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05-18-24 04:09 AM
Acmlm's Board - I3 Archive - - Posts by Smallhacker
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Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

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Posted on 04-03-06 06:12 PM, in OW help Link
Dude. Download the tutorial and read it. What's so hard about that?
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-04-06 01:58 AM, in Redrawing every sprite... Link
gh... hfdfh... fgejyioerjhgiojhgoifhdsghdfsfdguisdgfdsagdsa*brain explodes due to overexposure of awesomeness*
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-05-06 01:56 AM, in getting the SMB3 mario graphics Link
Uh... He's talking about ripping the SMB3 Mario sprite, not inserting SMB3 blocks.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-07-06 06:30 PM, in ... I think my ROM... Exploded. Link
Originally posted by Alastor the Stylish
I thought they worked based on coins and time

It is, but nobody (to my knowledge) figured out how it works (as in, how many coins and how much time to enter this area and how many coins and how much time to enter that area).

Originally posted by Alastor the Stylish
And I can't imagine using it in a level would be hard if you knew what you were doing. Doesn't it follow the same process as redoing the enter ghost house/enter castle/no yoshi sign places?

Yes it does. Those levels are even in the same pointer table as the level entrances.

...too bad that editing such levels often causes them to mess up somehow. Maybe it's caused by the (invisible) blocks inserted by Lunar Magic to execute code while the level loads?

We need a low-level SMW editor without amazing stuff like new features and level repointing. An editor that simply edits the level, where one has a limited amount of bytes to build the level with. *Looks at my crappy MWL level viewer*
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-08-06 05:20 PM, in .spc? where i can get these files Link
I'm not sure if this fits in Rom Hacking or General Emulation, but it doesn't really fit here. *Moves to Rom Hacking*
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-09-06 02:10 PM, in What is the size of a 16by16 block in real life? Link
Are you asking how many [unit of length] a line on a piece of paper should be to become 16 pixels long after being scanned in?

If so, it depends on tons of things. The scanner's resolution, for instance.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-09-06 05:34 PM, in Super Mario Universe Problem? Link
It's not a bad dump. It's probably one (or more) of the following:
* A bug in ZSNES
* A bug in Fu's ASM code
* A bug/limit in the original SMW code that Fu forgot/missed.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-10-06 05:08 PM, in I need help with the title screen movelist Link
Link
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-10-06 05:37 PM, in Feature suggestion: Time tag Link
Okay. There's more than 1200 members on this board. We've most likely got one member from every time zone.

Sometimes, there are competitions on the board or people making something together and stuff. Sometimes, people say stuff like "Send your answers to me before 10 pm 04/15 CST".

Let's see...CST... That's... Hmm... GMT-6, isn't it? Okay. I'm... GMT+1? That makes... 7 hours... 10 pm must be... 5 am? Oh, and it's 04/16, not 04/15. Wait... Is that right? Uuuh... I... think so...

Okay, it's not always that messy, but still.

To make this easier, I suggest making a time tag. You type [time], followed by time and date, and end it with [/time]. The board then automatically converts it to board time. When another user views the post, the board converts from the board time to the user's time.

For instance, if someone in the CST time zone posted
[time]10:00p2006-04-15[/time]
it would appear to him/her as
10:00p2006-04-15
and it would appear to me (GMT+1) as
05:00a2006-04-16

Comments? Questions?

(Note that this would require a "Using DST" setting in the edit profile page)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-11-06 06:00 PM, in Tile Molestor problem Link
I'd like to try Tile Molester to see if it's better than YY-CHR and to play around with graphics in SM64.

However, whenever I start the program, I get the following error message:

XML parser IO error:
no protocol: tmspec.dtd

This message appears after I choose a language and the logo appears.

Before you ask:
Yes, I've tried redownloading.
Yes, I've got the needed Java version
Yes, I've searched on Google. The only result I got was a japanese page, which I didn't understand anything of. (The automatic translation didn't translate anything around the area of the page where the error message was)

Any suggestions?

Edit: Please ignore the typo in the thread title.


(edited by Smallhacker on 04-11-06 05:03 PM)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-12-06 02:43 AM, in Tile Molestor problem Link
Never mind. Thanks to a DTD tutorial on the net, I managed to fix the problem.

If anybody else has this problem, replace tmspec.xml with the one in this zip.

Attachments

tmspec.zip (2402b) - views: 56
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-12-06 04:30 PM, in help with smashable brick Link
Please give more details in the future.

Are you sure that you're using the right block? (MAP16 tile 2FF)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-12-06 04:51 PM, in Sonic Sound Files Link
Like CF said, there's no way to edit music or sound yet (without a lot of SPC-700 ASM knowledge, and preferably some 65c816 ASM knowledge as well).

*Closes*

Oh, and by the way. ExGFX Workshop has merged with SMW Central.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-13-06 12:42 PM, in I donest know how to fix this bug... Link
Move the overlapping slope one block to the left/right.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-13-06 01:53 PM, in SMW Compression? Link
I've tried to find it myself, but failed.
Does anyone have a description of how SMW's compression format works? According to Lunar Compress, it uses LC_LZ1 (SMWj) and LC_LZ2 (SMW). (What's that "j" anyway? Japanese version? If so, I only need LC_LZ2.)

Please don't say "Just use the Lunar Compress DLL".
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-14-06 04:54 AM, in SMW Compression? Link
The programming language I'm using doesn't support DLLs. (Well... It does, but not the version I'm using.) Also, I haven't got enough experience with C++ to be able to do what I want to do.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-14-06 08:01 AM, in SMW Compression? Link
Okay. I figured out most myself and this helped me with the rest.

The program I made can export GFX32 and GFX33 from a ROM perfectly. Probably the other files as well, but I haven't tested those yet.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-15-06 06:15 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by Raccoon Sam
-Select first file
-Select second file

-Mario64.z64
-Mario64.z64

What Am I doing wrong?

...You set both the original and modified file to the original one. Since a file always is identical to itself, there's no differences to be saved to the IPS.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-15-06 12:48 PM, in patching problems Link
Look here
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
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Posted on 04-15-06 04:54 PM, in Redrawing every sprite... Link
Originally posted by THE ONE
u cant apply an ips to an already pacthed file.....just dl two roms then patch one of them use the other to do watever it is u wanna do with it.

Yes you can. However, some IPS patches may use the same ROM space, which may cause crashes, corruptions or other nasty things.
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Acmlm's Board - I3 Archive - - Posts by Smallhacker


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