Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
Acmlm's Board - I3 Archive - - Posts by Smallhacker |
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 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 |
User | Post | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Personally, I would avoid using X/Y coordinates as much as possible. However, I've come up with another idea.
There's four unused sprites (not counting sprites above D9, as their ASM pointers hasn't been found yet) : 12, Unused. (Points to RTS) 36, Unused. (Points to data) 69, Unused. (Points to RTS) 85, Unused? (Points to junk code?) As you may or may not know, each in-game sprite has got two bits of "Extra Info". This combined with the four unused sprites above gives 4 bits, which allows one to add 16 new sprites. It's also possible to add a table where you decide which 16 custom sprites to use for each level, creating a theoretical limit of 8192 custom sprites in the game. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Originally posted by Glyph Phoenix It was supposed to be a "solution" that wouldn't work. Originally posted by Glyph Phoenix Well... From a level designer's point of view, is there really any difference between a sprite and a block? Both can be placed anywhere in the level, both must be placed in a 16x16 grid (as in, you can't place a sprite nor a block 1 pixel away from another one). In fact, when working with Lunar Magic, the only difference is that sprites can't be resized. (Okay. Some blocks can't be resized, but that's not the point.) The sprite properties that Lunar Magic can change are Command (0-FF), Screen Number (0-1F), X/Y Position (0-FF) and Extra Info (0-3). The MAP16 block properties that LM can change are Block (0-FFF), Screen Number (0-1F), X/Y Position (0-FF) and Size (0-FF). If you ignore the Command and Block parts, 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. Anyway. Enough about that idea, since I belive that the other idea, the one that uses extra bits and unused sprites, would be better. (edited by Smallhacker on 06-10-06 05:32 AM) (edited by Smallhacker on 06-10-06 05:32 AM) |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(restricted)
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Then why in the world won't you play it in an emulator on your computer? If it's the first world, how long can it take to open up the hack, play until you see the problem and take a screenshot?
|
And by the way, a 2 color BMP image of an upside-down Mona Lisa is more helpful than that picture.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Originally posted by Glyph Phoenix Appearently, you misunderstood my idea. The hacked level loading routine would translate the sprite blocks into real sprites before the level fades in and any other sprites have had a chance to execute anything. They're not blocks. They're sprites stored as blocks. As for the "what to turn the 'sprite blocks' into" question: Let's set it to 25. The level data is stored in Z order (from back to front). If we place a "sprite block" in the level and put a normal block on top of it, the "sprite block" would be loaded first of the two, right? Therefore, the loading code would load the "sprite block", translate it into a sprite and turn the block into thin air. Then, it would load the block placed on top of it, overwriting the thin air. The only problem I see with this method is that the "sprite block" can't be seen in LM unless you move the block on top of it. (edited by Smallhacker on 06-11-06 06:13 AM)
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Originally posted by Glyph Phoenix Actually, the 21 bits haven't got anything to do with the idea. I just wanted to prove you wrong by showing that blocks are more dynamic than sprites.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Originally posted by SnifflySquirrel Well. My idea would only use one Map16 block per sprite. Instead, it would use a table that contains Map16 numbers and the custom sprite ID to turn the block into. Using entire pages was somebody else's idea. (restricted) |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Shouldn't this be in the General Hacking forum? |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Originally posted by Cjuarez2 Then why is this in the SMW Hacking forum? *Moves*
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Pete. He said that he couldn't find the GFX.
|
Anyway. The bubbles are in GFX00.bin (or the start of AllGFX.bin). It's near the upper right corner if I recall correctly.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
1. Sweetest -
|
2. Cutest Guy - 3. Cutest Girl - 4. Cutest Couple - 5. Funniest - (insert n00b here) 6. Nicest - 7. Most Innocent - 8. Evilest - Alastor the Stylish, Xkeeper 9. Most Fun to Talk to - 10. Craziest/Most insane - Xkeeper 11. Smartest - 12. Kinkiest/Most perverted - 13. Most Mysterious - DMiner 14. Most Witty - 15. Shadiest - 16. Suave - 17. Hopeless - Orynider 18. Most Unique - 19. Most Serious - Alastor the Stylish 20. Most Reclusive - 21. Best Pacifist - 22. Best at Advice - BMF, DMiner 23. Most Creative - 24. Most Changed - 25. Most Understanding - 26. Best Admin - 27. Best Full Mod - 28. Best Local Mod - Alastor the Stylish 29. Best Male Regular Member - 30. Best Female Regular Member - 31. Best Newbie - 32. Best Veteran - BMF 33. Most Missed Member - FuSoYa 34. Most Likely to be Banned Member - Soulblader88 35. Worst Banned Member - Mariodizzy 36. Best Post Layout - 37. Best Avatar - 38. Best Nickname - 39. Best Custom Title - BMF 40. Best Role Player - 41. Best Programmer - FuSoYa 42. Best Debater - 43. Best Photo Album (thread) Picture - 44. Worst Spelling/Grammar - Legoman 45. Most Likely to Succeed - 46. Most Helpful - DMiner 47. Most Likely to Get Together - 48. Most Likely to Steal Candy from a Kid - Alastor the Stylish 49. Most Likely to Forget their own Birthday - 50. Best ROM Hacker - BMF, DahrkDaiz 51. Best SMW Hacker - DMiner, BMF, FuSoYa 52. Largest Inferiority Complex - 53. Most likely to Never Appear on Staff - Alastor the Stylish, Xkeeper 54. Most Likely to Piss off the Admins - Xkeeper 55. Most Emo - 56. Most Likely to have Rotten Fruit Thrown at Them - Alastor the Stylish 57. Best Overall (The Wootest) Male - 58. Best Overall (The Wootest) Female -
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Yay! postcount++;, thanks to the rule saying that whoever closes a thread must post in it before closing. |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
He said that he started a new Mario game, which probably means a new hack.
|
The "don't use old save files" suggestion still applies.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
*Makes a quick search*
|
$8FC3 controls the horizontal speed. However, if you want to set it to 0, I suggest changing $8FC4 and $8FC5 to EA instead. Note: 1) This affects 1ups as well 2) Avoid putting turn/question/note blocks next to the block containing the mushroom. Hitting them from underneath will make the mushroom jump and move 16 pixels. (If the speed is set to 00 instead of EAing out the two other bytes, smashing the right block will cause the mushroom to move to the left until it hits a wall.) (restricted) | (restricted) |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
Dispite figuring out most of SMW's level format myself, I haven't managed to find how the game detects the end of the level. The levels seems to end with the block's first or last byte being FF or something, but it doesn't work. Any help? |
(edited by Smallhacker on 06-17-06 01:44 PM)
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
It doesn't work, as in, when I tell my program to stop when the first/second/whatever byte is FF, it still keeps going. Sometimes, it keeps going on for long, sometimes, it stops shortly after the end. The "special" blocks that handles settings, exits and stuff... Are they stored before the level, after the level or in the level?
|
As for the .txt file, please do. Comparing my own information with somebody else's would be good. (edited by Smallhacker on 06-17-06 02:01 PM)
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
|
1: Taken from SMWC's ROM map:
|
20808 - Attributes of group behind Mario 2: Together with the rest of the Layer 3 graphics |
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 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 |
Acmlm's Board - I3 Archive - - Posts by Smallhacker |