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

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boingboingsplat
Posted on 10-01-09 11:57 PM, in My Yoshi's Island Hack Link | Quote | ID: 116423


Giant Koopa
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Since: 07-23-07
From: Michicola

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Having too many one-ups means the game is too easy. In the original YI, I quickly max out my life counter because of all the coins.

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boingboingsplat
Posted on 10-03-09 01:30 AM, in Aquarium Link | Quote | ID: 116488


Giant Koopa
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Since: 07-23-07
From: Michicola

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Cool, I wish that I had thought of this.

It's a pretty cool idea and now I want to steal it, but I don't know what images I'd use for it.

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boingboingsplat
Posted on 10-03-09 01:33 AM, in Got Firefox? Nostalgia-ify it board2 style! Link | Quote | ID: 116489


Giant Koopa
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Since: 07-23-07
From: Michicola

Last post: 4850 days
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I would use it if Firefox didn't make my computer run slower than a paraplegic snail.

Mind putting up a proper screencap?

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boingboingsplat
Posted on 10-03-09 02:25 PM, in Generic SMW screenshot thread Link | Quote | ID: 116505


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

Posts: 1027/1292
EXP: 3636018
Next: 17526

Since: 07-23-07
From: Michicola

Last post: 4850 days
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* Boing laughs insanely!

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boingboingsplat
Posted on 10-04-09 04:15 PM, in Generic SMW screenshot thread (rev. 4 of 10-04-09 06:45 PM) Link | Quote | ID: 116526


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

Posts: 1028/1292
EXP: 3636018
Next: 17526

Since: 07-23-07
From: Michicola

Last post: 4850 days
Last view: 4812 days
They are a custom sprite. Specifically, they are custom cluster sprites, a type of extended sprite that makes up stuff like the boo rings, and the disappearing/reappearing boo cloud.

I didn't make it. Someone else did. I just felt like putting it in that level because it already had the castle graphics, and would be hilarious. I'm looking into the code to make my own custom cluster sprites.

Also, there's 20 sprite slots for cluster sprites. In addition to the normal sprites. This means that those screenshots have no slowdown.

Edit: Oh yeah I made an OW too.

Clicky

Edit 2: Here's that video shaped thing you asked for. Some of the spikes vanish occasionally, but this is because of tile limitations, not sprite limitations.



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boingboingsplat
Posted on 10-04-09 08:25 PM, in Generic SMW screenshot thread Link | Quote | ID: 116538


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

Posts: 1030/1292
EXP: 3636018
Next: 17526

Since: 07-23-07
From: Michicola

Last post: 4850 days
Last view: 4812 days
Yeah, it's totally tool assisted. Hooray for slowdown and rerecording!

There's no way I could do that. The sprite was only in the level for testing; if I ever actually use it it will probably be used for a star run area.

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boingboingsplat
Posted on 10-05-09 10:14 PM, in General Help and Suggestion Area Link | Quote | ID: 116589


Giant Koopa
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Level: 74

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Since: 07-23-07
From: Michicola

Last post: 4850 days
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Posted by zbyte
How do I get green coins? I've seen people who bought items that required green coins and they're really strong. Also, is there a way to see how much XP you'll get with your current items equipped and previewed items?

Items don't increase you Exp at all.

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boingboingsplat
Posted on 10-07-09 12:57 PM, in OV evevts in the Forest of Illusion Link | Quote | ID: 116672


Giant Koopa
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Since: 07-23-07
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Posted by RT-55J
IIRC, you just need to repeat each step of the event. For instance, instead of doing 1-2-3, you'd do 1-1-2-2-3-3.

Got it?

Wouldn't that just make the forest of illusion events even slower?

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boingboingsplat
Posted on 10-08-09 01:52 AM, in OV evevts in the Forest of Illusion Link | Quote | ID: 116689


Giant Koopa
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Since: 07-23-07
From: Michicola

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Except what you described isn't how the Forest of Illusion slows down it's events.

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boingboingsplat
Posted on 10-09-09 03:04 AM, in OH dear ... Link | Quote | ID: 116743


Giant Koopa
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Level: 74

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Since: 07-23-07
From: Michicola

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Arbe is this what you spend your online time doing.

I surely hope not.

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boingboingsplat
Posted on 10-09-09 03:17 AM, in Why does Nintendo do what they do? Link | Quote | ID: 116744


Giant Koopa
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Since: 07-23-07
From: Michicola

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Posted by Kiokuffiib11
You ever note how much dumbed down some of the games we get are?

Like the Japanese versions are harder, and we only get the easy types.

Ironically, some of the games we get here in the US are made to be harder. Granted not drastically. (See: Mario and Luigi: Superstar Saga)

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boingboingsplat
Posted on 10-12-09 12:37 AM, in 100+ Posts A Day! Link | Quote | ID: 117002


Giant Koopa
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From: Michicola

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I think he was referring to the new SMB3 editor that DahrkDaiz is developing.

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boingboingsplat
Posted on 10-14-09 05:59 AM, in board2 Town Square - Down'n'Up Link | Quote | ID: 117097


Giant Koopa
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Since: 07-23-07
From: Michicola

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13 cats? Jesus christ. I wasn't aware crazy cat ladies were capable of having children.

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boingboingsplat
Posted on 10-15-09 11:03 PM, in 65816 ASM tutorial Link | Quote | ID: 117224


Giant Koopa
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Since: 07-23-07
From: Michicola

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xkas is the best 65c816 assembler available. It shouldn't be too hard to find with google, so I won't bother providing a link.

xkas is a command line tool, and it's format is this: xkas in.asm out.bin (Or any other extension)

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boingboingsplat
Posted on 10-17-09 03:48 AM, in Megaman Ultra 2 Continues. New ASM Video! Link | Quote | ID: 117373


Giant Koopa
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Since: 07-23-07
From: Michicola

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If I were you I'd figure out some way to disable single-wall wall jumping, because that would essentially make any pit with at least one side completely meaningless.

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boingboingsplat
Posted on 10-17-09 08:49 PM, in Generic SMW screenshot thread Link | Quote | ID: 117432


Giant Koopa
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Since: 07-23-07
From: Michicola

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Screenshot = <img src=img/smilies/biggrin.gif align=absmiddle border=0>
Background = HDMA
Clouds = Layer 3
Level =

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boingboingsplat
Posted on 10-18-09 02:29 AM, in Snacks! Link | Quote | ID: 117438


Giant Koopa
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Holy crap I need those bacon snacks. I can just imagine, reaching out and grabbing a handful of snacks from my bowl, lifting it to my mouth, where I am pleasantly greeted by the sweet, sensual taste of BACON.

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boingboingsplat
Posted on 10-18-09 07:03 PM, in Bouncing Block Map16 Table Info Link | Quote | ID: 117468


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This is a follow up to my thread at SMWC, which is right here. I will explain all 4 tables and all the valid values for them.

Anyways, there is 36 bytes in each table. They correspond to the bounce image used, the power-up spawned, which sides it can be bounced on, and what tile it turns into once it has been activated.

All tables use these map16 blocks in the same order:

Bytes $01-$1C = Map16 entries 111-12D
Bytes $1D-$21 = Map16 entries 21-24
Byte $22 = Turn block when spin jumped on while big
Byte $23 = Green ! Block (16A)
Byte $24 = Yellow ! Block (16B)

Anyways, onto the tables!

Bounce image table - 0x00725C ($00F05C)
Pretty self explanatory. As of now, these are the only values that I have proven to actually be safe to use. Maybe I'll snoop around all.log to double check. The ones I left out either seriously mess shit up, or just plain crash the game.
$00 - Turn block
$01 - Note block
$02 - ? block
$03 - Unused turn block you can hit from the sides (P-Switch by default)
$04 - Translucent block
$05 - ON/OFF switch (Makes the sound, too!)
$06 - Turn block; turns into a turning block for a few seconds then changes back to the original tile.
$07 - Shattering block!
$10 - Turn block; uses palette A (Yellow)
$11 - Turn block; uses palette D (Green)

Power-up spawn table - 0x007280 ($00F080)
Now then. Every other value for this table spawns the item before it, except that it will spawn a mushroom if you are small. (With the exception of the star, which will spawn a continuous star on the next value up.) Here are the valid values:
$00 - Nothing
$02 - Mushroom
$04 - Fire flower
$06 - Star
$07 - Continuous Star/Single coin
$08 - Cape feather
$0A - 1-up mushroom (Note: Changes block to a used block, no matter what you set in the table!)
$0C - Single coin
$0E - Multiple coins
$10 - Growing vine, only works twice in one level?
$12 - Nothing, makes growing vine noise?
$14 - Blue/Silver P-Switch
$16 - Key/Wings/P-ballon/Shell
$18 - Yoshi
$1A - Koopa Shell
$1C - Changing Item (Spawns like a mushroom, even!)
$1E - Directional Coins
$20 - Key, only works twice in one level?

Then there's these two which are weird because of a quirk in the code:
$80 - Flower/Feather/Star
$81 and higher - Star 2/1-up mushroom/Vine

Bounce-able sides table - 0x0072A4 ($00F0A4)
This one is simple because it's basically just a set format. Which is as follows:

----btrl
- = Unknown/unused
b = bottom
t = top
r = right
l = left

Each bit, if set, makes it so you can bounce off that side. So if I wanted to bounce off all sides, I'd set it to %00001111, or $0F. If I wanted to bounce off the bottom and the right, I'd set %00001001, or $09.

Block change table - 0x0072C8 ($00F0C8)
These are the tiles that the block changes into after it's done bouncing. It's based off of a set routine that changes based on a RAM address, so this is pretty much straight from all.log:

$01 - Empty space
$02 - Empty space
$03 - Vine
$04 - Bush background, for berries
$05 - Always turning block
$06 - Coin
$07 - Mushroom scale base
$08 - Mole hole
$09 - Invisible solid block
$0A - Multiple coin turn block
$0B - Multiple coin ?-block
$0C - Turn block
$0D - Used block
$0E - Music block
$0F - Music block
$10 - 4-way bounce music block
$11 - Unused side-bounce turn block
$12 - Translucent block
$13 - On/Off block
$14 - Left side of a pipe
$15 - Right side of a pipe
$16 - Used block
$17 - O block from 1up game
$18 - Invisible block containing wings (???, from all.log)
$19 - cage (???, from all.log)
$1A - cage (???, from all.log)

And that's it! Happy hacking, guys!

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boingboingsplat
Posted on 10-18-09 07:12 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117469


Giant Koopa
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Level: 74

Posts: 1043/1292
EXP: 3636018
Next: 17526

Since: 07-23-07
From: Michicola

Last post: 4850 days
Last view: 4812 days
Posted by Insectduel
I am urging to hack SMB3 again pretty soon. Esepecially if I want to convert all the NES made levels into Super Mario All-Stars by Windhex.

Since he's recoding the entire format, I'd think you'd need to recode the entire SMAS format in order to have any sort of smooth conversion.

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boingboingsplat
Posted on 10-18-09 11:45 PM, in Generic SMW screenshot thread (rev. 2 of 10-19-09 07:04 AM) Link | Quote | ID: 117483


Giant Koopa
[PREFSTRING:wonderful bounciness]
Level: 74

Posts: 1044/1292
EXP: 3636018
Next: 17526

Since: 07-23-07
From: Michicola

Last post: 4850 days
Last view: 4812 days
Am I the only who posts in this entire forum?

Large Image, clicky.

Custom GFX.

Edit: In action:


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Main - Posts by boingboingsplat

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