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Main - Posts by frantik

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frantik
Posted on 11-06-07 12:16 AM, in simple SMB1 modification needed Link | Quote | ID: 69235


Red Koopa
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To always keep mario small you need to keep the value of $0754h at 00. to do this, @ 3274h change 01 to 00

to disable the small to big animation, @ 326dh change 'ee 0b 07' to 'ea ea ea'

when you throw fireballs you'll still be big for a frame but you can edit just edit the sprite tiles for that

frantik
Posted on 11-06-07 02:12 AM, in simple SMB1 modification needed Link | Quote | ID: 69244


Red Koopa
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the codes i gave you will cause it so when mario gets a mushroom he doesnt grow but he has the powers of big mario..... but it sounds like you've got it covered so cool

frantik
Posted on 11-08-07 06:39 AM, in simple SMB1 modification needed Link | Quote | ID: 69441


Red Koopa
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I was looking at the code and the code to flip the tiles is reused by dead mario as well as standing mario so you're going to have to make duplicates of those tiles if you disable flipping

frantik
Posted on 11-08-07 06:48 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 69442


Red Koopa
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deep inside the desert pyramid







and the 'dead woods'


frantik
Posted on 11-08-07 08:37 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 69445


Red Koopa
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hmm yeah i didnt really think it looked bad but i tried out your advice and it's an improvement so thanks I just took part of another type of block I had been trying plus this also saves me 2 tiles so thats cool


frantik
Posted on 11-10-07 06:03 AM, in Two hack releases... Link | Quote | ID: 69645


Red Koopa
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the music goes good with this hack.. it adds to the panicy feeling

frantik
Posted on 11-15-07 11:54 PM, in How to use SMBED - Japanese background and metatile editor Link | Quote | ID: 70135


Red Koopa
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Something tells me there wont be an english version...

frantik
Posted on 11-16-07 01:30 AM, in How to use SMBED - Japanese background and metatile editor Link | Quote | ID: 70140


Red Koopa
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I would be willing to translate it but the characters don't even show up right on mine so i dont even know where to start looking in the exe file for the text strings

frantik
Posted on 11-16-07 03:53 AM, in How to use SMBED - Japanese background and metatile editor Link | Quote | ID: 70145


Red Koopa
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actually I was able to find some text strings but it appears there is a checksum feature or something because any edits cause the program to display a new message in japanese and then exit. I was able to change the bad checksum warning message though lol If anybody is good with windows program hacking and could disable the checksum routine that would be awesome.. i can hack the NES -- but Windows, not so much

one cool thing though: the list of tiles is stored in the file no.dat .. just copy the list of tiles in the original post in this thread, remove the blank lines, and paste it into the file and at least the list will be in english which speeds things up.

frantik
Posted on 11-17-07 10:44 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 70226


Red Koopa
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Been working on various things... mostly polishing up some odds and ends for the castle levels which I need to start designing. I like using the brick background for castles/underground but the problem is various sprites display behind the background temporarily, such as objects leaving pipes and question blocks and it looks bad. So I have to have sections of blank and sections of brick. the edges between these sections were kinda rough so i replaced the lift rope background graphics with proper brick ends. I added the same style treatment to the top and bottom of the wall graphics.

I also finally figured out how to add lava without removing the existing water elements. I ended up replacing the horizontal pulley rope with lava graphics. To get a red meta-tile I had to sacrifice bowser's bridge but thats ok because I'm not planning on even having bowser in the castles until world 8









The title screen was nice but still had a lot of wide open space.. i like this a lot better

frantik
Posted on 11-18-07 11:33 PM, in mario Adventure and Powerpak Link | Quote | ID: 70332


Red Koopa
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iirc Mario Adventure doesn't even play in every emulator so it's not suprise it doesn't work on a real NE

frantik
Posted on 11-19-07 07:42 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 70367


Red Koopa
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^ some very nice looking shots you got there

frantik
Posted on 11-21-07 11:33 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 70517


Red Koopa
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Here's a demo of world 1 of Super Mario Unlimited


http://www.youtube.com/watch?v=wj9yKPEzLBM

frantik
Posted on 12-01-07 03:31 AM, in Two hack releases... Link | Quote | ID: 70976


Red Koopa
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someone did a speed run on TT

http://youtube.com/watch?v=BOswTmT9aJM

frantik
Posted on 12-01-07 03:36 AM, in 2 different animation patches Super Mario Bros? Link | Quote | ID: 70977


Red Koopa
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Disch was just schooling me on mappers and how to animate in SMB recently.. he even made a patch which he says should be 100% compatible with original NES hardware. It uses CNROM/Mapper 3

The this post
http://www.romhacking.net/forum/index.php/topic,4882.msg79153.html#msg79153

After you apply the animation patch you will need to add on 3 more banks of chr-rom onto the end of the rom. this will cause it to stop loading in SMBUtil so apply the animation patch to a copy for testing purposes. You can then just apply patches onto the animated rom, making sure to update all the graphics frames if you modify any of the graphics


frantik
Posted on 12-01-07 04:48 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 70988


Red Koopa
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FLAWLESS VICTORY!!! FATALITY!!!! lol sorry a lil excited that i finally got this working and looking right. now I finally have a proper world 5 theme

frantik
Posted on 12-02-07 05:03 AM, in Epic Racers news, and a little trailer Link | Quote | ID: 71038


Red Koopa
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looks great hearing that music made me wanna go race some karts

frantik
Posted on 12-02-07 05:27 AM, in New humor-based ROM-hacking site Link | Quote | ID: 71039


Red Koopa
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ive got one an old one called 'Super Vietnamese Hooker Bros" where the goombas are hitler heads and the koopas are hitlers with dildoes being shoved in their mouths lol. Unfortunately it's one of those hacks made with a crap rom and doesnt even work right in FCEUD but does in virtuanes.

do you guys want a hack even if the rom is sketchy? i tried fixing it with smb_fix but no dice

frantik
Posted on 12-03-07 04:38 AM, in NES mappers - what have I done wrong? Link | Quote | ID: 71081


Red Koopa
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did you put the proper header on it?

i dont know what the proper one is myself so i cant check for you

frantik
Posted on 12-06-07 10:16 AM, in Hi guys, can I get a little help please? (SMB1 question) Link | Quote | ID: 71276


Red Koopa
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ED.. thats SBC (subtract accumulator from memory) did you want NOP (EA) ?
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Main - Posts by frantik

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