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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by koala_knight

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koala_knight
Posted on 02-01-08 04:06 AM, in The Seven Star Pieces Link | Quote | ID: 75846


Buzzy Beetle
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From what I can see, the level design looks good so far. I just don't much like the SMB3as FG graphics in general, though. I'd suggest going in and trying to smooth out some of those harsh edges with some gradation.

koala_knight
Posted on 02-01-08 04:28 AM, in Fugi's exgfx hack Link | Quote | ID: 75850


Buzzy Beetle
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Just open up the level's palette in LM and it will have all the info you need.

koala_knight
Posted on 02-01-08 06:42 AM, in Looking for ROM map palette addresses... (rev. 2 of 02-01-08 06:43 AM) Link | Quote | ID: 75864


Buzzy Beetle
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Does anyone know what the ROM map addresses are for these sprites?:
Broken Brick Pieces
Used ? Block
? Block

Note that I'm asking about the sprites NOT the blocks. These don't show up in tweeker either. I especially need the broken brick pieces. These sprites all use palette 8 (used by Mario), I need to change them all to use palette 9 instead. I'd appreciate any help with this.

koala_knight
Posted on 02-01-08 05:32 PM, in Fugi's exgfx hack Link | Quote | ID: 75899


Buzzy Beetle
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The logs look slightly better now, but you should squish the ands down some. When you draw a circular object in perspective it looks like an oval. They look very awkward right now.

As for your palette question, explain better I'm not following your meaning. If what you are, in fact, asking is what blocks use palette 6, then open up the map16 editor and click on a block then click the 'Edit 16x16 Attributes' button to see which palette is used by that block. If that isn't what you meant then learn better English.

koala_knight
Posted on 02-01-08 05:39 PM, in Looking for ROM map palette addresses... Link | Quote | ID: 75902


Buzzy Beetle
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Cool! Thanks a lot boing! I really appreciate it.

koala_knight
Posted on 02-02-08 03:33 AM, in Fugi's exgfx hack Link | Quote | ID: 75985


Buzzy Beetle
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Way better!

koala_knight
Posted on 02-02-08 06:42 PM, in Ripping genesis gfx Link | Quote | ID: 76035


Buzzy Beetle
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My only suggestion is to rip the graphics by taking screen shots instead.

koala_knight
Posted on 02-03-08 02:22 AM, in The Seven Star Pieces Link | Quote | ID: 76101


Buzzy Beetle
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The floor looks great! Also, I agree with Eymerich about the flowers, add more in a greater variety and I think you'll be good.

koala_knight
Posted on 02-03-08 06:48 AM, in The Seven Star Pieces Link | Quote | ID: 76135


Buzzy Beetle
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That's the general idea, but also try to put in others in different colors. Most people don't keep just one kind of flower in their gardens.

koala_knight
Posted on 02-03-08 07:55 AM, in The Seven Star Pieces Link | Quote | ID: 76140


Buzzy Beetle
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What are you using all the other palettes for, if I may ask?

koala_knight
Posted on 02-03-08 03:18 PM, in The Seven Star Pieces Link | Quote | ID: 76165


Buzzy Beetle
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Compromises and sacrifices...

koala_knight
Posted on 02-03-08 06:51 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 76182


Buzzy Beetle
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@WhiteYoshiEgg: I like the layout over all, but what's up with the giant penis in the upper left-hand corner?

koala_knight
Posted on 02-03-08 07:52 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 02-03-08 07:53 PM) Link | Quote | ID: 76186


Buzzy Beetle
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My girlfriend thought it was very amusing, but yeah, you might want to rearrange those hills some. Oh! And if you're intending the 'castles' to be 'towers', then they're fine.

koala_knight
Posted on 02-04-08 05:52 PM, in Palette change for block bounce sprite Link | Quote | ID: 76303


Buzzy Beetle
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boingboingsplat provided these to me recently:

x10989 bounce block properties. 7 bytes corresponding to a different bounce block each. They're in xyppccct format. If you need info on the format head over to the SMWiki.

1-Turn block with item / ! block
2-Note block
3-? block
4-Unused side bounce turn block
5-Glass block (the one that contains the roulette power'up)
6-On/Off block
7-Turn block

The one I'm looking for is the broken bricks, which you'll probably want to change too.
Let me know if you find it, pls.

koala_knight
Posted on 02-04-08 11:34 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 76324


Buzzy Beetle
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Except you wouldn't be able to stomp it.

koala_knight
Posted on 02-05-08 01:03 AM, in SMW ROM Addresses (rev. 3 of 02-07-08 04:54 AM) Link | Quote | ID: 76330


Buzzy Beetle
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Update to address...

x10D8C - x10D93 (8 bytes, 00 00 80 80 80 C0 40 00): Broken Bricks properties.

xyppccct
x10D8C - 00000000
x10D8D - 00000000
x10D8E - 10000000
x10D8F - 10000000
x10D90 - 10000000
x10D91 - 11000000
x10D92 - 01000000
x10D93 - 00000000

koala_knight
Posted on 02-05-08 03:49 AM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 2 of 02-05-08 05:28 PM) Link | Quote | ID: 76346


Buzzy Beetle
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In case anyone wants it, this is the code that makes a given block act like one of the invisible ? blocks:

PHA ;PusH Accumulator
LDA $007D ;Mario's Y speed
CMP #$80 ;Y speed to check for
;01-7F=falling, 80-FF=rising.
BMI NoExec ;Branch if MInus
LDY #$01 ;act like block high byte
LDA #$26 ;act like block low byte (01+26=0126)
STA $1693
NoExec:
PLA ;PulL Accumulator
RTS ;Return To Sunroutine

Once again thanks to pieguy1372 for the initial code.
Also, thanks to Sukasa for his ass-kick tutorial.

Edit: Forgot to add all settings are -1 except below which is 0.

koala_knight
Posted on 02-06-08 04:31 PM, in Generic SMW screenshot thread Link | Quote | ID: 76503


Buzzy Beetle
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Better but still a little too harsh. It's that dark outline. Lighten that color to make them like they're in the distance. Also I think it might be a good idea to lighten the color of the sky.

koala_knight
Posted on 02-07-08 02:08 AM, in Help with broken bricks properties... Link | Quote | ID: 76555


Buzzy Beetle
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Does anyone know how or have any idea about I can change the broken bricks sprite to use a different palette or how to use Geiger's debugger to find that info out?

koala_knight
Posted on 02-07-08 03:19 AM, in Help with broken bricks properties... (rev. 2 of 02-07-08 04:43 AM) Link | Quote | ID: 76571


Buzzy Beetle
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Since: 06-01-07
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That will have to work eventually. I DO have a relatively small range where I think the data might be located. Also, what ever hasn't already been listed on the ROM map are the only other places I can look. Here goes nothin'!



...
...
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x10D8C - x10D93 (8 bytes): Broken Bricks properties.

As far as I know these only affect the bricks spawned from smashing a turn block. If anyone wants to test that out be my guest, and reply here.
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Main - Posts by koala_knight

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