| |||
Views: 88,541,141 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 05-05-24 05:47 PM |
|
Guest: Register | Login |
Main - Posts by Mattrizzle |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 147/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Another tidbit of info, found thanks to the info Bouche posted in your first SST thread.
In an SPC dump of SMAS: 8FA [19] First value other than 00 which doesn't set the song number You can set it to a maximum of #$73 to allow up to 114 music tracks in SMAS (as well as the SMAS patches). Why that as the maximum? The answer--values #$73 and up are special commands. ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 148/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 149/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 150/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 151/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by SkreenyIt was in Kirby's Dream Land. And is Diddy doing what it looks like he's doing? Wario already farts, and now this? ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 152/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
How's this? It took me about 40 minutes to draw.
And here's the tilemap... Also, I forgot to add that it uses a (slightly) custom palette, as the lightest shade of orange doesn't exist in the normal gray palette. ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 153/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 154/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by icegoomWhen I read this, I instantly thought of Kremkroc Industries, Inc. in Donkey Kong Country. Since you've already used DKC2 as inspiration, you could probably look at that world for ideas. ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 155/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by blackhole89How are these? I toned down the shadows on the Sky Pop and Marine Pop by sacrificing two more default colors in the grey palette. I also made subtle changes to the shading, and completely re-shaded the cannonball. Top: old; Bottom: new EDIT: Mirrored the cannonball graphic so that the specular light is coming from the top left. EDIT 2: But, I didn't edit the dome of the Marine Pop... ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 156/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by blackhole89Yeah, I'm kind of uncertain as to what to do about that. In SMW, most graphics are designed facing left, so the light source is pointing at the front of the object, even when the object is mirrored. However, mikeyk's Marine Pop is facing right by default, so in order to make it match the rest of the objects, I made it so the light source is on the right when facing right. ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 157/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 158/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 159/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by blackhole89While it is essentially the same thing, I recall that BMF's logo also used a custom palette. @boingboingsplat: Good logo! That's the kind of thing I'd love to see animated, with sound. The only issue I see with it is the text. It's hard to read, and it would look better if it was centered under the image. ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 160/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 161/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Kirby: Squeak Squad
For one, the game was too easy. I beat the game 100% in 3 days without even having to use a walkthrough! If I remember correctly, Kirby Super Star took me a few years(first, I missing a few treasures on The Great Cave Offensive, then I couldn't make it through the Arena). Secondly, I was disappointed with how the item-combining thing worked. A grand total of three combined abilities exist in the game(the other combos give you random abilities), and they're all swords. I would have liked to have seen something more like Kirby 64. Then again, I still haven't mentioned that the Kirby series has been in a downward spiral since Mr. Sakurai left HAL... EDIT: @ Skreeny: Whoops, I forgot about those bombs, and I didn't even know about the Sleep+Sleep combo. ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 162/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Remnic: Mikeyk is not a god, he is just a human who happens to excel at ASM hacking. I am only calling you out because that is one of my pet peeves.
Posted by mikeykGreat stuff! Someone could make a Game Boy Donkey Kong style game now... The only issues I see with this are:
If you want an idea of how to disable the fireball throwing/cape spinning while the hammer is active(though you may already know how ), check out these SNES addresses: $00/D062: If Cape Mario, allows player to spin the cape, unless riding Yoshi $00/D081: If Fire Mario, allows player to shoot fireballs, unless riding Yoshi ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 163/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Posted by MadMikeXP 3 Just go to the place in logo.asm which reads:
____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 164/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Do you know what this now means? All of the main characters from SSB, along with the main characters who debuted in Melee (except for Sheik) are now in Brawl.
It's possible that Captain Falcon and Ness haven't been announced yet because they are secret characters. If they are in, then all of the main characters in Melee will be in Brawl. ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 165/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
I can't think of anything clever to say, so here they are...
14000-141FF Level pointer table Level addresses 14200: 0-1 142C8: 0-2 143A1: 0-3 14453: 0-4 144D2: 1-1 145C1: 1-2 14726: 1-3 14809: 1-4 1491B: 1-5 149F0: 1-6 14ABD: 1-7 14BB9: 1-8 14C76: 2-1 14E1D: 2-2 14F61: 2-3 15076: 2-4 1515D: 2-5 152BC: 2-6 15447: 2-7 15630: 2-8 15753: 2-9 1583D: 2-10 159BE: 2-11 15B46: 2-12 15C14: 3-1 15DA4: 3-2 15F3B: 3-3 160A1: 3-4 1624B: 3-5 163C7: 3-6 164AD: 3-7 16613: 3-8 16773: 4-1 16919: 4-2 16A4A: 4-3 16BDA: 4-4 16D29: 4-5 16EAB: 4-6 170A6: 4-7 172B0: 4-8 173AB: 4-9 175AD: 4-10 1782D: 4-11 17A56: 4-12 17B64: 5-1 18000: 5-2 18181: 5-3 183AC: 5-4 184AC: 5-5 18589: 5-6 18741: 5-7 188C5: 5-8 18A19: 5-9 18C25: 5-10 18D54: 5-11 18EC8: 5-12 18FCE: 6-1 190D9: 6-2 19235: 6-3 193E5: 6-4 19504: 6-5 1965F: 6-6 1979B: 6-7 199B7: 6-8 19A8C: 7-1 19C42: 7-2 19D9A: 7-3 19F33: 7-4 1A0AD: 7-5 1A1FC: 7-6 1A38D: 7-7 1A555: 7-8 1A6D8: 7-9 1A8C8: 7-10 1AA4E: 7-11 1ABDA: 7-12 1ACBF: 8-1 1AE78: 8-2 1AFFB: 8-3 1B1A1: 8-4 48000: 8-5 48188: 8-6 483A1: 8-7 48575: 8-8 48694: 8-9 48864: 8-10 489B7: 8-11 48B18: 8-12 48C83: 8-13 48E21: 8-14 4908F: 8-15 49294: 8-16 493B6: 9-1 49506: 9-2 4966F: 9-3 4985A: 9-4 4998A: 9-5 49ACA: 9-6 49C5A: 9-7 49D84: 9-8 49E32: 9-9 49ED6: Similar to 9-9, but with a mouse circling the center platform(unused?) 49F7D: Similar to 9-9, but with mice circling the left and right platforms(unused?) 4A02C: Similar to 9-9, but with fast mice circling the left and right platforms(unused?) 4A0DF: Similar to 0-1, but with tower tileset(unused) 4A1B2: Bare room with an unreachable platform in the upper left...(unused) The following were tested on Stage 0-1: Level Header Info Byte 1 [00]: Level Dimensions 00: 160x144 01: 240x224 02: 160x224 03: 240x144 Byte 2 [05]: Music Byte 3 [00]: Tileset Bytes 4-5 [64 00]: Time Limit Music Values: 00: No Music 01: Time's almost up! 02: Temporary Bridge/Ladder/Spring active 03: 30 seconds remain... 04: Pauline abducted again... 05: DK Arcade Level 1 06: DK Arcade Level 2 07: Big City 08: Forest 09: Ship 0A: Jungle 0B: Desert 0C: Desert 2 0D: Airplane 0E: Iceberg 0F: Rocky Valley 10: Tower 11: Tower 2 12: 1-3 13: Spooky 14: 1-7 15: Monkey Stage 16: Dangerous 17: Rocky Valley 2 18: 1-2 19: Battle 3 1A: Battle 1 (1-4) 1B: Battle 2 (1-8) 1C: 9-8 1D: 9-9 Tileset Values: 00: Classic Girder 1 01: Airplane 1 02: Iceberg 1 03: Forest 1 04: Rocky Valley 1 05: Ship 1 06: Desert 1 07: Airplane 2 08: Tower 1 09: Clouds 1 0A: Rocky Valley 2 0B: Desert 2 0C: Big City 1 0D: Ship 2 0E: Jungle 1 0F: Tower 2 10: Classic Girder 2(no visible difference from 00) 11: Airplane 3 12: Iceberg 2 13: Forest 2 14: Rocky Valley 3 15: Ship 3 16: Desert 3 17: Airplane 4 18: Tower 3 19: Clouds 2 1A: Rocky Valley 4 1B: Desert 4 1C: Big City 2 1D: Ship 4 1E: Jungle 2 1F: Tower 4 20: Classic Girder 3 21: Giant Donkey Kong Battle Tile/object commands (incomplete) 07: Whole ladder 08: Climbing pole 09: Conveyor belt, left 0A: Conveyor belt, right 0B: Solid girder platform 0C: Vertical orange line(bg) 0D: Horizontal orange line(bg) 0E: Diagonal orange line(tl-br) 0F: Diagonal orange line(bl-tr) 18: Springboard from block 20: Enemy-activated lever 25: Poison Mushroom 40: seed-spitting Jungle plant, faces left 41: seed-spitting Jungle plant, faces right 42: Boiling lava tiles 43: Falling platform 45: 2UP heart 4B: Locked Door(fake?) 51: Ladder 52: Panser-generating ground 53: Pauline's parasol 5D: Springboard 60: X tile 62: X tile 65: Pauline's hat 75: Temporary block 76: Unused block? 77: Spring block 78: ? block 79: Locked Door B5: Mechanical cannon; faces right C4: Super Hammer Sprite commands 38: Fireball (Stage 0-4) 3A: Donkey Kong; throws crocodiles (2-4) 3C: Pterodactyl 3D: Bird, glitches up game for unknown reason 3E: Spark, crashes game if not on line 3F: Rolling barrel, stationary 44: Pie Factory Donkey Kong (0-2) 46: Pie, stationary 47: Crushing stone 48: Octopus 4D: Squid 4E: Mario-eating fish 4F: Bat 50: Biting Walrus 54: Platform, moves up and to the right(likely line-guided) 57: Hammer 58: Bone-throwing skull 5A: Hermit Crab 5B: Mario holding a hammer-WHAT?! 5C: Oil drum flames(glitched if not spawned by barrels) 5E: Donkey Kong; spawns fireballs (0-4) 64: Basic walking enemy 6E: Donkey Kong; throws non-carryable barrels (0-1, 9-5) 74: Elevator platform 7A: Giant Donkey Kong! (9-9) 7C: Flame 7D: ? 7E: Burrowing "Panser" (crashes game) 7F: Mario's starting point 80: Wall-walking mouse/ladybug/walrus/armadillo, depending on tileset 82: Weird Helmet thing 84: Floating iceberg platform 86: Wind-up toy/Penguin/Tree/Cactus/Scuba diver/Mummy/Pharaoh/Armored guy/Robot/Zombie, depending on tileset 88: Knight 8A: Donkey Kong; throws Egyptian/rock guys (5-12, 8-16) 8E: Wind 90: Donkey Kong; throws 1 spring (0-3, 2-8, 4-4) 92: Donkey Kong; throws non-carryable barrels grabbed from both sides (5-8, 9-2) 94: Monkey 96: Falling icicle 98: Wall-walking flame/Pointed zapper/Spiked bug/Porcupine/Scorpion/Skull monster, depending on tileset 9A: Donkey Kong; shakes the ground, causing an avalanche of objects (1-4, 5-4, 7-8, 9-1) 9C: Mario w/hand lifted up? 9D: Fruit A0: Rolling Cockroach A2: Frog A4: Donkey Kong; throws boulders (8-8, 8-12) A6: Donkey Kong; does nothing (3-4, 6-4, 7-4, 8-4, 9-4, 9-6) A8: Donkey Kong Jr.; runs from side of screen and throws poison mushrooms AA: Donkey Kong; drops poison mushrooms (4-8, 9-3, 9-7) AC: Trash can monster AE: Trash can B0: Block creature B6: Klaptrap B8: Lock icon BA: Oil can BE: Donkey Kong; throws barrels that can be kicked and picked up (4-12, 9-8) C0: "Panser" C2: Pauline C6: Donkey Kong Jr.; does nothing C8: Big-eared creature that charges at Mario when his back is turned CA: Donkey Kong Jr.; throws poison mushrooms CC: Donkey Kong; throws barrels that can be kicked and picked up (1-8, 2-12, 3-8, 6-8, 7-12) ____________________ |
Mattrizzle |
| ||
Red Cheep-cheep Level: 33 Posts: 166/202 EXP: 226506 Next: 2673 Since: 04-21-07 From: United States Last post: 2430 days Last view: 2390 days |
Don't get your hopes up. I still can't figure out how to make a level that doesn't look like a n00b made it. As far as I can tell, it appears to use some sort of compression. If anyone feels like looking into this, go ahead. (and I mean please do so; I'm not so great with this kind of stuff)
Also, I forgot to mention that this is for the Donkey Kong (JU) (V1.0) [S][!].gb ROM. ____________________ |
Main - Posts by Mattrizzle |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 137, rows: 169/169, time: 0.226 seconds. |