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Please chime in on a proposed restructuring of the ROM hacking sections.
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Raccoon Sam
Posted on 04-11-08 03:24 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 81756


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My god, you sure think of everything.. That's clever, and amazing!
On a related note, you didn't respond to my comment, so I'll repost it here.

That is very excellent. Is Are the objects always like that, or can you go for 'raw' editing as plain as 8x8 tiles?

Either way, you've done a great job. Hope to see more of this very soon.


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Raccoon Sam
Posted on 04-13-08 05:32 PM, in Help with SML2 (rev. 11 of 04-14-08 06:43 PM) Link | Quote | ID: 81840


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So alright, I'm trying to figure out how the overworld paths work. The thing is, it has driven me to the very edge of my sanity.
So far I've understood it starts at 0x61600 and ends at either 0x61A39 or 0x61A3F.
Here's the first event after the FFs in the array;
A1 5A AE 5A B8 5A FF FF
That's 8 bytes, and represents the very spot here.
Now the structure works like this; Right - Left - Up - Down. Two bytes per direction.
i.e
A1 5A -> Pushing right will run event A1 5A
AE 5A -> Pushing left will run event AE 5A
B8 5A -> Pushing up will run event B8 5A
FF FF -> Pushing left will do nothing

Makes sense, I guess. Changing the values will result crazy changes though, as I do not know where the events are defined, are the events 2 bytes or does the other byte have a meaning (It's usually 5A or 5B or anything with 5 first).
That's not all, though. After the whole bunch, at 0x61A40, there's another array. No idea how long it is, how it works, how many bytes are there and what they mean. All I know is that they're related to paths too, as altering them will screw the paths up again.


So uh, anyone feel like looking into this alone/with me? I really want to nail this down but I'm all out of ideas.


EDIT: Alright, I think I got something. The first array definitely ends at 0x61A3F, but here's the big scoop.
0x61A40 starts a command list. 02 02 02 02 02 02 04 04 04 02 02 00 00. The commands are all bitwise.
First nibble sets your 'state', and the second nibble your direction. 00 means stop movement.
States:
0 = Walk
1 = Half-walk
2 = Tiny
3 = Tiny (also)
4 = Invisible
5 = Invisible (also)
6 = Invisible (yet again)
7 = Invisible (yup)
8 = Climb
9 = Walk
A = Walk (choppy)
B = Tiny
C = Invisible
D = Invisible
E = Invisible
F = Invisible half-walk

Directions:
0 = Stationary
1 = Right
2 = Left
3 = Right
4 = Up
5 = Up-right
6 = Up-left
7 = Up-right
8 = Down
9 = Down-right
A = Down-left
B = Down-right
C = Up
D = Up-right
E = Up-left
F = Up-right

So 02 02 02 02 02 02 04 04 04 02 02 00 Would mean;
Walk Left 6 tiles, Walk up 3 tiles, Walk left 2 tiles, Stop. Familiar route? That's right. It's this. Green means walk left, yellow means walk up, red means stop.

EDIT 2: I managed to edit the paths a little now, but I've still got to figure out what the other possible digits mean on the Directions and the States. Please see the obligatory YouTube video to see what can be done.

EDIT 3: Alright, new informations. The 2-byte events are pointers. Let's go back to the first array;
A1 5A AE 5A B8 5A FF FF:
A1 5A -> Read directions from 0x61AA1
AE 5A -> Read directions from 0x61AAE
B8 5A -> Read directions from 0x61AB8
FF FF -> Don't read anything

Not sure what the 5 does yet. My best guess is it's submap related.

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Raccoon Sam
Posted on 04-15-08 05:57 PM, in Rockman2dx hack found (link inside) Link | Quote | ID: 81916


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Posted by blackhole89
Why go through the trouble with one of the horrible file hosting sites out there though? We have an in-house uploader for such things.

Darn tootin'

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Raccoon Sam
Posted on 04-16-08 03:06 PM, in The Tale of Elementia Link | Quote | ID: 81941


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Posted by supertails61


A woozy HDMA-effect would be perfect for that level!

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Raccoon Sam
Posted on 04-16-08 09:58 PM, in Palette change for block bounce sprite Link | Quote | ID: 81968


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Posted by Buu-Huu
This may be s stupid bump but I wanted to tell you that I now had time focusing on this and came around fixing the palette for the ?-blocks bounce sprite:




You're using Black Squirrel's tileset? Sweet!

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Raccoon Sam
Posted on 04-18-08 09:27 PM, in Tell us what's in your Vault Link | Quote | ID: 82038


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Super Metroid Awesome
And another vid

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Raccoon Sam
Posted on 04-19-08 12:54 PM, in what rockman hack is this? anyone know Link | Quote | ID: 82075


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Posted by CKY-2K
Enough with the fucking megaman hacks.

Pretty much what NetSplit said.
IN fact, I haven't seen one post from you without the word 'fuck' in it.

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Raccoon Sam
Posted on 04-23-08 06:20 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 82271


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Agreed with Ailure.
Maybe you could edit the flame gfx to some kind of a steam woosh?

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Raccoon Sam
Posted on 04-26-08 03:27 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 82385


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Posted by RT-55J
Also, could you make it so Mario doesn't spin jump when left/right aren't pressed (a la Metroid)?

Or even better, no spin jump unless your movement is at certain speed?

Either way, that level design looks brilliant.

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Raccoon Sam
Posted on 04-26-08 03:33 AM, in Hex editor Link | Quote | ID: 82386


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Posted by CKY-2K
say "masturbation is a sensation" 10 times fast.

lol dat was funni!!!!!!



But yeah, being a Mac user, I'm with 0xED, but whenever I need to use the more advanced features such as wild-cards and whatnot, I go with either GoldFinger or XVI32.
They have yet to fail me.

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Raccoon Sam
Posted on 04-26-08 10:10 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 82407


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Pretty much.
People with Sticky Buttons, me being one would have trouble with holding up constantly.

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Raccoon Sam
Posted on 04-29-08 07:17 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 82526


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Posted by "Xenesis" id="82477
Well, in all honesty there's only so much you can say about a map screenshot. Apart from that it does look like it goes high.

Which is good for an area titled 'Gaia heights', so it's a very reasonable design. Lookin' fine FP0.

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Raccoon Sam
Posted on 05-06-08 08:42 AM, in Metroid pop-up cards Link | Quote | ID: 82875


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Can't believe how I forgot to post there here.

It also includes two Zoomers and Samus that you can glue to the illusion spots, but they're not shown on the image above.

The template is here, and a PDF is available upon request.
A dashed line means a 'mountain fold', and a dotted one a 'valley fold', cut the solid ones. If you can't make out where the template's lines go, here's a clearer demonstration;

In order to do this properly, you need sturdy paper. Be sure to have some. (Even better, black paperboard with printer optimization.)

That's copypasta from some days ago. I designed another pop-up cards soon after Kraid's Hideout and Mother Brain:



Kraid template isn't available yet, but Mother Brain template is here and the cut-outs here.

I'm also willing to do requests if they're reasonable enough.

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Raccoon Sam
Posted on 05-08-08 04:50 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 83115


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Looks really cool.

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Raccoon Sam
Posted on 05-11-08 11:32 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 83280


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Posted by nationalsroc
anybody no where i can download this 4 macs





Choose your poison




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Raccoon Sam
Posted on 05-17-08 02:13 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 83766


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I like the whole 'heights' concept with the scrolling clouds and the balance of mountain-like exteriors and cave-like interiors. That is superb level design.

The Torizo fight bugs me, though... I don't really see why there would be a room like that in the top of a mountain. If I may suggest, try removing the borders and set the thing up as a fight on a cliff, that'd be more exciting in my opinion.

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Raccoon Sam
Posted on 05-22-08 06:26 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 84029


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Lucky 7th

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Raccoon Sam
Posted on 05-22-08 07:40 PM, in Suicidal Mario Link | Quote | ID: 84048


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Posted by Rockman


I was finally able to display a sprite on the screen, in the upper-left corner. Another practice attempt. It's that micro-goomba sprite. I can put anything there though, and it will stay when the screen scrolls.


Can you put two sprites there? I could imagine a dual-Angry Sun level, but then again I don't suppose it'd be too easy to pull off.

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Raccoon Sam
Posted on 05-23-08 12:06 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84063


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That looks really great. The only flaw I find is 'Lazer'. Is that a typo?

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Raccoon Sam
Posted on 05-23-08 05:28 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 84078


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my god
amazing

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Main - Posts by Raccoon Sam

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