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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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The Bowser battle frame can be found in GFX24.bin. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(restricted)
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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My math notes from yesterday? An image of a Layer 3 editor.
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...yes, I'm serious. A few days ago, I spent the lession drawing a map of the board. In fact, I'd like to see a piece of paper that I've actually used for school work... It's pretty hard to find. (restricted) |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Du gamla, Du fria, Du fjällhöga nord
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Du tysta, Du glädjerika sköna Jag hälsar Dig värnaste land uppå Jord /: Din sol, Din himmel, Dina ängder gröna :/ Du tronar på minnen från fornstora da'r Då ärat, Ditt namn flögöver Jorden Jag vet att Du är och förblir vad Du var /: Ja, Jag vill leva, Jag vill dö i Norden :/
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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*Cries*
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Oh, god! It's so beautiful! I can't wait to see those graphics in acti- wait... Never mind...
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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SMB3 OW Pipes:
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Very possible to do. Also, instead of one block per pipe, one could make an invisible sprite and place it in the level. This sprite gets it's own X and Y coordinates and stores them at an unused RAM location. Then, the pipe block reads this data and sends Mario to coordinates based on it. To move Mario's destination, all you would have to do is to move the sprite. Multiple Exits: Mario can only move in four directions. Also, Mario has to arrive from one of those, meaning that increasing the amount of exits to four or above would be useless. Floating Physics: Should be pretty easy to do. Use a tracer to find the opcodes that reads the physics data, replace them with a jump to a subroutine and make a subroutine that reads the data from RAM instead. Growing Block: Possible. However, correct me if I'm wrong, but didn't those blocks shrink back to their original size after a while? If so, it would have to be a sprite. Flying Spring Board: Copy spring ASM, make it move forwards and backwards and draw wings on the screen (or find flying subroutine), possibly disable Mario from picking it up. Larger Intro Screen: Ask BMF. Time: Very interesting idea. An even cooler idea would be to make the time change in levels as well (and possibly on the overworld). 8 Switch Blocks: Requires patching the level loading routine.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Did anyone here watch "The Hitchhiker's Guide to the Galaxy"?
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Here's a "slightly" modified version of "So Long and Thanks for all the Fish". I call it "THX4ALLTEHSPAM". So long and thanks for all the spam Your brain seems to consist of jam I tried to warn you dude, but oh dear. You may not share our intellect Which might show why you're inperfect And part of the n00bies that are around us So long, so long and thanks for all the spam Your 'ccount's about to be destroyed There's no point getting all annoyed Sit back and let your name turn gray Dispite your good approval post We thought that you were mostly lost Especially your grammar and stupid questions So long, So long, So long, So long, So long So long, So long, So long, So long, So long, So long, so long and thanks for all the spam If you had just one last thread You'd ask why your name is red If you make just one more post We'll ban you from the board's host Die, all you n00bs All stupid d00ds Tons of pages in the board's great trash can So long, So long, So long, So long, So long So long, So long, So long, So long, So long, So long, so long and THANKS for all the spam
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Update my image plzkthx.
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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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CLIXX HER 2 FIND ROMZZZZZ
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(...not really) (edited by Smallhacker on 10-06-06 12:53 AM) (restricted) |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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wtf
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...brilliant!
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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My primary "stuff" folders are Junk, Clean and Clean2.
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Junk: 615 files, 325 MB Clean: 8025 files, 1,12 GB Clean2: 3106 files, 613 MB
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Originally posted by BMF54123 ...good idea!
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Don't bump (post in) old threads unless you've got something very important to add. |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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The readme file for my Separate Graphics patch says "This patch should be applied to a clean SMW ROM.". The reason for this is that the uncompressed graphics and the new code needs almost two banks (if I recall correctly), meaning that it's very likely that it overwrites existing data. |
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Originally posted by Water Bio You know what's better than ASM patches? DPPS, Dynamic Position Patching System ...to bad that I haven't started coding it yet... I've wanted to for a long time.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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1) Make sure that the address is in SNES format. (Also, if you're writing the hex code yourself, the address should be written in reverse byte order. The address ABCDEF would be written as EFCDAB)
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2) Make sure that 9BC9 is a long subroutine.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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Your location and email address matches the user who submitted that hack.
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However, the IP addresses are different.
Smallhacker |
Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER
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(In case you wonder, I'm using Borland C++)
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I've got a problem with TImages, or maybe more specific, TCanvas. When I've, for instance, loaded graphics from a ROM and want to draw it onto a TImage on the screen, I'm using ImageBlah->Canvas->Pixels[x][y]=omgcolor; for every pixel in the image. However, for some reason, Pixels[][] seems to be very slow when working with TImages, making real-time programs impossible. Is there a way to speed it up, or is there an even better way to draw stuff to a TImage? Maybe there's even better choices than TImages? Some help would be nice. |
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Acmlm's Board - I3 Archive - - Posts by Smallhacker |