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Please chime in on a proposed restructuring of the ROM hacking sections.
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Squash Monster
Posted on 07-10-07 10:22 AM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 53662


Buster Beetle
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That is awesome.

But it's disappointing when an assist trophy is featured on the website, because they don't help exhaust the potential material that can be covered before new characters get announced .

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Squash Monster
Posted on 07-10-07 03:56 PM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 53680


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I don't think anyone honestly thinks that assist trophies are going to steal worthwhile choices for playable characters.

However, I think most of us are watching this website primarily for character announcements and perhaps mechanic announcements. The rest of the daily updates are varying shades of filler. But there's only so much filler available, so we all figure they'll run out and start getting to the good stuff soonish.

But there's pretty much infinite material available for assist trophies, so they can stall off on telling us anything interesting as long as they like.

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Squash Monster
Posted on 07-11-07 01:59 AM, in Extra Mario Bros. (SMB Hack) By ATA Link | Quote | ID: 53751


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The SP area was cool, but nowhere near as cool as the original final boss fight.

Does getting the master key change anything of import? How about getting all the 1ups?

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Squash Monster
Posted on 07-11-07 05:07 AM, in B.O.B. Hacking Link | Quote | ID: 53803


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Posted by GuyPerfect
Turns out B.O.B.'s programmer made a mistake when he was programming his LZ77 compressor. It's a common mistake, but makes a difference. He failed to compensate for the fact that Length can be greater than Distance in a distance/length pair. Since every byte copied increases the size of the output buffer, Length can be an arbitrarily long value regardless of Distance, since it will never run out of bytes to copy. Doing things this way will result in a sequence of bytes repeated a number of times; much like an RLE compression.

When data is compressed using the above more-optimal technique, the B.O.B. programming is still able to decode the data, so it is in fact something the programmer overlooked.
Hahaha. I remember this mistake. The GBA Fire Emblems do exactly the same thing. And I remember it being easier to compress them taking advantage of this than it was to compress them not. I have no idea why it'd be a common mistake.

They didn't have the distance can be 0 problem though: their distances were actually 1+(whatever was stored), which also makes the compression a non-noticeable amount better.

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Squash Monster
Posted on 07-11-07 09:03 AM, in Super Smash Bros. Brawl Thread (rev. 2 of 07-11-07 09:04 AM) Link | Quote | ID: 53844


Buster Beetle
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Bumpers today. *bumps thread*

I kinda like this one. Bumpers are way better than the spinny flipper things.

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Squash Monster
Posted on 07-12-07 10:18 AM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 54136


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The mention earlier of how Giga Bowser doesn't get knocked around like an idiot and the fact that there's obviously /something/ different about how the knockback from getting hit works has gotten me thinking.

If you just took Melee and changed it so that characters don't get any knockback effect at all until a certain amount has been dealt, all the slower characters would actually be usable and the game would be almost balanced.

Hope they're doing something groovy like that.

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Squash Monster
Posted on 07-13-07 11:37 AM, in Super Smash Bros. Brawl Thread (rev. 2 of 07-13-07 11:37 AM) Link | Quote | ID: 54515


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Posted by Sgraff87
I do not know about that. I would have assumed the icons correlate with the levels or games they are based off of (Ex. Battlefield is not based on any games therefor is Smash Bros exclusive and thus gets a Smash Bros icon while Smash Town here gets an icon of a leaf indicating it was based off Animal Crossing).
Traditionally all level icons either match a character or are the smash brothers logo. Smash logo stages are always generic-style stages for smash brothers specific characters like the fighting polygons. The icon, but to a larger extent the inclusion of the level itself, means that the developers either have to break the tradition or have a character from that game. I don't think anyone considers that specific tradition terribly important to the franchise, but it does seem slightly more likely that they'll stick with it than not.

Posted by Alastor
I am taking a stab in the dark and predicting the character's name will be Cross. Maybe Cruz.
I'm gonna take a flying stab in the dark and say the character's name will be... Mr. Resetti.


Also, it just occurred to me that Nintendo quite obviously knows that we all want more characters, because they are not complete idiots. And SSBM had a whole lot more characters than the original. We're actually probably due for quite a large number of new characters. And that is a happy thing.

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Squash Monster
Posted on 07-14-07 05:43 AM, in Staff updates Link | Quote | ID: 54843


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I think this is the only forum I post at that I'm not a moderator at.

...

...no wonder I go here so much more often than I go to the others.

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Squash Monster
Posted on 07-14-07 06:48 AM, in Staff updates Link | Quote | ID: 54872


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I thought full mods had like... xray vision or something.

You saying you don't get anything cool like that?

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Squash Monster
Posted on 07-16-07 02:56 AM, in Lol conservapedia Link | Quote | ID: 55295


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Went in and edited a few pages by adding some topical passages from the bible.

Got reverted in about five minutes.

Lol.

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Squash Monster
Posted on 07-16-07 10:30 PM, in Pokemon Diamond and Pearl Link | Quote | ID: 55504


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Three questions...
1) Can you baton pass a Mean Look? Or just swap out normally after one?
2) Can Shuckle learn a move with the same effect as Mean Look?
3) Assuming the opponent has been mean looked, can this pokemon be defeated?

Shuckle @ Leftovers / Sturdy
Encore
Rest
Power Trick
Gyro Ball

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Squash Monster
Posted on 07-17-07 09:38 AM, in Zelda II - Information Link | Quote | ID: 55631


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Posted by Trax's Random File
0x139B
02 -> 04 : Link stops instantly both ways
This seriously has the potential to be the best one-byte hack ever.

Unfortunately, if you just tap a direction and let go, he'll start floating in the opposite direction, and then things will get glitchy.

Have you ever found a way to make Link accelerate instantly (which I think would fix this) or stop him without the side-effect?

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Squash Monster
Posted on 07-17-07 10:01 AM, in Pokemon Diamond and Pearl Link | Quote | ID: 55635


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Wow, I can't believe I didn't think of how much Seismic Toss would pwn Shuckle.

However, the big fancy plan was to Baton Pass a Mean Look to Shuckle first, which does stop that. Just to make sure... Mean Look /does/ stay in effect after a Baton Pass, correct?

If it does, using that to set up Shuckle stops them from switching in a tosser, and I don't think toss is a terribly common move. On the off chance that you run into a tosser, you can just switch to an HP tank or your sweeper, kill it, and try the whole thing again.

I think it might be a bit too setup heavy though. Any thoughts?

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Squash Monster
Posted on 07-17-07 10:07 AM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 55636


Buster Beetle
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This sounds quite awesome. However, I personally won't be able to test it until about a month from now (tears of sadness).

Out of curiosity, however, what kind of format does it use? One of those x/y/ID/size object deals?

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Squash Monster
Posted on 07-17-07 10:10 AM, in Super Mario Advance 2 editor in the works Link | Quote | ID: 55637


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Wait, why is everyone discouraging him? I thought half the people here wanted a new editor with proper support for custom blocks and custom sprites and everything.

If this gets far enough, it can be that editor.

And with that said, good luck.

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Squash Monster
Posted on 07-17-07 10:43 PM, in Let's hack NSMB! (To be exact, a level viewer.) Link | Quote | ID: 55748


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Posted by Treeki
(Yay, someone replied!)
It's simple. Basically, 10 bytes for each object.
2 = Tile type
2 = X
2 = Y
2 = Width
2 = Height
They're encoded as in "(second byte * 256) + first byte".
Yay, it's like an easier version of Yoshi's Island. In YI you had that same thing in 5 bytes for some objects and 4 for others. You could tell by object ID, but someone still had to go through and figure out which each ID was. Also, object 0 was a 4 byte object that used its width/height byte as a secondary type byte instead. So object 0 was actually 255 different objects that only had one size. I bet you'll run into something like it.

Posted by Treeki
One thing I have yet to figure out is tilesets. I do know that tiles with 16 as the second byte are part of the level-specific tileset that changes for every level. Once I manage to figure out the normal level file format, I will probably be able to change what tileset a level uses.
Traditionally, there is a level header in front of level that tells it things like what music and tileset to use. With this file-based system, however, it might either be the first few bytes of the file or something in a completely different file. Judging by the filename, it's probably the later. I'll go take a look inside the ROM in a bit though.

Posted by Treeki
Just curious, but why can't you try it for about a month?
Last I checked, there weren't any working DS emulators, so the only way to do this is with a flash cart. I personally don't have one, but when I move into my apartment one of my roommates will. And I know she'll be interested in this enough to let me borrow it.

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Squash Monster
Posted on 07-17-07 10:55 PM, in OpenPoké - who wants some? Link | Quote | ID: 55749


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I never even realized that the DP Wii was, in fact, a Wii.

Yours is actually recognizable as one, so stick with it.

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Squash Monster
Posted on 07-18-07 01:53 AM, in [Spoiler] Harry Potter Link | Quote | ID: 55786


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I read through that whole list and didn't give a crap about any of them.

Except for page 56. Fuck that shit.

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Squash Monster
Posted on 07-18-07 02:29 AM, in [Spoiler] Harry Potter Link | Quote | ID: 55792


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Oh, and Ron kills Harry and wears his skin for the rest of the book. Page 142

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Squash Monster
Posted on 07-18-07 05:03 AM, in OpenPoké - who wants some? Link | Quote | ID: 55824


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A shadow would make sense but Pokemon has almost none in the first place. You have to consider the art style of what you're working for, not just realism.

NightKev is right, a bit more whiteness would help.

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Main - Posts by Squash Monster

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