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Main - Posts by frantik

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frantik
Posted on 08-14-08 12:51 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88888


Red Koopa
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various screens... more here

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frantik
Posted on 08-14-08 03:17 AM, in SMB Code: Five Extra Seconds of Time? Link | Quote | ID: 88890


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it would be easier to just make a code which always gave u fireworks regardless of the time

frantik
Posted on 08-14-08 05:53 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 08-14-08 05:55 PM) Link | Quote | ID: 88913


Red Koopa
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^ lol awesome

and thanks celiece.. it should play on the real NES -- i had NES-master Disch help me with the mapper code

frantik
Posted on 08-15-08 07:02 PM, in What Does BNE Do? Link | Quote | ID: 88980


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BNE $00 would have no effect because it is branching $00 bytes ahead (or not branching)



frantik
Posted on 08-16-08 07:06 PM, in What Does BNE Do? Link | Quote | ID: 89042


Red Koopa
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maybe the programmer hates NOP?

frantik
Posted on 08-21-08 05:59 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 89271


Red Koopa
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new skull switch like from NSMB


and no more mushroom retainers for me

frantik
Posted on 08-21-08 07:26 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 89273


Red Koopa
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yep

frantik
Posted on 08-21-08 07:51 PM, in Super Mario 1 - Mapper 2 hack with UNROM (v0.1) Link | Quote | ID: 89274


Red Koopa
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you should change the pointer to where the title screen data was moved to

frantik
Posted on 08-21-08 09:24 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 89282


Red Koopa
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SMBUtil is by far the best SMB editor especially if you're doing asm hacks cause the hacked graphics show up in the levels just like if it were original. the main thing i wish was different about SMUtil is that you can't relocate or expand the level data because it only reads from the range where the level/enemy data is in the original rom. you can expand level data at the expense of enemy data and vice versa though. (i did this in SMB Special conversion)

smbutil is still very good though and you can just write a little app to rip the level data if you have to

frantik
Posted on 08-26-08 10:48 PM, in Red Falcon, Contra editor (Formerly "Contra hacks...") (rev. 2 of 08-26-08 10:48 PM) Link | Quote | ID: 89517


Red Koopa
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you've never played contra? omfg! lol

beat it the other day.. took slightly less than 60 lives lol. it seemed like it was a lot longer back in the day though

frantik
Posted on 09-03-08 04:23 AM, in Game Genie Code List Link | Quote | ID: 89781


Red Koopa
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Super Mario Bros:

AAYAAZ - enables world select on main screen by pressing b

frantik
Posted on 09-03-08 07:40 AM, in Original music for ROM Hacks Link | Quote | ID: 89791


Red Koopa
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dr floppy has documented the SMB engine somewhat.. i think theres a doc on RHDN

frantik
Posted on 09-03-08 08:30 AM, in Contra One-Level Demo Link | Quote | ID: 89794


Red Koopa
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Posted by PSlugworth
All right, admit it... who tried to use the Konami code?


well he said it wouldn't work...

the new code only gives u 20 lives though :'(

great job btw

frantik
Posted on 09-03-08 09:42 PM, in Awesome hacks (rev. 2 of 09-03-08 10:30 PM) Link | Quote | ID: 89810


Red Koopa
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XXXX is cool

http://smbarchives.run.buttobi.net/xxxx.html

frantik
Posted on 09-10-08 02:48 AM, in SMB Graphics Workshop (rev. 2 of 09-10-08 03:29 AM) Link | Quote | ID: 90220


Red Koopa
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Download SMB Graphics Workshop v0.1.1

Still pretty simplistic but you can edit the 3 major graphics tables. Some of the sprites look funky since the game mirrors some of the tiles. Perhaps I will add an option to enable default mirroring for those tiles.

Next up I want to add palette editing and also load custom palettes from the rom instead of using the hardcoded palettes i'm using now.

other planned features:

* misc sprite editing
* modify all palettes
* edit backgrounds
* edit castle object
* edit shape of staircase object
* edit pipe objects
* more...

The app is written in PHP using the WinBinder extension and compiled with phc-win.

frantik
Posted on 09-10-08 05:48 AM, in SMB Graphics Workshop (rev. 2 of 09-10-08 05:53 AM) Link | Quote | ID: 90265


Red Koopa
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the mario and enemy sprite editors use the same PPU bank... the tables defining the different sprites exist in the code at different places and mario is 8 tiles while enemies are 6, so i made a different window for each

frantik
Posted on 09-12-08 07:30 AM, in How to Get Music on SMB1 Title Screen? (rev. 5 of 09-12-08 11:12 AM) Link | Quote | ID: 90393


Red Koopa
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XVINAX gets you some glitchy "pong-like" sound effects in demo mode.. seems like the sound engine needs something else to tell it to play some sound effects longer

it would be cool to get the patch for that hack though.. it can't be hard to enable the music

edit: this makes the sound effects load correctly: AOIYLZ

you're gonna have a tough time loading the music though with only two op code changes cause you have to have that one to enable sound on the title screen. wouldnt be that hard with asm but game genie not so much. you need to load something into 0xfb to get a song to play

edit2: ok AOIYLZ + AUYPAA will load the music from level 1-1 (or whatever level is showing on the title screen if you've hacked it)

frantik
Posted on 09-26-08 01:54 AM, in SMB Graphics Workshop (rev. 2 of 09-28-08 10:51 AM) Link | Quote | ID: 91105


Red Koopa
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(Click for bigger pic)


Download SMB Graphics Workshop 0.2.0

Now with color support for all tiles. Loads color info directly from the ROM. Background tiles and enemy sprites automatically switch color when you choose them, and mario sprites have a drop down for you to select between mario/luigi and fire flower colors

frantik
Posted on 09-27-08 11:40 AM, in SMB Graphics Workshop Link | Quote | ID: 91162


Red Koopa
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w00t got a working color editor.. just need to make it update the other graphics on the fly and i'll release a new version

then onto stuff concerning metatiles (background objects, etc)

frantik
Posted on 09-28-08 10:52 AM, in SMB Graphics Workshop Link | Quote | ID: 91257


Red Koopa
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lulz.. fixed
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Main - Posts by frantik

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