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05-21-24 10:48 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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-09-06 10:28 AM, in Add 255 sprites? Link
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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-10-06 06:30 AM, in Add 255 sprites? Link
Originally posted by Glyph Phoenix
or, using his first idea, not use LM at all.

It was supposed to be a "solution" that wouldn't work.

Originally posted by Glyph Phoenix
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.

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)
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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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-10-06 05:19 PM, in Overworld movement issues. Link
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








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

Last post: 6303 days
Last view: 6301 days
Skype
Posted on 06-11-06 07:12 AM, in Add 255 sprites? Link
Originally posted by Glyph Phoenix
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.

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








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

Last post: 6303 days
Last view: 6301 days
Skype
Posted on 06-11-06 07:40 AM, in Add 255 sprites? Link
Originally posted by Glyph Phoenix
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.

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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-11-06 05:55 PM, in Add 255 sprites? Link
Originally posted by SnifflySquirrel
it wouldn't involve sacrificing Map16 pages.

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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-11-06 05:58 PM, in DOS Game Notes Required Link
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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-11-06 09:12 PM, in Help with YCompress Link
Originally posted by Cjuarez2
(P.S if you didn't know YCompress extracts the graphics of Yoshi's Island)

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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-12-06 08:18 AM, in Bubbles? Link
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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-12-06 07:10 PM, in SUMMER MOSTS 2006! VOTING IS OVER!! Results to come Link
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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-13-06 08:26 PM, in Offsets in HEX for SMW? Link
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








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

Last post: 6303 days
Last view: 6301 days
Skype
Posted on 06-13-06 08:28 PM, in what the hell is going on with the overworld? Link
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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-14-06 08:43 AM, in Looking for ROM addresses for Mushroom sprite speed Link
*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








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

Last post: 6303 days
Last view: 6301 days
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Posted on 06-17-06 02:43 PM, in End of level? Link
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








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

Last post: 6303 days
Last view: 6301 days
Skype
Posted on 06-17-06 03:00 PM, in End of level? Link
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








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

Last post: 6303 days
Last view: 6301 days
Skype
Posted on 06-19-06 06:50 PM, in Damn Overworld!!!!! Link
1: Taken from SMWC's ROM map:
20808 - Attributes of group behind Mario
2: Together with the rest of the Layer 3 graphics
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Acmlm's Board - I3 Archive - - Posts by Smallhacker


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