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Please chime in on a proposed restructuring of the ROM hacking sections.
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Smallhacker
Posted on 02-26-07 11:23 PM, in Your Face Link | Quote | ID: 8043


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How long will it take before someone photoshops a group shot from these pictures?

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Smallhacker
Posted on 03-01-07 02:02 AM, in :awesome: Link | Quote | ID: 8875


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I VOTE FOR THIS BECOMING THE ":awesome:" SMILEY

DONT RESIZE IT PLZ

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Smallhacker
Posted on 03-03-07 10:02 PM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 10124


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Your drawing skills never ceases to amaze me.

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Smallhacker
Posted on 03-04-07 02:20 AM, in This post is odd. Link | Quote | ID: 10198


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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.

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Smallhacker
Posted on 03-07-07 07:28 AM, in Skype. Again. Link | Quote | ID: 11673


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I'm "smallhackersmw".

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Smallhacker
Posted on 03-07-07 02:07 PM, in How rude Link | Quote | ID: 11774


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Posted by "Thread title"
How rude

That sounds like something C-3PO would say.

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Smallhacker
Posted on 03-07-07 03:46 PM, in activity: sprite yo'self Link | Quote | ID: 11789


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Smallhacker
Posted on 03-08-07 05:48 PM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 12260


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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?

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Smallhacker
Posted on 03-08-07 05:53 PM, in Mario's Lost World Link | Quote | ID: 12262


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Posted by icegoom
I could make the net extend another eight pixels to the right, but then it would be odd that Mario wasn't able to climb on that portion.


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.

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Smallhacker
Posted on 03-08-07 10:28 PM, in House numbers Link | Quote | ID: 12315


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Posted by Kernal
- What is the lowest and highest address you have lived at?

Lowest: 4, I think.
Highest: 46 (my current house number)

Posted by Kernal
- What are the lowest and highest addresses you have seen?

Lowest: 1
Highest: No idea.

Posted by Kernal
- Have you ever seen any highly unusual numbers?

No idea.

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Smallhacker
Posted on 03-08-07 10:38 PM, in AB2 Guestmap Link | Quote | ID: 12318


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Marker placed with accuracy of at least 15 meters.

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Smallhacker
Posted on 03-08-07 10:53 PM, in Things that make you think "WHY???" Link | Quote | ID: 12325


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Posted by BMF54123
In addition to the graphics nonsense, Podoboos will crash the game if sprite buoyancy isn't enabled. What the hell was Nintendo smoking when they made these?!

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
One more weird thing I just remembered: for some reason, the Key sprite initially uses the wrong tile number (though I forget which one); a separate subroutine was added later to correct this. This game is just hacks on top of patches on top of kludges...

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.

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Smallhacker
Posted on 03-09-07 07:37 AM, in Abandoned Side Project: NSMB Remake Link | Quote | ID: 12563


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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.

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Smallhacker
Posted on 03-09-07 07:12 PM, in Things that make you think "WHY???" Link | Quote | ID: 12731


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Posted by pikaguy900
What of the odd predicament in Top Secret Area? I've noticed before that if you make Yoshi stick his tongue out at just the right spot (it's right below the block containing a Yoshi Egg), you'll hear that familiar "punch" noise, as if Yoshi's trying to eat something that isn't there, but he can't even grab it. What's up with that?

The tongue touches with the "Side Exit Enabled" sprite. It's not edible and does therefore play the sound.

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Smallhacker
Posted on 03-09-07 09:18 PM, in Unused level sprite data! Link | Quote | ID: 12759


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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.

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Smallhacker
Posted on 03-09-07 09:23 PM, in Things that make you think "WHY???" (rev. 2 of 03-09-07 09:24 PM) Link | Quote | ID: 12761


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Posted by pikaguy900
Though, that doesn't explain why they put it there in the first place, and ONLY in that one single level... No other level has the sprite in a location Yoshi could get to...


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.

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Smallhacker
Posted on 03-09-07 10:15 PM, in Unused level sprite data! Link | Quote | ID: 12784


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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.

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Smallhacker
Posted on 03-10-07 02:53 AM, in SMW ROM Addresses Link | Quote | ID: 12937


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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.

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Smallhacker
Posted on 03-10-07 02:32 PM, in Things that make you think "WHY???" Link | Quote | ID: 13319


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Posted by Xkeeper
What happens if you make the sprite edible, and eat it?

Does the level cease being side-exit enabled?

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.)

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Smallhacker
Posted on 03-10-07 03:10 PM, in Birth Facts! Link | Quote | ID: 13333


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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.

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Main - Posts by Smallhacker

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