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Smallhacker
Posted on 05-16-07 07:17 AM, in Hack Request: SMW,SML2 6 Golden coins Hack (rev. 2 of 05-16-07 07:18 AM) Link | Quote | ID: 35751


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One could move the pyramids to Layer 2 and still make the clouds scroll independently.
There are two ways to do that:

Number 1:
Add a HDMA effect that makes the top of the background scroll slower than the bottom of the background.

Pos: Easier than number 2
Con: Clouds can't be lower than the highest pyramid, would mess up if screen scrolls upwards.

----

Number 2:
Move the clouds to Layer 3.

Pos: Separate layer. One could also move the very distant pyramids to the same layer.
Con: Would require making the status bar thinner (to give more room for the clouds), restricts the clouds to 4 colors (although, that doesn't seem to be a problem), would overwrite L3 cave background or L3 cage (not that they would be used in a SML remake), might cause problems with message boxes and the "goal post" level end, would mess up if screen scrolls upwards and is a lot harder to do than number 1.

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Smallhacker
Posted on 05-16-07 07:13 PM, in Unused level sprite data! Link | Quote | ID: 35818


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Step 1: Get a Hex editor.
Step 2: Get the Layer 1, Layer 2 and sprite pointers to the "lost levels".
Step 3: Open the ROM in a hex editor.
Step 4: Insert the Layer 1 pointers into the Layer 1 pointer table.
Step 5: Insert the Layer 2 pointers into the Layer 2 pointer table.
Step 6: Insert the sprite pointers into the sprite pointer table.
Step 7: Modify the overworld to only contain the lost levels.
Step 8: Play.

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Smallhacker
Posted on 05-17-07 02:17 AM, in HEX problems Link | Quote | ID: 35901


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Posted by cory21391
AD B40D (LDA B40D mario's lives)


I told you to use 0DBE instead of 0DB4, remember?

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Smallhacker
Posted on 05-21-07 02:47 PM, in Your Face Link | Quote | ID: 37202


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So... I decided to cut my hair and get rid of my mustache.



Note: Slightly photoshopped to remove skin irritation (caused by shaving).

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Smallhacker
Posted on 05-21-07 04:46 PM, in Swedish People. I have a task for you. Link | Quote | ID: 37215


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...uh. If there even is a joke, I don't get it.

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Smallhacker
Posted on 05-21-07 05:23 PM, in Swedish People. I have a task for you. Link | Quote | ID: 37221


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"Plugga" ("[to] study") can also mean "[to] plug"... That's the only thing I can think of...

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Smallhacker
Posted on 05-21-07 07:35 PM, in i'm hilariously clever! Link | Quote | ID: 37241


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OMG PARALLAX SCROLLING












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Smallhacker
Posted on 05-22-07 06:54 AM, in i'm hilariously clever! Link | Quote | ID: 37366


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Posted by NightKev
Posted by smallhacker
smilies
They don't line up properly, they get offset .

Are you joking or just stupid?

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Smallhacker
Posted on 05-24-07 07:35 PM, in Unused level sprite data! Link | Quote | ID: 38048


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Posted by Remnic The Hedgehog
Believe it or not but I think that the Mushroom Scales level was used in Techokami's SMIHA hack's title screen demo. He made a replica of the beta stage, fixed the Pirahna Plants tiles and added Shy Guys (Goombas) near the upside down pipe. He also removed some mushroom scales because they might have been spreaded around because of the leftover scales which were not linked to a mushroom stem.


Aaaaaaaaaaaaaand how in the world is that relevant? He used an unused level in his hack? SO WHAT!?

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Smallhacker
Posted on 05-28-07 09:05 PM, in SMW and NSS SMW differences. (Warning: Very disappointing) Link | Quote | ID: 39201


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So... While looking through the board archives, I stumbled upon an old thread about the old, bad dump of NSS SMW.

This reminded me that a never took a close look at the differences between SMW and the good dump of NSS SMW, so I decided to check if there were any differences in the levels.

I checked the level pointer tables and found some differences, meaning that some data had been moved around, suggesting that some levels had been edited.

...so I wrote a program that compared Layer 1, 2 and sprite data between the two games.

Layer 1: ...no changes? :O
Layer 2: ...no changes! D:
Sprites: ...no chan- ...wait! There's A SINGLE CHANGE!

...ONE CHANGE!?! Did I waste time on making a program for THIS?

...then why were the pointers so different? It turns out that the NSS SMW addresses are LOWER than the SMW ones (most likely due to removal of unused levels).


And now: The moment you've all been waiting for: THE LEVEL CHANGE BETWEEN SMW AND NSS SMW:

One sprite has been removed from level 1BE (sub-level of Yoshi's Island 4).

...wait... Removed? ...yes, removed.

So... What was removed? It must have been something super-onoes that was removed to make the game better, right? RIGHT?

No.
The sprite removed was...

*drumroll*

...
...
...
...
...
*cough*
...
...
...
THE INFO BOX!

So... Why was the info box removed? Because it tells about the start+select feature, which was removed from NSS SMW.

...okay.

This thread wins the "anticlimax of the year" award.

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Smallhacker
Posted on 05-28-07 09:13 PM, in SMW and NSS SMW differences. (Warning: Very disappointing) Link | Quote | ID: 39204


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Posted by Xkeeper
NSS SMW? Wha..

NSS = Nintendo Super System = Arcade version of SNES

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Smallhacker
Posted on 05-28-07 09:28 PM, in Quadruple tas! Link | Quote | ID: 39209


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Hey. I've made a TAS of every video game in the world at the same time. Your computer needs an infinitillion TBs of RAM memory to open it and a 16700000000x13360000000 screen. If you watch the first game's run, then the second game's run, etc., you'll need 20001 years to see all of them.

HAVE FUN!

{Link removed - Xkeeper}

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Smallhacker
Posted on 05-29-07 10:02 PM, in SMW ROM Addresses Link | Quote | ID: 39432


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21278-2127E
These addresses are apparently related to the hard-coded paths on the overworld.

Setting those bytes to 00 will (as far as I can tell) disable the following hard-coded paths:

Donut Plains 1 - Donut Plains 2 (both directions)
Forest of Illusion 4 - Forest of Illusion 2 (both directions)
Chocolate Island 3 - Chocolate Fortress (both directions)
Chocolate Island 2 - Pipe (only CI2 -> Pipe)
(Does not affect Front Door - Star Road path)

21280-21281 appears to be related to the Pipe -> CI2 path.

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Smallhacker
Posted on 06-01-07 11:15 AM, in SMW ROM Addresses Link | Quote | ID: 40806


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1651-1657
Background color for castle destruction movies. (One byte per movie)

1659-165F
Castle palette for castle destruction movies. (One byte per movie)

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Smallhacker
Posted on 06-01-07 07:28 PM, in I just read the best comic ever Link | Quote | ID: 40864


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Smallhacker
Posted on 06-01-07 11:56 PM, in RPG system musings Link | Quote | ID: 41022


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It wasn't really hard to find the unfiltered image... it just took some time.

To prove that I found it:
Goomba



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Smallhacker
Posted on 06-04-07 06:22 PM, in The ULTIMATE Bonus Stage Link | Quote | ID: 42231


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Posted by SuperMarioWorldHackerX
I made the ULTIMATE Bonus Stage

AHAHAHAHAHAHAHAHAHAHAHAHAHAHAH no

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Smallhacker
Posted on 06-05-07 07:55 AM, in SMW ROM Addresses (rev. 3 of 06-05-07 08:14 AM) Link | Quote | ID: 42526


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2BCD: GFX file to use for Nintendo Presents logo.
2C70: GFX file to load special world graphics into.
2C79: GFX file to load into the above file after special world.

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Smallhacker
Posted on 06-05-07 08:52 PM, in SMW ROM Addresses Link | Quote | ID: 42652


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Posted by Mattrizzle87
Posted by Smallhacker
2C70: GFX file to load special world graphics into.
2C79: GFX file to load into the above file after special world.


Now we could possibly make a jump from the subroutine these came from and make more graphics change when the special world is passed!


As I mentioned on IRC, one could even make the game replace nearly all graphics after the special world. (GFX 28-2A, 32 and 33 would be a lot more complicated, though.)

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Smallhacker
Posted on 06-05-07 11:09 PM, in RPG system musings Link | Quote | ID: 42699


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Posted by Valkyrie
There's just one lil thing I think we've run into, however: graphics.


Here's the solution to your problems:








(No, I'm not serious.)
(Yes, I know that it's too big. Like I said, I'm not serious.)

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Main - Posts by Smallhacker

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