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05-31-24 11:57 PM
Acmlm's Board - I3 Archive - - Posts by JaSp
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JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-02-06 03:32 PM, in General Project Screenshot Thread Link
By the way, what happened to your military-themed SMB hack ? It was looking as decent as this one, moreover it was a very original concept.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-04-06 05:34 PM, in Feedback on SMB3 Map Editor (BETA) Link
I have a little request; I've begun starting on a sequel to SMB3: SUD, and managed to expand the ROM (I'm using my hack as a base so there isn't any free space left ); but obviously, the gfx' address is moved. So, would it be possible to have an option to select the starting address of the gfx (it would be faster than changing the map in another ROM and transfer the map date each time you make a change )
Thanks for your attention


(edited by JaSp on 05-04-06 04:34 PM)
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-05-06 11:16 AM, in Feedback on SMB3 Map Editor (BETA) Link
Well, as NES ASM is my only programming experience, I didn't even thought of applying that to win32 programs. I did it Daiz's way and it works great, I even managed to change the TSA editor's addresses
Thanks guys.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-08-06 06:00 AM, in SMB3 Question - Status Bar Link
The centers are dynamically drawn afaik; I remember having had some difficulty to remove them. Actually they depend of the player's goal card addresses $7D9C-$7D9E, try to set a read breakpoint with them and you should find the code easilier.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-13-06 07:14 AM, in General Project Screenshot Thread Link
Hey Chickenlump,
I was wondering if you had updated your ROM offsets archive since your homepage seems to no longer exist. The version I have is from 2004.
It would be very kind to share it again, it has been very useful for me over the past few years.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-13-06 07:15 AM, in any of these hacks any good? Link
Why don't you ******* try them and tell us ?


JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-17-06 08:06 AM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
Well, here is my routine with a few coments. It might not be the best anyway because I'm not that good at cleaning up code. If you have any questions, feel free to ask.

$BF10:AD 41 7B * LDA $7B41 = #$AB ; $7B41 is the address of the first sprite in a level
$BF13:C9 AB * CMP #$AB ; checks if it is the sprite $AB
$BF15:D0 15 * BNE $BF2C ; if not, goes to $BF2C
$BF17:A5 15 * LDA $15 = #$6D
$BF19:29 F3 * AND #$F3
$BF1B:D0 0B * BNE $BF28
$BF1D:A9 10 * LDA #$10
$BF1F:8D FB 7C * STA $7CFB = #$00 ; $7CFB is an offset activating an already-existing flashing bg routine in the game, the value stored at it determines how long it flashes
$BF22:EE B2 7D * INC $7DB2 = #$00 ; this was to activate the sound later in the code; I couldn't directly write to any of the $4FX sounds addresses because they were zeroed after this routine before being read to play the sounds, if I remember right
$BF25:8D B5 7D * STA $7DB5 = #$10 ; $7DB5 is a custom-offset I used (replaced from a player2 related offset) to have different sets of colors for the flashing generated by $7CFB. That way in my hack there is a multicolor bg flashing & a white-grey bg flashing
$BF28:20 C0 E2 * JSR $E2C0 ; the routine I replaced (that was at $E738), placed at the end of the new routine
$BF2B:60 * RTS
$BF2C:AD 41 7B * LDA $7B41 = #$AB
$BF2F:C9 47 * CMP #$47 ; checks if it is the sprite $47 (this one activates the grey/white flashing)
$BF31:D0 F5 * BNE $BF28
$BF33:A5 15 * LDA $15 = #$6D
$BF35:29 DE * AND #$DE
$BF37:D0 EF * BNE $BF28
$BF39:A9 10 * LDA #$10
$BF3B:4C B6 BF * JMP $BFB6
(...)
$BFB6:8D FB 7C * STA $7CFB = #$00
$BFB9:EE B2 7D * INC $7DB2 = #$00
$BFBC:A9 00 * LDA #$00
$BFBE:8D B5 7D * STA $7DB5 = #$10
$BFC1:4C 25 BF * JMP $BF25

Note that with this way, it will flash regularly; I didn't bother to try it checking with two different offsets to create a random factor.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 05-17-06 03:15 PM, in Making Lightning flash in certain levels of Super Mario Bros. 3 Link
$7DB2 is originally part of player2 offsets, it's increased here so that with another custom routine placed somewhere else, when it's equal to 01 it plays the sound; I couldn't write directly to the original sound offsets in that part of the ROM because they were zeroed and thus the sound wouldn't play.
$E2C0 is a subroutine called somewhere in the ROM, that's where I placed my custom JSR $BF10, so I re-placed a JSR $E2C0 at the end of my routine, but it isn't related to my routine.
You're right with the sprites. Actually, the colors are defined by the offset $7DB5 : according to its value, a different table of colors is loaded for the flashing routine (the table is custom, it wasn't originally in the game).
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 06-27-06 01:02 PM, in General Project Screenshot Thread Link
NEONswift > these chunks of grass on the cliffs look a bit weird ; other than that, the rest looks really nice, as usual

DahrkDaiz > it looks really nice, especially for a NES game ; I have one suggestion though, maybe you could do the statut bar's borders a little less dense, or flatter.

I took back my SMW hack; I attached a screen of a level I'm current working on (beach tiles > Wario Land 4 ; all the wooden stuff > hand drawn).

Attachments

JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-03-06 09:20 AM, in Quick question about SMW's RAM space available Link
So I'm currently making a hack for Super Mario World and I'm using some free RAM space in the game ; but I've got a problem : I made a small health counter, but the RAM offsets I used ( $7FE002, $7FE003 ) are often zeroed in the game, i.e. at the title screen, when entering the overworld map, and when entering a level. So I just removed these RAM zeroing routines, but I'm afraid that it may screw something later in the game. So basically I just want to know if these offsets (say from $7FE000 to $7FEFF) are used somehow in the game and if preventing it from zeroing them would likely screw something, I'm just asking in case of where someone would have already encountered a similar problem and so that I won't have to change all my routines dispersed in the ROM.
Thanks for your attention

Here are three work in progress screens :
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-05-06 06:50 PM, in Quick question about SMW's RAM space available Link
All changed; thanks

These monkeys are indeed meant to be the original DK, this level will be full of them (they'll replace every kind of chuck)
The GFX are half-rip, half-hand-made (the palm tree comes from Wario Land 4 actually)
About the name, Grumf is actually a 'beta' name that came up when I was playing with the status bar editor (thx Smallhacker ), but I don't know if it sounds kind of prehistoric or not in English (because it does in French actually)...Anyway, these are minor details to fix just before a release, I'll keep focusing on game & level design ideas for now
If you want an idea of what I've made so far, I added a health counter (as you can see on the screens, palette has been fixed though), spin jumping & swimming are now to be acquired during the game ; meaning that when you begin the game, if you fall into water, you'll drown and die, and your spin jumps will actually be normal jumps. This way I'll be able to create new ways in levels that can be accessed only once you have acquired certain abilities (such as on the screen where the key is blocked by spin jump-smashable blocks).
I have a few other idea to implement, but if you have any suggestions, feel free to share them
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-11-06 04:33 PM, in Opinions needed for graphics Link
I'm making some graphics for my SMW hack and I have planned to create a train level ; however, I'm not that good at designing new graphics so I need your opinion. So far I've just made a carriage and I want to know if it's looking decent enough or not, I've made a wooden version too.


The character next to the carriage is the hero of the game, he's here for comparaison with his size.
Thanks
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-11-06 05:07 PM, in Opinions needed for graphics Link
Actually, you'll travel through time during the hack ; but I think I'll make that level for the old west style. And of course there will be other carriages, this one was just to know if I'm going in the right way designing them or not. I had thought about the open box ones too, it'll be a nice place to hide enemies
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-12-06 12:12 PM, in Opinions needed for graphics Link
I just spent quite some time to make this locomotive :

And I changed the wheels of the carriage to make them less realistic and better match the carriage itself :

What do you think ?
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-12-06 07:40 PM, in Why is Mario and Luigi more diferent in SMB3 than SMW? Link
NES easier to asm hack than SNES ? I've hacked SMB3, and I'm hacking SMW now, and I can tell you, because of its limitations NES is way harder to hack than SNES. You need to find free space in the first and try to optimize your routines as much as you can, whereas on SNES just place a JSL, go to an added bank and voila.
The only thing harder in SNES hacking is, I'd say, for searching for data and such ; because obviously, there's much more data in a SNES rom.
And, though SMB3 may be better documented, SMW comes with a bunch of more or less powerful tools that let you do very nice things if you use them correctly, things that smb3 editors can't do, or hardly. It's also because SMW is easier to hack that we see a bunch of crappy hacks made in a few day whereas SMB3 hacks tends to always be a minimum decent.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-12-06 10:07 PM, in Why is Mario and Luigi more diferent in SMB3 than SMW? Link
Originally posted by setz
Need I remind you of red SMB3?

I think it's that standards are now set high for SMB3 hacks, in the past there have been plenty of shitty hacks

I wasn't saying that there were no crappy SMB3 hacks, but there's much more crappy SMW hacks ; say, for 1 crappy SMB3 hack you'd have 10-20 crappy SMW hacks :/
Well, after a second thought, it might just be a questin of proportion, I'm sure wether the ratio between crappy/fancy SMB3 hacks is lower than SMW hacks' one...
But still, the SMW hacking forum is in the crap section for a reason.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-13-06 10:33 AM, in A few custom block question Link
Well, since I've been searching without having found anything successful yet, I'm simply asking it here :
Is there a way to get block which have, for example, the top-two 8*8 tiles as blank and the bottom ones as cement ? So basically, I'd like to move the collision detection point from 8 pixels off, for a particulary side of the block (top, bottom, left or right). I've been trying using custom block, playing with the below, above and sides offsets but they turn out not to be what I was thinking...
Another question, what exactly are the reloc offsets in blocktool ? I didn't manage to find out how they work in the already made custom blocks using them.
Thanks for your help
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-13-06 01:53 PM, in Opinions needed for graphics Link
A small update, I've been implementing these tiles into the game, so here's a preview of how it may look :

I'll finally keep a grey color for the carriages, I think that it fits better with the locomotive.
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-13-06 01:58 PM, in A few custom block question Link
I'm kind of confused here...I'd have to check for bit 3 of which address ?
JaSp

Shyguy








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

Last post: 6313 days
Last view: 6312 days
Posted on 07-14-06 01:44 PM, in Opinions needed for graphics Link
Update again, I've tried to do a mock up screen taking all your comments into consideration, so here's how it should look now :

I'm keeping the non-realistic wheels because the realistic ones wouldn't fit very well with the loco's big one, moreover it would be a pain to animate the wheeling effect.

MrJones: I've intentionally not drawn these things on the wheels because once again it would be really annoying to animate.
HM: I'll see once Sprite Tool is released for the smoke
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Acmlm's Board - I3 Archive - - Posts by JaSp


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