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| Acmlm's Board - I3 Archive - - Posts by Glyphodon |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I wrote something quite similar to that except I did it with palettes.
Mine required annoying value-palette manipulation, yours requires some hex space and some allocation-by-hand every time a change is required, and both can only change the generators to a single something during the level -- if you were to have a Lakitu and a Bullet Bill in the same level, they'd both either have to shoot bullet bills or spinies. X and Y hacking won't work right since you'd have to do some unnatural generator positioning just to get the sprite you want. The Extra Info parameter in LM forces you to use Insert Manual instead of the regular insert and only goes from 0 to 3. An additional sprite that set a value every frame that generators would use might work, but again we'd face the problem of having a lakitu float too close to a "Shoot bullet bills" sprite and then we'd again have a Bullet Bill throwing Lakitu. I'm honestly quite stumped by all this. (edited by Glyph Phoenix on 05-25-06 07:19 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Shane I personally am looking forward to "Die the fun posting experience". If you switch to the style Kafuka you get almost that. (edited by Glyph Phoenix on 05-26-06 10:02 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I think for your birthday I'll use my time traveling powers to go back in time a few days and convince myself to make that Big Boo patch for you that I made a few days ago.
Now it all makes sense. So that's what that future me was trying to tell me. It's too bad I shot him. (edited by Glyph Phoenix on 05-26-06 10:12 AM) (edited by Glyph Phoenix on 05-26-06 10:13 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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All threads, private messages, and posts must be cursed since people who don't make them never get banned!
Originally posted by Shyguy They aren't the only ones! ![]() |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| You forgot Blisseh. | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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I'd vote for Bomberman 5 but you can't play as Emperor Terrorin and everyone knows he's the only one worth playing as. ![]() |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Needing 0x200some bytes in ROM for each generator sprite isn't terribly demanding thanks to LM's expansions. A lot of them would be empty zeroes, though.
(FFs would actually be rather nice as a "default to whatever you normally generate" command since I don't think it's a valid sprite number. After all, you might want to generate a green shell-less koopa sometime!) I still think picking a table in a hex editor every time you needed to change a generator's behavior is kind of lame, though, and I don't like the idea of still not being able to change what a generator shoots mid-level. Changing BMF's level number is an awful idea since it requires subverting BMF's code and just generally misinforming any other subroutines and sprites which read that value. In addition, if we had a decent way to write a special value to RAM during a level we wouldn't need a table in the first place! (edited by Glyph Phoenix on 05-27-06 07:49 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Ha ha, that's a hilarious method of edit protection, Trasher.
Locking your hack is hypocrisy of the highest order anyway. ![]() |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I set up a level system at one point (Just used lives, really), an HP system at one point, an ability system at one point that did things like allow Mario to jump twice as high, spin jump, hide, and there might have been one other. I've edited the code involving Mario's palette so he changes palette only when a certain byte in RAM says so.
I could definately set up the status bar to check for an "orb" item and display it as a 8 x 8 tile. I could very likely set up a block or whatever so Mario walks through water like air or possibly even on water. No, I'm not going anywhere with this. I'm just reaffirming that I'm awesome. (edited by Glyph Phoenix on 05-28-06 10:21 AM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Get your stinking webbed feet out of those shoes, you damn dirty duck! | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| My levelling system really, really sucked and I have since deleted it along with the other systems I've mentioned.
I hope none of you try to call hoax on me, though, because Kyouji might still have a copy of some of them and I've still got the know-how to recrate any one of my previous systems. Anyway, the thing about this idea that's keeping me from getting all giddy like the most of you is, besides the obvious question of whether or not you'll follow through with everything, the fact that these ideas are all over the place. The best way to make a hack or game or anything is to take some central ideas and build on them rather than take some incongruous RPG ideas and stuffing them together. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Shyguy Except not at all since this is for stuff that's supposed to be bad. If this were a General Project Watanabe its father dies in nearly every time period. (edited by Glyph Phoenix on 05-29-06 11:10 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| This thread is not locked even though the poster is clearly an idiot who couldn't glean information from a detailed help file. That is what's hard to understand. | |||
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I first wrote something like A9 01 8D 00 C1 in my SMW hack. For those of you less hexadecimally inclined, that's:
LDA #$01 STA 7EC100 I even opened up Geiger's Debugger and put in a write breakpoint for 7EC100. Nothing. I put in an exec. breakpoint for where those two opcodes were, and they popped up quick so I know my code's being read -- it's just not being interpreted. I tried using 7EC101 and I was similarly screwed. I recalled that I had the same problem when I tried to access 7EC800, which is in the general 7ECxxx area, so I figured I might be having the same problem there. Am I trying to access RAM I can't, or what? I post it here in SMW hacking first because the problem is in my SMW hack. I don't know if that was such a great idea since this would seem to be a more general SNES processor problem. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Luckily I have completely forgotten all the comics I have read that are stupider than this, otherwise the very memory of them would manifest itself as physical pain. These strips are that bad.
The sprites are often poorly resized and poorly cut-and-pasted so they aren't on the same level as the others, the minor edits on Sigma's head are horrifying beyond words, and your grammar is despicable. Your comic sickens me. To top it all off, I believe you either stole that link sprite from here or you stole it from somebody else who stole it from SemiJuggalo. (edited by Glyph Phoenix on 05-30-06 09:47 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I'd rather not try that unless I were pretty sure that was the problem because I'd have to rewrite much of my reading code to match. It involves putting things in Y and Y only has an absolute mode, not a long one.
I don't think that that'd solve the problem anyway because where my code is now there used to be "A9 04 8D FC 1D". It STA'd 4 into 7E1DFC to make the spin jump sound without incident, which wouldn't be possible if it were writing to ROM, right? (edited by Glyph Phoenix on 05-30-06 10:05 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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Originally posted by Alastor the Stylish Ahahaha, you crazy hypocrite, you. Seriously, though, this comic is far worse than Kyouji's and what you need to do about it is everything. Either don't resize sprites or, if dealing with small, non-detailed sprites, resize them to 200%. Use good grammar. Read and follow things like these. Oh, and it's nigh-impossible to spend 3 seconds on each frame. It takes about that long just to put both sprites in each frame, let alone make any sort of text box, even a crappy one. You're just lying to make up for the fact that you tried and failed, I believe. |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| Good to know. I'll just assume that long addressing would fix the problem and thank you guys now because I'm tired.
Edit: Yeah, that worked perfectly. Thanks all. (edited by Glyph Phoenix on 05-30-06 10:52 PM) (edited by Glyph Phoenix on 05-30-06 10:53 PM) (edited by Glyph Phoenix on 05-31-06 02:08 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| At RAM 7E1342 there is a quickly changing address that goes roughly from 1 to 8. When Mario is dunked in the water the number can jump to 0x0A or even 0x13.
I'm hacking the water function so one of Mario can walk through the water like on the ground when a certain flag is set, and this address is written to. A number is left-shifted if Mario is in water but written to 1342 regardless. The number changes whether Mario is moving or not, and I can't figure out what it means. Does anybody know what 7E1342 is for? Oh, and this has probably already been mentioned but I couldn't find it: 7E0075 is the "Mario is swimming" flag. (edited by Glyph Phoenix on 05-31-06 02:14 PM) (edited by Glyph Phoenix on 05-31-06 03:03 PM) |
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Glyphodon Since: 11-18-05 Last post: 5949 days Last view: 5929 days |
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| I actually liked the punchline. For the first 13 panels, however, the comic doesn't seem bad for the sake of parody or satire, it just sucks. This fails, but not quite as much as nearly everything else you've done.
And would text bubbles have killed you? If not, use them next time. If so, use them next time. (edited by Glyph Phoenix on 05-31-06 03:55 PM) |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 |
| Acmlm's Board - I3 Archive - - Posts by Glyphodon |