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Mattrizzle
Posted on 08-09-07 06:06 PM, in Solar Soundtrack discussion/suggestion/whatever thread Link | Quote | ID: 61431


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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.

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Mattrizzle
Posted on 08-15-07 07:46 AM, in SMB2 Music Patch! Link | Quote | ID: 62563


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I just wanted to tell you that this is extremely close to being released. If you haven't checked the track listings for a while, now would be the time to do so. They've been updated with many new tracks.

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Mattrizzle
Posted on 08-15-07 05:35 PM, in SMB2 Music Patch! Link | Quote | ID: 62630


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Released at last!

Links:
SMW Central
my FTP, hosted by Pac

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Mattrizzle
Posted on 08-16-07 03:52 PM, in SMW ROM Addresses Link | Quote | ID: 62898


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10B42 [02] Sound items make when sprouting out of blocks

01 is added to this value when the sprite is a key or vine. To disable this and make them use the same sound as other items, change 10B4B to EA.

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Mattrizzle
Posted on 08-27-07 04:03 PM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 63914


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Posted by Skreeny
...Which Kirby game was this in? I don't remember...
It was in Kirby's Dream Land.

And is Diddy doing what it looks like he's doing? Wario already farts, and now this?

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Mattrizzle
Posted on 08-28-07 08:06 AM, in New Custom Sprites (rev. 3 of 08-28-07 08:17 AM) Link | Quote | ID: 64030


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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.

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Mattrizzle
Posted on 08-28-07 07:27 PM, in New Custom Sprites Link | Quote | ID: 64066


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If I'm not mistaken, doesn't the Marine Pop behave the same way as the Sky Pop?


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Mattrizzle
Posted on 08-30-07 03:53 PM, in Mario's Lost World Link | Quote | ID: 64302


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Posted by icegoom
...the island's ecosystem being in danger could be a nice direction to go. I hadn't really planned on doing any industrial areas, but I'll consider your example now.
When 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.

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Mattrizzle
Posted on 08-31-07 05:51 PM, in New Custom Sprites (rev. 3 of 10-03-07 07:49 AM) Link | Quote | ID: 64410


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Posted by blackhole89
Mattrizzle: I think a bit more shading/darker shadows would not hurt the look of those sprites (that especially goes for the cannonballs, I always thought their SMAS look was weird...); otherwise, fairly nicely done.
How 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...

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Mattrizzle
Posted on 08-31-07 07:01 PM, in New Custom Sprites Link | Quote | ID: 64416


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Posted by blackhole89
Yeah, the bottom version looks much better. Specular light coming from the top right rather than the top left looks somewhat unusual though...
Yeah, 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.

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Mattrizzle
Posted on 09-02-07 04:18 AM, in Changing springboard jump height. Link | Quote | ID: 64533


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smkdan beat me to the post, but in this case, #$C0 should make Mario bounce at half the maximum height.

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Mattrizzle
Posted on 09-02-07 10:58 PM, in Blargg's palette Link | Quote | ID: 64580


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Tweaker can only change the non-hardcoded palettes, so yes, it is hardcoded. To make Blargg use palette 0C (which should actually be called sprite palette 04) change the values at those addresses to 49 and 09.

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Mattrizzle
Posted on 09-09-07 02:02 AM, in [release] Nintendo logo expansion Link | Quote | ID: 65046


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Posted by blackhole89
Is this essentially the same thing BMF did with his blob character in the intro for SMO back in the days?
While 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.

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Mattrizzle
Posted on 09-10-07 05:23 AM, in what's the age demographic here Link | Quote | ID: 65131


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I've been 20 since July 30th. No longer a teenager, but still not quite an adult...

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Mattrizzle
Posted on 09-10-07 06:07 AM, in Biggest disappointments (rev. 2 of 09-10-07 06:51 AM) Link | Quote | ID: 65134


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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.

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Mattrizzle
Posted on 09-11-07 04:35 AM, in New Custom Sprites (rev. 2 of 09-11-07 04:37 AM) Link | Quote | ID: 65193


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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 mikeyk


Stop... Hammer Time
http://mikeyk730.blogspot.com/

Great stuff! Someone could make a Game Boy Donkey Kong style game now...
The only issues I see with this are:
  1. Mario/Luigi can still shoot fireballs/spin the cape when they have the respective power-ups(unless you intended for it to be that way).
  2. Mario/Luigi still have the hammer when they die, which causes them to oddly flip back and forth.

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

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Mattrizzle
Posted on 09-13-07 04:48 AM, in [release] Nintendo logo expansion Link | Quote | ID: 65287


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Posted by MadMikeXP 3
Well this my intro for now it came out well I guess still have to figure how to make the shell grey without becoming transparent...



Just go to the place in logo.asm which reads:
!PAL = #$00			;palette/gfx page: 00 = default, next palette is 02,04,06 etc...
...and change 00 to 02. This should yield the gray palette.

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Mattrizzle
Posted on 09-14-07 03:49 PM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 65366


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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.

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Mattrizzle
Posted on 10-03-07 01:39 AM, in Game Boy Donkey Kong ROM addresses (rev. 2 of 10-10-07 05:28 PM) Link | Quote | ID: 66929


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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)

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Mattrizzle
Posted on 10-04-07 05:15 AM, in Game Boy Donkey Kong ROM addresses Link | Quote | ID: 67023


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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.

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Main - Posts by Mattrizzle

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