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05-31-24 04:22 AM
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
Posted on 02-25-06 07:21 AM, in Changing Mario's GFX Link
Originally posted by The Cat Burglar
I think he wants to have the GFX changed for just one level or something, like Space Zone in SML2. In theory, such a thing is possible. However, it would take quite a bit of coding to get it to work.

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
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-01-06 12:34 PM, in Zelda II Information Link
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
Posted on 03-08-06 08:07 AM, in SMB3 hack ideas? Link
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
Posted on 03-19-06 02:26 PM, in General Project Screenshot Thread Link
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 :
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-20-06 03:18 PM, in General Project Screenshot Thread Link
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...)
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-21-06 04:28 PM, in General Project Screenshot Thread Link
Originally posted by Bio
link
look at the DMA part near the begin of the thread

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 )
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-23-06 03:00 PM, in General Project Screenshot Thread Link
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? )

Attachments

JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-24-06 12:22 PM, in General Project Screenshot Thread Link
Originally posted by SoNotNormal
JaSp: That Wario Land rip looks awesome. How are the blocks going to work - if I recall, they were smashable in #4, will they be the same in your hack, or just decoration?

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
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-29-06 04:29 PM, in General Project Screenshot Thread Link
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 ) :
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-30-06 04:28 PM, in General Project Screenshot Thread Link
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 )
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 03-30-06 05:55 PM, in General Project Screenshot Thread Link
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
Posted on 03-31-06 07:49 PM, in Super Mario Bros 3 data Link
Originally posted by Bio
$7DA7:flag that detect if Mario can shoot fireball(used in JaSp's hack)

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
0x80C4 + sprite number (hex)

abcd efgh
h: 0=sprites disappear when mario's hit
1=nothing
c: 0=can stomp on ennemy
1=can't stomp on
a: 0=can kill with tail (tanooki, raccoon)
1=can't kill with tail
---------------------------------------------------------
0x80E8 + sprite number (hex)
defines chr-page to load for that ennemy
---------------------------------------------------------
From $7B41 (sprites in the whole level,not just on screen)
II XX YY
II: Sprite ID
XX: X pos in level
YY: Y pos in level
---------------------------------------------------------
0x1630A ($A2FA) > 0x16312 = table for vertical position landing when warped
0x1631C ($A30C) > 0x16324 = table for horizontal position landing when warped
(related to the current level I think, offset $727)
---------------------------------------------------------
$16 : affects the palette > 0:normal ; 1:grey (probably used for flash effects)
$1A : affects levels' palette when loading them only
$1D : if > 0, enter battle at any level

$F1 : setting this to 1 makes mario dead (but doesn't change music, and Mario

just fall)

$3DE : seems to activate area changing in levels

$3F3 : mario's state on map screen

$545 : 00>normal ; 01+ : sliding (speed depends of value)

$555 : flashing mario (end of star)
$556 : frozen mario byte, he can't be hurted - 0:off , > 0: sets how much time

mario is frozen
$559 : autowalking mario byte, like at ending levels - 0:off , 1:on
$55A : another autowalking byte, seems to be like at the anchor aways scene...
$55F : all sprites freezing byte - 0:off , 1:on
$563 : if 1, mario can't touch the ground
$564 : byte probably related to blocks...
$566 : set this byte to
1: invasion of red fishes,
2:now it's black fishes,
3;5;8: ?
4:flying beetles,
6:moving platforms from right
7:a chest appears!
9 and after: crash game (not sure for all values)
100:gives a strange hat to mario (sprite glitch)
$569 : another autowalking mario byte; but this one change speed according to

value ; 0:off
$571 : byte related with changing/exit levels and areas...
$577 : kuribo's shoe

$58A :behind the background if !=0 ; affects Mario's sprite too

$598 :enable world8's part3 dark effect on map

$5F3 : 80+ : skips $71A animation routine (animated tiles)

$66F : Goal card current item

$671-674 : sprite fired by bowser (default:75 - bowser's fireball)
--> seems to actually be some sprite buffer

$729 : actions byte on map screen
40 : enters level
0D : same?
0E : grabbed by hand

$7EB6=controls scrolling (active or not)
$7CFB=flashing background/scenery timer (background or scenery, depends of the

value)

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.
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 04-03-06 12:28 PM, in Learn to Code with the ASM 6502 (how-to) Link
Here's the bank swapping routine from SMB3 explained by DahrkDaiz:
Originally posted by DahrkDaiz's notes
Bank swapping routine
$FC6F (0x3FC7F)
$FC6F:A9 46 LDA #$46
$FC71:8D 00 80 STA $8000 = #$00 ; Set up the $8000 register for $A000 swapping
$FC74:AD 1F 07 LDA $071F = #$00
$FC77:8D 01 80 STA $8001 = #$60 ; swap $A000 bank with value in 71F
$FC7A:A9 47 LDA #$47
$FC7C:8D 00 80 STA $8000 = #$00 ; Set up the $8000 register for $C000 swapping
$FC7F:AD 20 07 LDA $0720 = #$1A
$FC82:8D 01 80 STA $8001 = #$60 ; swap $A000 bank with value in 720
$FC85:60 RTS

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 )
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 04-09-06 08:14 PM, in Super Mario Bros 3 data Link
Daiz's TSA editor with overworld tsa support :
just right here
Have fun
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 04-19-06 08:00 AM, in What's your weapon? Link
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
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 04-21-06 08:13 AM, in General Project Screenshot Thread Link
Originally posted by The Kins
Promised WILD AND WACKY antics in progress


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.
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 04-24-06 06:39 PM, in Flash - DateChooser component - Simple question Link
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
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 04-28-06 04:21 PM, in Some thoughts on the CPS-2 (arcade) Link
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
JaSp

Shyguy








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

Last post: 6312 days
Last view: 6312 days
Posted on 04-29-06 09:34 PM, in Please help (FCEUXD SPquestion)! Link
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
Posted on 05-01-06 08:07 AM, in General Project Screenshot Thread Link
Originally posted by Dr. Mario
I've been pretty busy with real life, so I haven't had time to mess with either of my CV hacks, but I do have time to work up an open-to-the-public SMB tileset. Here's a concept of how it will look in game:
[image]
When it's finished, I'll release and anyone will be able to use it for thier hacks or whatever.

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


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