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05-03-24 01:15 PM
Acmlm's Board - I3 Archive - - Posts by Leo D.
Pages: 1 2
User Post
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-21-06 09:42 PM, in I'm really busy now to work on my hack, but want to contribute to the community Link
Originally posted by jp
The technique, which I apparently (and appropiately) had named DMArio, consists of extracting Mario's sprites from a ZSNES savestate, storing them somewhere in the ROM, and setting up a Blocktool block to trigger a DMA transfer of the stored sprites in the ROM, into the snes's GFX memory. If it sounds technical, it is , but to put it simple it's just a 'copy and paste'.

Some notes:

* Anything you write to the ROM has to be protected by a RATS tag, so that Lunar Magic knows it must not be overwritten, otherwise it might get corrupted!

* The code of my block to trigger the DMA transfer was:

A9 05 8D FC 1D A9 00 8D 02 43 A9 90 8D 03 43 A9 22 8D 04 43 A9 FF 8D 05 43 A9 5F 8D 06 43 A9 00 8D 81 21 A9 20 8D 82 21 A9 7E 8D 83 21 A9 80 8D 01 43 A9 00 8D 00 43 A9 01 8D 0B 42 60

However keep in mind that it uses a fixed source address which I don't remember right now (I feel like my IQ dropped 20 points since I'm not hacking SMW anymore! ) I think it was a little after &H111111, I'll look into it later. The number is in the hex code anyway, if you feel like looking for it

I also had a small Basic program for automatically extracting sprites from a ZSNES savestate, I can provide that too if needed.

Hmm... if that can make your sprites change in the beggining of a level, then someone could edit this block so it only changes if you're Luigi. That way, we'd have different graphics for each brother The only problem will be in the map screen, where the "walking Luigi" in the top-left corner will be still like Mario... Except if there's a way of removing that Mario via ASM or hex...

(P.S.: Sorry for any mistakes in my not-the-best English)

EDIT: I'll post this is the ASM/Custom Block request thread before someone tells me to do so


(edited by Leo D. on 02-21-06 09:08 PM)
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-22-06 12:14 PM, in I'm really busy now to work on my hack, but want to contribute to the community Link
Originally posted by jp
I can't test it right now but I'm pretty sure that the Overworld Mario sprites in the top left corner are the same, so if you change them in a level they'll reflect it in the OW.

In fact, I doubt the sprites get updated ever, once the ROM is loaded.

About the small OW mario sprites, I never tried to change them, but there's no reason why they couldn't be changed with DMA transfers.

What I mean is, when you start a new 2 player game, both Mario and Luigi will be the same until Luigi enters a level. But if they're really never updated once the ROM is loaded, then making a block that changes Luigi's graphics even if you're Mario and putting it in the opening screen level would work, or am I wrong?

EDIT: Another possible way to do this might be using this patch and this program together with the program you made. In my opinion, that might work better and require less coding...


(edited by Leo D. on 02-22-06 01:10 PM)
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-22-06 02:20 PM, in new OW, check this out! Link
Originally posted by ghettoyouth
my brand new zelda OW! now mario will travel through hyrule


[edit]
xkeeper please fix this damn "disable layout" button, it doesn't work

Interesting, but Mario's and the level's bright colors and black lines clash with the background. It's not BAD, but it looks like Mario and the levels aren't really there.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-22-06 05:52 PM, in I'm really busy now to work on my hack, but want to contribute to the community Link
Originally posted by Bio
why not just locate the code for when the screen turn black on the OW and put the DMA code here, after all, its the only time you go from mario to luigi(If you don't use character changing block)

That can work too, but you'd need to use the other method in order to make it compatible with the character changing block.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-22-06 08:52 PM, in I'm really busy now to work on my hack, but want to contribute to the community Link
Oh, ot looks like SMWPTE won't work for this, since you can only use specific tiles... you can't go to the end of the .bin and use the new tiles you add.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-23-06 12:26 PM, in Fixed version of mikeyk racoon mario patch Link
Originally posted by peter_ac
Nice work, Bio!

Does this fix Iggy's room?

It says it does, but when I played it, I noticed the boat got weird, and the fact that Iggy only throws lava bubbles made the game pretty hard.
But that's a good fix.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-24-06 11:14 AM, in Fixed version of mikeyk racoon mario patch Link
Originally posted by Bio
Really?I have tested and Iggy throw ball like usual, the battle should be back to normal(exept for the graphic, because I like the boat)

Uh... are we supposed to apply the .ips to a ROM where the first patch had been already applied? Because when I try to apply it to a ROM without the first patch, the game gets all messed up.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-27-06 05:41 PM, in Official SMW Dev Environment Thread Link
Suggestion:
A good idea would be the ability to select one or more palletes for the star... that, together with certain block I found on Blocktool, could create a Metal Mario power.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 02-27-06 09:06 PM, in Mario and Luigi: Separate graphics Link
Originally posted by Link2006
Originally posted by Sickness
If used right, you can use the 2P Game for an alternate character to use in a hack. If only there was a patch that forces you to use Luigi only when you select a 2P game (rather than the old take Mario lives then kill him to use Luigi method).

Or even better:

>MARIO GAME
LUIGI GAME
2 PLAYERS

Or even even better:

>1 PLAYER GAME
2 PLAYER GAME
3 PLAYER GAME
4 PLAYER GAME
5 PLAYER GAME

By the way, Smallhacker, I'm definitely using this patch. Any chances on different sprites for Fire and Cape as well?
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 09:54 AM, in Mario and Luigi: Separate graphics Link
Not exactly a "bug", but this patch doesn't work together with the Raccoon Mario patch. Which is sad because in the hack I plan to do, I was going to replace that power with a jetpack, and using the cape might result in bad placement (specially when floating).
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 10:16 AM, in What is the farthest you've ever traveled? Link
The farthest I've traveled... unfortunately, it's still inside my country. But it's a big country, the trip was by car and it took 12 hours.
But if everything goes all right, I'm probably going to Europe next year I want to see some snow.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 11:07 AM, in Please [READ THIS] before showing off your new sprite comic. Link
Originally posted by HyperMackerel
You should find that comic someone drew where Mario kicked a baby Yoshi toward a Big Boo and it exploded (as it does in SMW). Mario's facial expression was completely changed by editing two pixels.

What? Baby Yoshi? Boo? Explosion? I tried that and it didn't work...
EDIT: Oh, it only works for Big Boo Boss. Looks like EVERYTHING you throw at him explodes.

By the way, I would like to give somme advice to sprite comic artists too.
1) A single line for a speech bubble's tail gets hard to see. Like in the comic KATW posted... Pink and Green were a bad choice. How are we supposed to see a green line in a green background?
2) Sometimes people mix styles so badly. If you use 8-bit graphics in your comics, don't just add 16-bit shaded sprites in it. And if you want to use 8-bit sprites in your 16-bit comics, at least shade them. Also, one thing I've seen a lot is mixing Super Mario RPG and Donkey Kong Country sprites with 2D sprites... the result is ugly
2) If a character or plot is overused, better not use them. I think there's already too many Sonic and Megaman sprite comics scattered around the web, and we don't need another one. Try a different game/franchise. Like Bomberman. I've never seen a Bomberman sprite comic in my whole life.
3) Only because it's sprited, doesn't mean you can't make it like a drawn comic. Try using different angles, close-ups, etc. Play around and see what looks better.
4) Swearing and blood don't make a comic funny. I think I only used blood once in my comics, and it was in a very small quantity.
5) These guidelines aren't "laws" you need to follow at all costs. They're only for helping
Uh... I think that's all I have to say for now. Oh, and Shadic, Link's eye changes color in the last panel. I don't see a reason for that, since he doesn't look angry.


(edited by Leo D. on 03-01-06 10:45 AM)
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 11:40 AM, in Super Mario Art Link
Nice art. I like the way those pictures look 3d-ish, but still looking like the original sprites. My favorites are Bullet Bill and Pokey.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 12:16 PM, in Super Mario Anime Link
Originally posted by HyperMackerel
@ the Toads

Only the Toads? What about Luigi?
I actually saw that before in TMK, and I have to say that looking at it, the american cartoon looks good... even the MOVIE does! (right, I'm exaggerating now)

Oh, and look at the Mario Bros. They're carrying money bags!
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 12:22 PM, in Super Mario 4 (Pirate) Link
Yea, I saw that game. Jumping was hard.
BTW, has anyone heard about a pirate named "Super Mario 8"? I used to play it when I had a NES. Mario had to save Luigi from a witch's spell, he had a hammer, and the first world's boss was... a clown-looking guy, from what I remember. Or maybe it wasn't, I played it LONG ago.


(edited by Leo D. on 03-01-06 11:23 AM)
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 02:30 PM, in Mario and Luigi: Separate graphics Link
Originally posted by Yoster
P.S. Just a tip, if you want to edit the mario and luigi graphics, sometimes it's a bit confusing because you can't see who is Mario and who is Luigi. Maybe there could be some sort of way to make it a little more clear.

Luigi is at the end of the ROM, mario is above him. There's some blank space between the two. Also, Luigi is thinner and some of his poses (like the victory pose) are different. Isn't that enough?
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-01-06 10:49 PM, in MMK is Back!!! Link
Look back at comic 123, panel 4... the speech bubbles have colored tails.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-03-06 11:25 PM, in Question about No-Yoshi intros for castles Link
Super Mario World Entrance Level Repointer.
Its readme says Smallhacker thinks it's determined by the level number, but is not sure.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-05-06 02:16 PM, in Trying to find Kirby64 beta stuff Link
Since I saw this page's screenshots, from an early development stage of Kirby 64, I've been wondering if the code for the other playable characters is still hidden somewhere in the ROM. So, I've been trying to hack it since them. I downloaded Disassemblers, Emulators, tried hacking a savestate... But I got nothing. I don't have enough knowledge in programming, and my Google searches for offset lists and tutorials resulted in nothing.
If any of you could give me advice in trying to find these codes, hacking this game in general, please tell. Thanks in advance.
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6620 days
Last view: 6620 days
Posted on 03-12-06 10:07 PM, in Mario's Treasure Hunt (Atlantis No Nazo Hack) Link
Interesting, but can't you fix the palletes? They look kinda wrong.
Pages: 1 2
Acmlm's Board - I3 Archive - - Posts by Leo D.


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