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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 |
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Hmm... Mikeyk discovered the cage control sprite (link), but it's number 88, not 15. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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No. It's not generated by a sprite. Layer 3 settings can be found in LM's "Modify Other Properties" dialog. (edited by Smallhacker on 04-17-06 11:58 AM) |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Question:
If you turn the red gear clockwise, how will the white gear turn? Answer: Not at all, due to the gears in the lower left part of the image. Question: - Okay. What have we got? - Let's see... 3 and 4. - Okay. Add 1 and 6. - Done. - Multiply it by 2 and 9. - Right. - Hmm... Add 3 and 5. What have we got? - We've got... Hmm... -79 and 61. What were they doing? Answer: They were calculating with complex numbers. The first number is the real part and the second number is the imaginary part. (a + bi) + (c + di) = (a+c) + (b+d)i (a + bi) * (c + di) = (ac-bd) + (bc+ad)i (3+4i) + (1+6i) = (3+1)+(4+6)i = (4+10i) (4+10i) * (2+9i) = (4*2 - 10*9) + (10*2 + 4*9)i = -82 + 56i (-82+56i) + (3+5i) = (-79+61i) Question: Mrs. Smith owns a pet shop. She sells dogs, birds and snakes. She has got 31 animals in the store. The sum of the animals' legs is 54. 11 of the 31 animals are snakes. How many dogs and birds are there in the store? Answer: D = Amount of dogs B = Amount of birds S = Amount of snakes D+B+S=31 D+B=31-S D+B=20 D*4+B*2=54 B*2=54-D*4 B=(54-D*4)/2 B=27-D*2 D+B=20 D+27-D*2=20 -D=20-27 D=7 B=27-D*2 B=27-7*2 B=13 There are 7 dogs and 13 birds in the store. |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Hex editor: Hex Workshop
Emulator: ZSNES Debugger: Geiger's Snes9x Debugger Graphics editor: YY-CHR (Tile Molester for stuff unsupported by YY-CHR) ASM hacking: Hex Workshop (Yeah!) IPS patcher: Lunar IPS SNES->PC->SNES: Lunar Address It's not uncommon for me to make a program to view/hack things in a ROM. For instance, I've got a program which shows an entire SMW ROM as Layer 3 graphics, which is really practical when searching for Layer 3 data. |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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A better way to edit the tiles (which allows you to edit ALL tiles) is to export the graphics (red mushroom button in LM), open the new "Graphics" directory, edit the .bin file(s) in a tile editor and then import the graphics (green mushroom button in LM). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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...Don't bump old threads unless you have a (really) good reason. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(restricted)
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Some of the graphics in SMK is uncompressed. (The drivers and their carts in all angles and sizes, the Nintendo logo, and probably something else.)
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The rest of the graphics can be un-/recompressed with the example program that comes with Lunar Compress. However, it requires you to know how to use the command line, and where the graphics are. Also, the edited data recompressed can't be larger than the original compressed data, making this pretty hard to do. To answer your question: No, there's no program to edit the compressed graphics. However, a tile editor can edit the uncompressed graphics. (edited by Smallhacker on 04-22-06 07:34 PM) (restricted) |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Dude. Your other thread was closed for A REASON.
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*Closes this thread* Oh, right. I can't do that.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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First of all, do not post multiple threads.
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Second of all, do post either screenshots, a demo or A LOT of information about it. (Var god försök igen när du kan uppfylla ovanstående kriterier.) *Closed*
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Let me guess. The music is "Advent" and the secret level is the island, right? |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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...you're trying to make a level editor and can't even figure out how a hex editor works?
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Do I have to continue?
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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I'm afraid that the limit for each GFX file (not counting Mario's graphics file and the animation graphics file, since they're used differently) is 128 tiles. There's pretty much no way to increase it.
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There's only two possible solutions that I can think of: 1) Use two (or more) GFX files. However, (if this is a background, for instance) it gives you less graphics space for the foreground. 2) Look through the tiles in a tile editor and try to find similar tiles. Like... Tile 4E is the same as tile 17 if you flip it vertically, therefore, I only need one of those, and so on.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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INSERT (not overwrite) a $40 byte at the beginning of a ROM. Right after it, INSERT 511 ($1FF) $00 bytes. |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Link
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Why is it always those who won't lose anything from it that decides?
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Suggestion: Place the program in the same folder as the ROM. That way, only the file name is neccesary. |
(restricted) |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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You have to insert the 512 bytes. (NOT overwriting the old ones)
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Also, an IPS patch wouldn't work, since it would contain (next to) all code and data in the ROM, making it illegal.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Warning: Waste of time below!
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As some of you may know, the word "Sprite" may mean two things when it comes to SMW Hacking, which may sometimes cause confusion. 1) The real meaning of "Sprite" is one or more tiles on the screen that can be moved undependant to layer 1-4 and other sprites. I will call this a "SNES Sprite". 2) The Lunar Magic meaning of "Sprite" is a subroutine. The pointer to this subroutine is stored in one of the two "Sprite ASM Pointer" tables. This subroutine usually contains code that shows a SNES Sprite on the screen. Examples of this are enemies, platforms, powerups, and so on. I will call this an "LM Sprite". Most of the SNES Sprites in the games are generated by LM Sprites. However, there are some exceptions. Mario, fireballs, air bubbles, item reserve box and so on are maintained and drawn by the main game code, not the LM Sprite subroutines. However, these may be created by LM Sprites. I will call these "Sub-LM Sprites". Since most SNES Sprites are generated to LM Sprites, those two kinds are easily belived to be the same thing, like... All SNES Sprites are generated by LM Sprites, and it may therefore be assumed that Sub-LM Sprites are LM Sprites and can be added by Lunar Magic, which is not the case. Therefore, I suggest renaming what I call LM Sprites and Sub-LM Sprites into something less technically incorrect, like... Dynamical Object and Supplimentary Dynamical Object, or Master Unit and Slave Unit, or whatever. ...I have a feeling that this suggestion will be as popular as renaming "ROM Hacking" into the more technically correct "ROM Cracking" or "ROM Modding". This has been a waste of your time. Have a nice day. |
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Acmlm's Board - I3 Archive - - Posts by Smallhacker |