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06-03-24 09:39 PM
Acmlm's Board - I3 Archive - - Posts by wtfweb
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wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 06-28-06 04:55 PM, in ExAnimation OW patch clarification question Link
i think i finally figured it out!

i've been working on trying to make this work for awhile. i'll post the simplest explaination/tutorial possible in a little bit - first i'm gonna make sure this is working right


*edit*

ok here's the way it worked for me (i dont know much about asm or anything so forgive the terms i use incorrectly):

- once you patch your rom, if you jump to E0241 in the rom with a hex editor, you'll see notice 1D 80 00 00 then 1D 90 00 00 and so on

- this is, like bio said, the list of snes address pointers for each frame of animation. which is hard to understand but i'll explain as well as i can

- the first address (1D800000) is the snes address of the tiles for the first frame of animation.

- now when you put 1D800000 into Lunar Address you get PC address 0E8200. So now you jump to 0E8200 in YY-CHR or whatever tile editing program you use and insert the tiles for the FIRST frame of animation here (128 8x8 tiles to replace the first frame of animation for your FG1 overworld graphics)

- now as long as you dont change the default pointers the patch puts at E0241, (i'm not sure why you'd want to) then you can insert the next 128 tiles (the second frame of animation) right after the first frame graphics, and so on through all 8 frames (128 tiles each) because the default pointers are set to look in these places for the graphics.

*SUPER SIMPLE EXPLAINATION* patch your rom, jump to 0E8200 in the rom with a tile editor, insert the entire "original GFX.bin" file here and you can edit the tiles here to change your animation. (the first 128 tiles are frame 1, the next 128 are frame 2, and so on...)




now the only thing i dont get is if i'm supposed to include RATS tags or something to make sure the gfx data at 0E8200 is protected or if i don't have to worry about it.


(edited by wtfweb on 06-28-06 04:22 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 06-28-06 11:38 PM, in SMW ROM addresses Link
has the address that makes it so that the Mario Start! screen doesn't show up when you enter Yoshi's House been found?

I'm trying to find a way to enable it since i'm using yoshi's house with exgfx as a level tile that's an actual level on one of my submaps
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 06-30-06 03:11 PM, in ExAnimation OW patch clarification question Link
Originally posted by cory21391
Okay, so you insert 8 single tiles that make up the animation.


no, not right next to each other at least. like i said you insert your 128 tiles for frame 1, another 128 tiles for frame 2, another 128 tiles for frame 3, another 128 tiles for frame 4, another 128 tiles for frame 5, another 128 tiles for frame 6, another 128 tiles for frame 7, and finally another 128 tiles for frame 8. these graphics will be replacing the FG1 setting for what graphics to use on the overworld. (FG1 contains 128 tiles!)

Originally posted by cory2139
Do you INSERT or OVERWRITE?


i'm almost positive you overwrite (changing the size of the ROM is a bad thing isn't it?.) i did whatever YY-CHR automatically does when you paste in tiles - which i think is overwrite. then i added (overwrote) a RATS tag in a hex editor above the graphics data (still not sure if this is necessary though but i can help you with it if you get to this point)

Originally posted by cory2139
Are there any FREE better hex editors?


I'm not sure what the best are but I use one called XVI32

Originally posted by cory2139
Also; what palettes are the tiles you use on?


In Lunar Magic, when you build the overworld with your FG1 tiles, the palette you choose when you insert them is the one that will be used with the animated tiles you insert into your ROM. Also I'm not sure how to explain this but here's a little suggestion - copy one of the 128-tile frames of animation that you inserted into your ROM and replace GFX1C.bin with it then insert it back into Lunar Magic with the green mushroom icon (and make sure all your overworld map and submaps have 1C set as their GFX file for FG1). This won't affect your hack in any way because with Bio's patch the game doesn't even look at the GFX file you set for FG1, but it'll make it easier for you to see in Lunar Magic what tiles you're putting onto your overwold.

I hope this answers some of your questions and isn't too confusing.


(edited by wtfweb on 06-30-06 02:15 PM)
(edited by wtfweb on 06-30-06 02:16 PM)
(edited by wtfweb on 06-30-06 02:22 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-12-06 03:25 AM, in Tsk..tsk..Legoman's new hack: Dangerous Mission 3 Link
Originally posted by TeRaByTe88
why doesnt someone close this thread... its getting old and repetitive and serves no real purpose


for your first point, that's your own opinion

and as for your second point, it serves the purpose of discussing everything related to legoman's awful-looking hack!

is there a rule that threads need to be closed after a certain number of pages? no! when a discussion gets "old and repetitive" people will stop replying to it and it'll disappear of its own (lack of) momentum. i personally can't stand seeing more than one or two closed threads on the front page of the forum. it's just annoying when moderators abuse their powers and close threads because they personally don't like them or because they were *gasp* TOPPED!

anyway the point of this rant is to say that there's no reason to close this thread - well except that i'm helping to bring it pretty far off-topic.


so why, exactly, was legoman banned anyway?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-12-06 10:00 PM, in GFX rips really piss me off! Link
i personally don't like when mario's sprite graphics are ripped from another game. it just feels really weird to me when i'm playing with something that looks like smb 3 mario but has mario world physics.

but as for rips in general, background and even foreground rips are often nice - even more so when they fit the graphics style of the hack.

but i would never ignore a hack just because it uses smb3 mario graphics since the only thing i care that much about is level design.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-13-06 12:00 PM, in ASM question Link
m-16 7k is a method that does this... with pic2snes, for which you'll also need a image editing program that can make old style pcx files. i have paint shop pro 3.11 for this purpose which i know can be found online for free.

anyway here's a tutorial here

i haven't read it but i assume it's good

oh also, a word of advice, if pic2snes makes a file with over 128 tiles for your background you may have problems as m16-7k will spill extra 8x8 tiles into the next graphics file, which is usually used for foreground objects, not the background


(edited by wtfweb on 07-13-06 11:03 AM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-14-06 04:12 AM, in Mario's Lost World, first screens Link
what happens to me is i get bored because when i work on a new level, i playtest every little section i add to make sure it plays well and end up changing things 1000 times until i'm satisfied. then days, or even weeks later i'll be playing my hack and find other little things to change. so when i design a level i often get a little bored because of how long it takes.

also i dont have many super interesting or crazy level ideas since i'm making my hack like what i think is the most fun to play - level design like the original mario world (with longer levels and a little higher difficulty though). so i never have some crazy maze to design and get excited about or unbelievably weird ideas to try to pull off.

then in comparison, when i'm ripping backgrounds or changing little imperfections is when i have the most fun.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-14-06 04:32 AM, in Opinions needed for graphics Link
i think the design of the train looks nice, but the colors are way too boring

it needs some color somewhere
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-14-06 02:15 PM, in Opinions needed for graphics Link
yessss it looks much better with the brown

also the redone wheels look great
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-14-06 06:34 PM, in m16-7k code doesn't work Link
i'm using an unmodified lunar magic 1.63 and ctrl + shift + alt + f1 + n + o + insert and it works for me. maybe it is a keyboard issue? i'm not sure how to work around that but the code still definitely works in 1.63
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-14-06 09:15 PM, in m16-7k code doesn't work Link
don't make the levels too hard and don't think that every level has to be 100% the same all the way through or have a specific theme (like a pipe level, a jumping level, a level with only goombas, stupid shit like that)

in other words i cant stand when i need to use save states to beat every level and i also hate it when levels are super repetitive. so try to avoid those things
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-15-06 11:42 PM, in Sprite Tool, public test release Link
i get

************ERROR************
./sprites/level_ender.asm didn't assemble correctly.
*****************************

whenever i try to insert that sprite into my rom

all the other sprites work fine though
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-16-06 10:14 PM, in m16-7k code doesn't work Link
Originally posted by FPI
Since no one mentioned it yet, you should also keep in mind, that the m16-7k-code has it flaws, too - at least if you want to play the game later on ZSNES. It happens that you end up in white/black/glitched rooms with mostly nothing in it and you will lose a life (and can't complete the level that way).



whaaaaaaaaat. please explain what you're talking about a little better. has fusoya confirmed this severe glitch?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-17-06 01:33 PM, in ASM question Link
300+ tiles seems like an awful lot... remember that when you run your .pcx image through pic2snes it needs to be lined up perfectly in an imaginary 8x8 grid. that's the only way it will recognize the tiles that are actually repeated (there should be a lot of these). if the number of tiles pic2snes says were optimized is low then your .pcx alignment is probably the problem.

although you may be doing it right and the background really is that many tiles, i guess. but if you've seen it used in any other mario world hack then, again, your image probably just isn't lined up right.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-21-06 01:18 PM, in Ideas needed for the future use of electricity in my hack Link
there's cool looking electricity in link to the past

but i think it has a face
and it probably wouldn't look great in mario world

but that's somewhere to look for an example of electricity (the gate of electricity blocking the way to the wizard guy that you slash with the master sword)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-23-06 12:01 PM, in What causes the overworld path glitching? Link
Originally posted by BMF54123
Are you using ExGFX in your overworld? The only time I had glitching like you describe was when I tried to use ExGFX in my sky world. Apparently, there are two identical sets of overworld graphics in VRAM, and Fu's code only replaces one of them.


this is very true. it seems like if you use an exgfx tile in an overworld revealing animation, the exgfx tiles will show up as whatever's in the default, normal gfx file until the event is finished. then it should look normal, but this is a very noticable "glitch"

as for the random gfx that stay messed up on certain events, i have no idea what's causing that, and luckily i haven't run into it in my own hack yet. i have a feeling it could be exgfx related but i could definitely be wrong.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-23-06 02:59 PM, in What causes the overworld path glitching? Link
Originally posted by Alastor the Stylish
Originally posted by wtfweb
this is very true. it seems like if you use an exgfx tile in an overworld revealing animation, the exgfx tiles will show up as whatever's in the default, normal gfx file until the event is finished. then it should look normal, but this is a very noticable "glitch"

as for the random gfx that stay messed up on certain events, i have no idea what's causing that, and luckily i haven't run into it in my own hack yet. i have a feeling it could be exgfx related but i could definitely be wrong.
I said no to that... HOURS ago...


so what? i was just clarifying this issue. it doesn't matter if you dont want to hear it or not, what i posted was pretty on-topic i think.


and yeah, i think he was being an ass. probably because he's really frusterated about this problem in his hack. at least that's what i get from reading his posts.



oh and, sorry susaka, your post is SO MUCH more helpful to everyone than mine was. i really should have read the thread before replying i guess!



(edited by wtfweb on 07-23-06 02:00 PM)
(edited by wtfweb on 07-23-06 02:04 PM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-30-06 07:32 PM, in Overworld Export/Importing Link
that's a cool trick. you should write/post a tutorial on smwcentral about how to move EVERYTHING from one smw rom to another (levels, overworld, palettes, etc) the most efficient way possible. because if i ever add hdma or something to my hack i'm going to need something like that
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-30-06 07:58 PM, in Overworld Export/Importing Link
maybe the map16 data could be manually copied with a hex editor
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6316 days
Posted on 07-30-06 08:49 PM, in Opinions needed for graphics Link
is hdma what allows those different sections to scroll at different speeds?

of course it looks very nice. i think it would be cool if the ground acted like lava (maybe) and had the level end when you reached the end of the train and enter a pipe into it to fight a mini-boss. like those tank levels in smb 3


(edited by wtfweb on 07-30-06 07:51 PM)
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Acmlm's Board - I3 Archive - - Posts by wtfweb


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