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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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My least favorite levels:
(in no particular order) Soda Lake Yoshi's Island 3 Forest of Illusion 2 Tubular Way Cool |
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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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Originally posted by Xkeeper Our current policy is to accept all hacks, no matter how good or bad it is. Our future policy will hopefully be "Screw the old policy!". |
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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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I copied the board logo into Photoshop and played around with it.
This is the result. |
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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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Happy birthday, Boardy!
...that's all I've got to say. |
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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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I've actually thought of making something like this. The biggest problem would probably be to find the save/load routines and make it write/read the "COIN GET!" table to/from SRAM. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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I SEE YOU
THERE IS NO LIFE IN THE VOID ONLY DEATH (edited by Smallhacker on 02-01-07 10:25 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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Don't bump old thread unless you've got something important to add to the discussion.
That information has already been posted in this thread. |
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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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Bumping old threads = Baaaaad. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Bump = Veeeeeeeeery baaaaaaaaaaaaaaad. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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This probably belongs in the Programming forum, but I believe that I'm more likely to get help in here.
Has anyone ever got the SMW program example in Lunar Compress to compile? I've tried three different compilers (Borland C++ Builder 5, Dev-C++ and M$ Visual C++ 6.0) and all of them complains about unsolved external references. Here's the error messages from VC++: --------------------Configuration: smw_example - Win32 Debug-------------------- Compiling... smw_example.cpp Linking... smw_example.obj : error LNK2001: unresolved external symbol "unsigned int (__stdcall* LunarSNEStoPC)(unsigned int,unsigned int,unsigned int)" (?LunarSNEStoPC@@3P6GIIII@ZA) smw_example.obj : error LNK2001: unresolved external symbol "int (__stdcall* LunarRender8x8)(unsigned int *,int,int,int,int,void *,unsigned int *,unsigned int,unsigned int)" (?LunarRender8x8@@3P6GHPAIHHHHPAX0II@ZA) smw_example.obj : error LNK2001: unresolved external symbol "unsigned int (__stdcall* LunarSNEStoPCRGB)(unsigned int)" (?LunarSNEStoPCRGB@@3P6GII@ZA) smw_example.obj : error LNK2001: unresolved external symbol "int (__stdcall* LunarCreatePixelMap)(void *,void *,unsigned int,unsigned int)" (?LunarCreatePixelMap@@3P6GHPAX0II@ZA) smw_example.obj : error LNK2001: unresolved external symbol "int (__stdcall* LunarCloseFile)(void)" (?LunarCloseFile@@3P6GHXZA) smw_example.obj : error LNK2001: unresolved external symbol "unsigned int (__stdcall* LunarDecompress)(void *,unsigned int,unsigned int,unsigned int,unsigned int,unsigned int *)" (?LunarDecompress@@3P6GIPAXIIIIPAI@ZA) smw_example.obj : error LNK2001: unresolved external symbol "int (__stdcall* LunarOpenFile)(char *,unsigned int)" (?LunarOpenFile@@3P6GHPADI@ZA) smw_example.obj : error LNK2001: unresolved external symbol "bool __cdecl LunarUnloadDLL(void)" (?LunarUnloadDLL@@YA_NXZ) smw_example.obj : error LNK2001: unresolved external symbol "bool __cdecl LunarLoadDLL(void)" (?LunarLoadDLL@@YA_NXZ) LIBCD.lib(crt0.obj) : error LNK2001: unresolved external symbol _main Debug/smw_example.exe : fatal error LNK1120: 10 unresolved externals Error executing link.exe. smw_example.exe - 11 error(s), 0 warning(s) Does anyone know what the problem is? (edited by Smallhacker on 02-07-07 04:14 PM) |
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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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To edit the tilemap, download SMW: Player Tilemap Editor. (It can be found on SMW Central)
Making Mario bigger than 16x32 requires ASM hacking, though. |
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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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Originally posted by Cellar Dweller + Hm... Nope. Still the same problem. |
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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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That world map was created by Boom.dk
The lakes were created by me The lakes were then nicer-ifyed by Boom.dk The world map was then stolen by Luigi-San ...actually, this whole thread is a ripoff of a thread on SMW Central. |
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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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I've found blue (Yes. Blue.) bananas in Donkey Kong Country. It happened in "Stop N Go Station" and I've never been able to reproduce it.
A line of bananas were simply blue. That's it. Nothing special about them. The rest of the bananas in the level was yellow, though. If I recall correctly, making the blue bananas scroll off-screen and then returning turned them back into yellow bananas. Years later, after looking into how DKC handles graphics, I believe that I've got an explanation. The palettes and graphics of DKC are dynamic, meaning that only on-screen sprites are loaded into VRAM. The same goes for palettes. Somehow, the palette must have been full, leaving no room for the banana palette to be loaded into. Therefore, the bananas had to use one of the loaded palettes, which happened to be blue. (edited by Smallhacker on 02-09-07 03:58 PM) |
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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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I've been thinking about how to make plugin systems recently... After some thinking and searching, it seems like run-time linked DLL files are perfect for doing this.
However, run-time linked DLL is a Windows feature, and that made me wonder about something. How would one make a plugin system that follows these rules? 1) It works on any system, not only on Windows. 2) It isn't a script system. (That would be like a billion times slower) 3) It isn't an external program that modifies the original program's RAM memory. 4) It's made in C++. ...is such a plugin system even possible? |
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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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Aha. Thank you. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Originally posted by Raccoon Sam I'm still pretty sure that I've seen Whistlin' Chuck use it, but it seems like he doesn't. As for the GFX04 sprite: ACK! I've seen that a million times and thought "What's that?", but never looked into it. God, I fail. It looks like it's walking or flying. ...lava bat? EDIT: Turn the Swooper Bat tiles upside down and compare them to the unused sprites. Am I the only one who finds them similar? (edited by Smallhacker on 02-11-07 06:58 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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Ugh. I should continue working on my list of unused graphics.
A neat thing that's easy to miss can be found in the "jumping Yoshis" graphics file (used at the ending). Besides the normal Yoshis facing the camera and those rotated 45 degrees, you'll find Yoshis rotated 90 degrees. Also, the Yoshis facing the camera and those rotated 90 degrees has got unused blinking animations. Also, there's "random letters" left in some of the graphics files. We use GFX00, GFX01, GFX02 etc to name the files in the ROM. Nintendo, however, most likely used another system. The "random letters" found in some files are probably the name that Nintendo gave them. Here's a list of the GFX files and their "Nintendo name". GFX05: Z GFX0B: 1F GFX11: 1L GFX18: E GFX19: F (Found in Test ROM, not present in final SMW) GFX1A: G GFX23: 1S GFX2D: 1Y |
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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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As I disliked how the old comic turned out (even though everyone seemed to like it), I've decided to try again in a different way, inspired by Acmlmorons.
Here's #1: Note: I won't make comics on a regular basis. More like a "Whenever I feel like it" basis. |
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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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Yeah... I agree about the font. I'll use one of those Xk suggested. (edited by Smallhacker on 02-15-07 01:16 AM) |
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Acmlm's Board - I3 Archive - - Posts by Smallhacker |