, not finished yet, kind of empty I know; still have to texture it a little more (some proportions issues too...) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by Bio Thanks a lot ! I just got it to work through LevelASM; now I'll be able to have different Mario's GFX according to the levels I just have to re-write jp's code to make it handling more than just one more GFX set, and voila! Really, thanks you very much Bio, you and of course BMF for LevelASM and jp for his DMArio code This little hack will more and more become a real project I think (pretentiousness apart, just play my SMB3 hack and you'll have a little idea about the quality of my hacks ) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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I just have been working on the first stage's tileset, some sort of Island (stolen from Wario Land 4, edited to fit in SMW)
Mockup screenshot below. Nice work on SMOdyssey (Are you BMF's spokesman Xkeeper? ) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by SoNotNormal Actually I didn't even remember how these blocks worked in WL4, but it's a pretty good idea; I think I will make new fissured ones smashable with spin attack |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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A little update, I fully understood how d4s' hdma kit worked and how to implement it to a Lunar Magic hacked rom; now that I have learnt all the basics I think I might start to really work on the hack itself
Here's a screenshot of what I've done today, I've added HDMA effects and changed the Arcade DK tileset to better match the original game (note that in the game, the clouds scroll to the left, very nice windy effect ) : |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Update on my work again; just learnt the HDMA tables format (this thing is incredibly easy to use, thanks a lot to d4s ) today and made this :
(sorry if the image is a little heavy ) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Yea, it does look kinda strange; but this is the slowest I could get. Maybe I should try to expand the amount of scanlines scrolling per line, but it won't look very far. Anyways, that was juste an attempt of combining hdma & lunar magic ExGFX thing | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by Bio Actually this is a "custom" offset I made, in the original game it's part of Player2's item inventory I believe (since there isn't the 2 player mode in my hack, I used a lot of p2 related offset for my routines ) A few notes I dug up in my .txt's mess : Originally posted by smb3 notes 0x is for ROM addresses; $ is for RAM addresses. You can aslo find the stuffs I found about smb3's music here : smb3 music docs The format is pretty similar to smb1's, of which I wrote a doc. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Here's the bank swapping routine from SMB3 explained by DahrkDaiz:
Originally posted by DahrkDaiz's notes You'll surely save a lot of bytes swapping with this routine (and trust me, bytes are very precious in NES hacking; well actually, not so precious if you expand the ROM of course ) |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Daiz's TSA editor with overworld tsa support :
just right here Have fun |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Hex editor: XVI32
Emulator: Snes9x / FCEUXD Debugger: Geiger's Snes9x Debugger / FCEUXD GFX editor: YY-CHR / PSP 7 ASM hacking: XVI32 / FCEUXD IPS patcher: Lunar IPS SNES->PC->SNES: Lunar Address NES->PC->NES: Windows calculator (though it's not really needed ) Other useful tools: Notepad |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by The Kins I just love that Mario sprite; same with the hack's concept. This is definitely one of the very few SMW hacks I'm looking forward to. |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Arr! After having spent a few hours on this, I give up... so here's my (yet simple) question : is there a way to select a few days only as selectable days ? (or multiple ranges, such as enabling selection from day 5 to 10, and from day 15 to 20)
This thing is driving me crazy Any help will be highly appreciated! Thanks |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Actually I think that even if the capcom fighting games might have the same code (which I doubt), you would have to find Felicia's code for her movements and such, plus adding her graphics into MVSC...I would just say that this is nearly impossible, but it's just a guess. The best solution for you would be to find MvsC2 iso for dreamcast and play on Chankast, you'll have the choice for characters...
However, the cool thing with cps2 games is that the different parts (gfx, sound, code...) are in separate files, so it's 'easier' to find what you're searching for. Anyway, Kawaks comes with a built-in 68000 debugger so...have fun |
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JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Maybe you changed a RAM address and not a ROM one, so it obviously won't save the changes. If it is a RAM address, set a write breakpoint on it and you should find where the data is loaded in the ROM. | |||
JaSp Shyguy Since: 11-18-05 From: Paris, France Last post: 6312 days Last view: 6312 days |
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Originally posted by Dr. Mario You should remove the black outlines for the clouds, it doesn't fit with the rest of the tileset; other than that it looks neat |
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Acmlm's Board - I3 Archive - - Posts by JaSp |