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Main - Posts by Smallhacker |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 24/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
How long will it take before someone photoshops a group shot from these pictures? ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 26/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
I VOTE FOR THIS BECOMING THE ":awesome:" SMILEY
DONT RESIZE IT PLZ ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 27/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Your drawing skills never ceases to amaze me. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 28/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
My writing without our fifth symbol:
Writing a liptogram is what I'm doing right now. It's writing with odd laws in it. Usually you avoid using a symbol. Yawn. Writing with this law is boring. Good night. Text written without the first symbol: This should be more simple. The first symbol is less common while 'e' is more common. Let's see if it's possible to write something interesting... Meh... I don't feel like it. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 29/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
I'm "smallhackersmw". ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 30/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by "Thread title" That sounds like something C-3PO would say. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 31/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 32/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Even if anyone managed to make SMW use SuperFX, Mega Mario wouldn't be a good idea as he would eat A LOT of the sprite graphics space. Using other sprites at the same time wouldn't work too well unless one added an on-demand enemy graphics loading system, and even then there would probably be problems with space.
The alternative is to move Mario to Layer 1 and activate Mode7. That way, you can have an 16x32 Mario (to avoid wasting graphics space) enlarged to huge, pixelated piece of crap. Oh, and did I mention that you wouldn't be able to have the actual level on screen at the same time? ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 33/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by icegoom Well... How about just extending it two or three pixels, just enough to make the Koopas touch the net? Oh, right. That wastes graphics space. Never mind. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 34/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by Kernal Lowest: 4, I think. Highest: 46 (my current house number) Posted by Kernal Lowest: 1 Highest: No idea. Posted by Kernal No idea. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 35/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Marker placed with accuracy of at least 15 meters. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 36/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by BMF54123 The real question "What the hell was Nintendo smoking when they created sprite buoyancy?!". Seriously, what the heck is the purpose of it? What's so hard about making a simple subroutine that checks if the sprite touches water/lava/whatever and make the sprite that needs it call it? As far as I understand it, buoyancy checks all sprites instead of just those that needs it. Seriously... What the heck? ...and however the routine works, WHY, OH, WHY does it slow down the game as much as it does? Come on! It can't be THAT complicated! Posted by BMF54123 That really makes me wonder how organized the development team was and how many comments they used in the code. Also, could you try to find the original sprite number? It would be interesting to know. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 37/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Remember that scaling/rotating things with the SuperFX chip will still require as many tiles as if it was pre-scaled.
In other words, if you've got a 16x32 sprite (8 tiles) and want to scale it up four times to 32x64 (32 tiles), you'll still need 32 free tiles, not just 8. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 38/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by pikaguy900 The tongue touches with the "Side Exit Enabled" sprite. It's not edible and does therefore play the sound. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 39/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
We all know about the unused levels one accesses through the Load Level Address dialog, right? Well, I disliked their emptiness, so I decided to find the sprite data.
Beta Level 1A The beta (and slightly harder) version of level 1A. Note the lack of a boss door. Ride Among the Clouds Except for the TEST level, this is the first level in the ROM (possibly the first "real" level ever made for SMW?). Sort of reminds me of level 1-4 in SMB3. The pipe at the end isn't exit enabled, suggesting that pipe exits worked differently when the level was made. Lava Cave This level is actually more or less finished, except for the glitchy lava. (Please ignore the fact that the Layer 2 ground isn't yellow. I made a mistake when making this image.) Mushroom Scales The scale placement suggests that each platform sprite created a single platform instead of the platform pair in the final game (resulting in the level looking a bit weird) Another interesting thing is that this is the only level in the entire ROM to contain classic piranha plants! Two Stones Small, almost empty room. Not really anything of interest here. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 40/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by pikaguy900 I found that odd too. Except for the special sprites that depends on it's Y coordinate (such as the Koopa kids), this level and Yoshi's House are the only levels where the special sprites aren't placed at the very top. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 41/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Well, there's some more unpointed sprite data:
Two sprite levels only containing a goal tape and a few sprite levels used for Chocolate Plains 2. I'm 99.999999999999999999999etc% sure that there's no more sprite level data to be found. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 42/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
That Bony Beetle hack with the bone hovering above the "super beetle" inspired me to look for this:
How to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario): Change 06D79 to A900, 1B87C to A900 and 0B6C0 to A000. The first one is for level interaction, the second one is for sprite interaction and the third one is for fixing a problem with solid sprite interaction. Changing the values to A901, A901 and A001 instead should do the opposite: make all Mario sizes use a 16x32 field. NOTE THAT THIS HAS NOT BEEN TESTED. USE AT YOUR OWN RISK. ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 43/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Posted by Xkeeper No. It remains side-exit enabled until one returns to the overworld. (If you enter a pipe/door to another room, it will still be enabled.) ____________________ |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 44/339 EXP: 494928 Next: 26434 Since: 02-19-07 From: Stockholm, Sweden Last post: 5196 days Last view: 5195 days |
Let's see what I can remember...
I was born on 15th of July in Södertälje at 7:06 PM ...hm... That's about it. ____________________ |
Main - Posts by Smallhacker |
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