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04-23-23 05:16 PM
Acmlm's Board - I3 Archive - - Posts by Raccoon Sam
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Raccoon Sam

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Since: 11-20-05
From: Correct

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Posted on 10-24-06 04:36 PM, in Sonic The Hedgehog Extended Edition (Demo) Link
I don't like the spindash too much, but otherwise it's good.
Raccoon Sam

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Since: 11-20-05
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Posted on 10-27-06 01:41 PM, in Zelda III - Strange Tremor bug Link
That could be an emulator-dependent glitch.
Try with SNES9X and ZSNES.
Raccoon Sam

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Since: 11-20-05
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Posted on 10-31-06 02:45 AM, in Metroid Zero Mission hacking Link
I was wondering, since as a Mac user I Can't open up EXEs, perhaps you could release some information or documentation?
I'd love to see some text tables. Translations ahoyhoy.
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Since: 11-20-05
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Posted on 10-31-06 02:48 AM, in Pokemon Ruby US Documents | Advance Map Tile Overview | unLZ.gba Tile Overview Link
I'm not much of a Pokeman hacker, but this will definitely come in handy.
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Since: 11-20-05
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Posted on 11-01-06 12:51 PM, in What determines eatability? Link
I want to get my Dolphins eatable by Yoshi.
How could this be possible the easiest way? Help please.
Thanks in advance.
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Since: 11-20-05
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Posted on 11-01-06 03:22 PM, in What determines eatability? Link
Through a HEX editor, please
Raccoon Sam

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Since: 11-20-05
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Posted on 11-02-06 08:17 AM, in What determines eatability? Link
Originally posted by Glyph Phoenix
Raccoon Sam, you really should have been more specific in the first post. Easiest != hex editor when there's a specific editor about.

Smallhacker, for someone who finds things "incredibly obvious", how could you overlook that RS here has a Mac window as his layout? Tweaker, logically, would be out.

At x3F7D1 there should be 8D 8D 8D. The first two are horizontal dolphins and the third is verticle. Changing the value to 8C will make each respective dolphin edible, I believe.



Thanks. And yeah, I pretty much didn't think how to be more specific. Eatable dolphins are all I need.
Thanks again.
Raccoon Sam

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Since: 11-20-05
From: Correct

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Posted on 11-06-06 01:39 AM, in Bonus! SMW Deja Vu Demo 3. Link
To be honest, this must be the best hack I have ever played.
Its level design remains fabulous, and has excellent use of gfx.
After all those fancy ExGfx and ASM hacks, this really makes you think. Is it really worth it?
Because it isn't. Simplicity is, and in your case, remains the best way of hacking.

Keep it simple. I loved this.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-06-06 11:45 AM, in Metroid Zero Mission hacking Link
Perhaps you could list things we could do to help you?
Because I'd love to, but I don't know how
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Since: 11-20-05
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Posted on 11-07-06 03:44 AM, in Hack Ideas (Got an Idea? Post it here!) Link
A Hack of a game.









With new music.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-08-06 03:46 PM, in Is there a FRZ to ZST Converter or such? Link
I really hate how Tile Molester accepts only ZST savestates, which SNES9X can't make.
I tried renaming FRZ to ZST, since they're basically the same, but it didn't work.

When I'm editing graphics, I really want to have the correct palettes. It's impossible with just FRZs.

So I need either a FRZ Listener for Tile Molester, or a convertifier or anything like that.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-10-06 08:48 AM, in SMW ROM addresses Link
Originally posted by pikaguy900
Huh. Oh well. I'd still like to find a way to allow Mario to walk up walls using the Purple Triangle without having to run (even if I have to make a Custom Power-Up to do it!).


Mind you, the only vertical movement tiles made for Mario are for running.
If you'd want him walking, you'd probably have to remove the running ability.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-10-06 01:44 PM, in SMW Sound/Music experimental Patch Link
Apparently, I found an interesting ROM address, and while tinkering it, I could change instruments, I suppose. Here's a small patch with random mumbo jumbo on the offset's numbers.
The instruments data is somewhere around 787B0, I forgot..
Anyhoo, 'njoy.

I haven't tested the IPS myself, so just inform me if there are any bugs.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-10-06 01:45 PM, in Sprite problem Link
Mario's extra hands are stored in the first GFX package.
I forgot its name. But yeah, they're there.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-10-06 01:48 PM, in SMW Sound/Music experimental Patch Link
This IPS.
Dangios.

Attachments

Smario.ips (93b) - views: 57
Raccoon Sam

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Since: 11-20-05
From: Correct

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Posted on 11-10-06 01:56 PM, in SMW Sound/Music experimental Patch Link
Hrm, It's experimental indeed.
Also, change everything from 787B0 to 787B5 to EA for a better Spinjump-block-shatter sound.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-11-06 08:16 AM, in Is there a FRZ to ZST Converter or such? Link
Originally posted by Boom.dk
If I had documentation of both formats, a converter would be very possible to make.

I remember Zophar having a guide.
Although I could be mistaken.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-12-06 11:44 AM, in Zophar.net ceases to exist on 10th birthday, no one really suprised Link
SPCs and ZSTs.

That's all I ever asked and now it's all gone.
Raccoon Sam

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Since: 11-20-05
From: Correct

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Posted on 11-13-06 09:35 AM, in Joshua's LM-related Problems Link
Also, there's a help file included with Lunar Magic.
It should cover up a lot of questions.
Raccoon Sam

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Since: 11-20-05
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Posted on 11-14-06 09:16 AM, in Super Mario: Oblivion (idea thread!!) Link
I had a Metroid concept back then.
As stated, Mario should be in a spaceship (sky pop[?]) or something.
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Acmlm's Board - I3 Archive - - Posts by Raccoon Sam


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