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04-23-23 11:31 PM
Acmlm's Board - I3 Archive - - Posts by Glyphodon
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Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-08-06 01:32 AM, in new sprite - venus fire trap Link
Originally posted by S.N.N.
when the world is falling apart from n00bs, you come in and give up a new ray of hope, in the form of 1337 ASM skills.


No fair. I want to give the world hope in the form of 1337 ASM skills too.

Anyway, while this is an impressive feat indeed, it seems like a bit of a waste. DMiner would appear to be one of the most talented hackers around, and he's spending his time coding... that damn annoying plant from SMB3?

Okay, I'm doine crashing the party for now.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-09-06 04:32 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Xeruss
Nobody here has yet created a new powerup


Speak for yourself. I split Mario in 2 so he's got a Shadow Mario form and a regular form, both of which have unique jumps.

I'd like to go in a different direction from that but I don't have any good ideas.

No, Koopa Mario is not a good idea. Automatically turning into a shell when you run-- feh!


(edited by Glyph Phoenix on 06-09-06 03:33 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-09-06 04:53 AM, in Add 255 sprites? Link
I'm thinking these ideas aren't wonderful at all.

You can't put one atop a block, hijacking the MAP16 isn't cool, checking a new RAM table per sprite isn't fun, and incompatibility with Lunar Magic is totally inexcusable. Doesn't EVERYONE use Lunar Magic for any sort of level or graphical hack these days?

Those are messy, messy solutions, and very few custom sprites exist yet anyway.

More viable solutions, I believe, would be more sprites that change themselves or other sprites based on their X and Y positions and perhaps Extra Info. Some existing sprites don't seem to even show up if their Extra Info bits are set; there's got to be a way to hijack the code somewhere through that.


(edited by Glyph Phoenix on 06-09-06 03:54 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-09-06 07:45 AM, in Kind of a peculiar question... Link
Write EA A9 0A at x213C9 and EA EA EA at x22DD to give Mario green Yoshi at the beginning of every level. That much is easy. Yoshi won't show up on the overworld at all because I had problems getting Yoshi to show up consistently and I figured never is better than spending so much time getting him to show up always.

If you put 80 2D at xEF9C, Mario can no longer dismount from Yoshi using the spin jump. I'm having some serious trouble making Mario get hurt instead of being removed from Yoshi, actually. The main code starts around x, right after the check to make sure Mario isn't star Mario at that point. They didn't want Mario to get hurt when he had star invincibility.

Your biggest problem will be castles. If I disable the Yoshi dismounting code, the opening with the gate glitches. If the No Yoshi entrance is disabled, Yoshi will cause glitches when vertical fireballs appear and sometimes Mario will die instantly at the beginning of bosses. All that is, of course, after you manage to remap or otherwise fix Yoshi's tongue with the incompatible castle tileset.

You could get rid of castles entirely, but only when a boss is beaten can the cutscenes or credits be triggered.


(edited by Glyph Phoenix on 06-09-06 06:47 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-09-06 08:05 AM, in Your friends here. Link
I think it's wonderful that a decent, only somewhat active, hateful guy like me can get 2 mentions while an extremely active and friendly yet moronic guy like Shyguy doesn't get any, even though he made the thread. It just says so much good about this board.

As for the listing of the people I would consider friends, the thing about that is...

...well...

...when I wrote hateful, I meant hateful.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-10-06 03:13 AM, in Mario and Luigi Grand Adventure Tour BETA-Testing Link
I'm astonished by this anti-Rain Man sentiment. He's right about nearly everything. I'd expect this kind of retarded behavior from, say, peter_ac, but Bloodstar? Shame on you. Shame on you.

Originally posted by Bloodstar
SMAS graphics ARE frequently used, but is that a reason to hate a hack?

Originally posted by Rain Man
In conclusion, the use of SMAS graphics is overused, and the level design is awful, just awful.


Can you guys see how that works? How even if SMAS graphics weren't overused and boring, there are things like note blocks replacing slopes and bucktoothed blind boos and horribly positioned bullet bill cannons that are still very, very bad? There are lots of bad things about these screenshots, so many that I'd conclude the hack is bad. Not you guys.

In closing, this STFU to Rain Man bandwagon is so fucking stupid Shyguy has just jumped on.


(edited by Glyph Phoenix on 06-10-06 02:15 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-10-06 03:44 AM, in Add 255 sprites? Link
This idea would in no way would make sprite editing more visual, Cruel Justice. Smallhacker's idea would make sprite hacking less visual, in fact, because instead of simply pasting the sprites in via LM you'd either have to put a block in to represent one or, using his first idea, not use LM at all. And expanding existing tables is a generally bad idea because there are just easier methods that don't override the existing game's methods.

Anyway, Smallhacker, you're going about this all wrong. Hacking level loading routines is no fun. Sprites are by nature dynamic--there are so many ways to make a sprite act differently. By treating sprites like blocks, which are by nature static, you're totally missing the point.

Why not have existing game sprites act differently if their extra bits are enabled? Why not make a sprite break out if it's in a ledge or pop out if it's in a pipe? That's more than possible.

Sprites can act completely differently based on any one single bit in RAM or ROM. It's true. You have a lot of bits-- pick one that doesn't mean you can't use LM or that entire loading routines have to be rewritten.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-11-06 05:51 AM, in "Mario's Return" progress thread - NEW 5 World Demo Link
I didn't elaborate because I wanted to be as brief and disrespectful to Kyouji as possible.

What happens is if you place a side exit sprite in the first Big Boo room, Big Boo warps you when you hit him once. When you hit him in the next room, he warps again. In the third room, he dies after one more hit--not 3.

Also, if you put an additional side exit in the second Big Boo room along with the first, the battle will extend to 4 rooms. The battle can chain indefinitely in theory-- just keep putting side exits in the Big Boo boss battle rooms and the battle will extend by 2 more rooms.


(edited by Glyph Phoenix on 06-12-06 04:44 AM)
(edited by Glyph Phoenix on 06-12-06 04:46 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-11-06 06:23 AM, in Add 255 sprites? Link
Originally posted by Bio.exe
I've finally found where the extra bit is stored in RAM, they are stored at 7E187B(Sprite Stomp Immunity Flag Table) as bit 3 and 4


Good job, Bio. Those should come in handy. Isn't the location of the sprite in the tables stored in the X or Y register or something? If so, all we'd need is an LDA absolute indexed with X/Y and we'd be good to go.

Originally posted by Smallhacker
sprites have got 15 bits of data while MAP16 blocks have got 21 bits of data, which, technically, means that MAP16 blocks are MORE dynamic than sprites.


Again, totally missing the point. Blocks can't act differently until they're touched. Sprites, which can read just about any byte in RAM or ROM to change their appearence, behavior, etc. straight from the start, trump your 21 bits.

Originally posted by Smallhacker
Enough about that idea, since I belive that the other idea, the one that uses extra bits and unused sprites, would be better.


Let this be a lesson to you all. Nobody beats Glyph Phoenix in a battle of theoretical game mechanics. Viva la Extra Info!

...and they don't need to be unused. Extra Info + used sprites can work too.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-11-06 06:24 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Heh heh heh... if you went for a pixelated Mega Mario like in the Super Paper Mario screenshots, you could draw a Mega Mario in considerably fewer tiles.

Playing as an invincible character tends to totally blow, though. That's why Mario doesn't just have Star Power all the time--who'd want that?
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-11-06 07:05 AM, in The very best of "It Never Happened!" Link
Good. You know, I hear making a hack that people don't think stinks out loud is a very nice alternative to beating anything up.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-11-06 07:31 AM, in Add 255 sprites? Link
I didn't realize you were applying the 21 bits to your block-sprite idea. Having a sprite use LM's block data would indeed give you extra bits to work with, but blocks themselves are quite static--that's all I meant.

I still wouldn't go for the idea unless there were no more viable solutions, though. Hacking level loading routines, like I said, can't be much fun.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-12-06 05:20 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Xeruss
nobodys made any good powerups yet... I saw your Shadow Mario, and even tried it, on top of feeling just plain awkward, it wouldn't interact with the layer 3 water...


Shadow Mario wouldn't swim in any water, and that's because I hand-coded the game to make it so. I still think a Mario that walks through water could be a fantastic gameplay device in the right area.

As for the special jump, it's already been replaced.


(edited by Glyph Phoenix on 06-12-06 04:23 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-12-06 01:37 PM, in Bubbles? Link
Wow, I got mentioned alongside BMF. I've always thought of myself as one of those angry pundits on the outskirts of Super Mario Town while BMF is the mayor.

I should work on making a throwable hammer sprite for Mario. 'course, I end up not doing the vast majority of things I should, so...
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-14-06 07:22 PM, in Looking for ROM addresses for Mushroom sprite speed Link
Originally posted by Raccoon Sam
On the same subject, has anyone documented Mushroom gravity?
How fast it will fall, How fast will it fall underwater, what happens if you bounce it from below, etc..


Mushrooms likely use the same gravity as most other sprites and I suspect changing the gravity for one sprite changes it for all the others.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-20-06 06:11 PM, in So... exactly what's the problem here? Link
Originally posted by Takfloyd
the focus of my hack is level design that rivals Nintendo's own.

Don't do that. Nintendo's level design for Super Mario World really sucks. Do better than Nintendo. Come up with new and interesting level designs and don't do crap like the uninteresting forest of illusion or use layer 2 for invisible walls or levels filled with turn blocks where you can get stuck in the walls if you have the cape. If Nintendo's level design is your grand goal, you're not shooting high enough.

Speaking of crap level design, it's probably about time I stopped hacking SMW. I don't like the engine, enemies, existing levels, etc... It's only because I learned how to do it fairily well that I still hack the game. Apologies for the off-topicry.
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-26-06 04:33 AM, in This board has changed a lot hasn't it? Link
Split the board? We already tried that, and it worked horribly. There is too much gray area, and there were too places one had to crawl to find SMW hacking information. Worst of all, the board didn't have enough activity. It was demoted to advanced hacking in general and then when topics were split between SMW hacking, general hacking, and advanced things got even messier.

Also, "I'm sure I didn't miss anything not worth missing" and other such quotes were really quite awesome. It's nice to know you're good for something, Kyouji.

Edit: Oh, and there have always been n00bs. They've left as big a mark on the archives as they have on the current board, possibly more of one. I think it's about time people stopped fucking complaining about them and started doing some real hacking. Exactly how do n00bs hurt solid, helpful projects just by being and why can't people just deal with it?


(edited by Glyph Phoenix on 06-26-06 04:00 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-28-06 11:50 PM, in Block Layout done... Link
I'm still waiting for Block Layout ? to come out. I hear it has less lag.


(edited by Glyph Phoenix on 06-28-06 10:54 PM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-29-06 01:19 AM, in ASM: Why does everybody understand it but you? Link
Originally posted by Peter_ac
What the hell? Do you even know what ASM is?


The answer is a resounding no.




The story of ASM is a long and pointless one. Back in the days long before C, there were numbers. There were lots and lots of hexadecimal numbers. Computers computed them: They were and still are simply very impressive calculators.

Man saw this, and was not happy. Thus, assembly coding was invented. Man could now use slightly easier to remember three letter pnumonics to write assembly code, which was then assembled into the numbers computers require. All was well for a time.

Now, in the age of C and Java and Object-oriented programming, assembly is forgotten. What better example of this than the misuse of the term around us even now? Assembly is the form of code before the hexadecimal format used by game cartridges and later game ROM images.

Why do internet boards take this absurd abbreviation for assembly and bring it back from the depths of obsolete computing? Let's take a look.




Hex, yet another absurd three letter abbreviation for another computer term, is short for hexidecimal. The process of editing a computer file's hexadecimal numbers is known as hex editing. That is what many of us do to copies of video game cartridges.

We edit the same simple numbers that the original designers did to create new behavior when the copy is run in a console emulator. This is often confused with assembly today because everything involving inner computing is written off with a buzzword and deemed too complicated to understand. In this case, the buzzword is 'ASM'.

True assembly would require an assembler, and written code for assembling into a computer readable format. Editing the computer readable code itself is not assembly, but it would seem that many don't realize that.




The term resurfaced because hackers wanted a distinction between editing numbers that the game reads as numbers, and numbers that tell the emulator or console what operation it's supposed to do next. These operation codes, or opcodes, require a still different way of thinking than simple numbering.

Some hackers aren't capable of doing simple hexadecimal number hacking and some are, but not capable of understanding opcodes. To summarize the vast archive of opcodes, assembly, and anything above simple numbering a single term surfaced. That term is 'ASM'.

Part of this is a natural want to refer to complicated operations for easy communication. Part of this want is for the more advanced hackers to write off the misguided tasks of less advanced hackers as a task that would require 'ASM' to complete.




In becoming this all-encompassing term, it has lost its meaning. It is rarely used to refer to assembly. It is a simple exercise in dumbing down complexity into a convenient, inaccurate, byte-sized package. It doesn't belong in the rom hacking lexicon, and there should be a better term.


(edited by Glyph Phoenix on 06-29-06 12:20 AM)
(edited by Glyph Phoenix on 06-29-06 12:21 AM)
Glyphodon



 





Since: 11-18-05

Last post: 5949 days
Last view: 5929 days
Posted on 06-29-06 01:27 AM, in Block Layout done... Link
All I wanted was a smashed penny and now I've derailed the thread.
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Acmlm's Board - I3 Archive - - Posts by Glyphodon


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