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Raccoon Sam
Posted on 12-22-08 04:33 PM, in gimmick! editor at a usable state (rev. 2 of 12-22-08 08:37 PM) Link | Quote | ID: 97328


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Works fine under mono!
Setting sprite type below 1 will result in a crash though.

^The sprite viewer has some glitches in it too, though, but overall it is very usable.
May I request a feature to swap the mouse key layout? I'm used to right click = copy / left click = paste.
Good work either way!

EDIT: It also fails to read the European Mr. Gimmick! - ROM, but that's not a big deal.

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Raccoon Sam
Posted on 12-24-08 09:20 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 97480


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What a superb level design!

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Raccoon Sam
Posted on 12-26-08 05:23 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 97596


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Superb! I can't wait for this..!
Hope this doesn't sound too intruding, but I would love to beta test it once possible.

Seriously, very awesome

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Raccoon Sam
Posted on 12-26-08 11:58 PM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 97626


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Hey..!
I'm usually against these kinds of topics, but this actually is relevant to my own interests.

I'm in a need of a pixel artist who could design a title for my Sutte Hakkun translation.
But then again, it is a very complex job and at the moment you're just some random member.. I've got nothing against you, pal, but I'm (and probably everyone else, too) will need some kind of example work.

So in short, could you provide us some of your previous works?

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Raccoon Sam
Posted on 12-27-08 12:55 AM, in possible gimmick! editor Link | Quote | ID: 97627


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If I may suggest another feature, is the displaying method of the Block Graphics.
Apparently, the tileset field displays the tiles like anyone would.
First tile, second tile, third tile, and upon reaching the 16th one, break the line.


However, you would get much more easily perceivable imagery if you read the tiles like you would in the first place, but imagined that 58 would —instead of row5, col8— mean col5, row8, you would get the following tile array:


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Raccoon Sam
Posted on 12-27-08 02:11 PM, in Do you need a spriter? Ask me for sprites for your hacks. Link | Quote | ID: 97668


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@Thanatos: Saw the topic.. Beautiful work! I'll be sure to contact you whenever I'm in need. The project is not my top priority at the moment, and I'm pretty sure you'll do a greater job with Omega45889 as for now.

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Raccoon Sam
Posted on 12-31-08 07:45 AM, in Startropics (rev. 2 of 12-31-08 07:45 AM) Link | Quote | ID: 97894


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I have a slight memory of Jigglysaint(?) finding out some data, but I don't recall any protection thing at all...
EDIT: Yeah, it was Jigglysaint. Link.

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Raccoon Sam
Posted on 01-01-09 11:20 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 97975


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goddddammit i wanna try this but i can't right now
I can only assume it's cool beans.

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Raccoon Sam
Posted on 01-02-09 09:18 PM, in SMA:The Plumber's Fury Link | Quote | ID: 98081


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Looks nice, sounds nice..!
Hopefully this'll be out soon.

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Raccoon Sam
Posted on 01-05-09 05:49 AM, in Donkey Kong Country 2 Graphics Link | Quote | ID: 98294


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You don't.
A decompressor has been made but it is not publicly available.

Your optimal chance, however is to make a ZST save state of the part you wish to rip the tiles from in the game, and open the ZST up on a tile viewer and do your assembly. Tedious, but works.

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Raccoon Sam
Posted on 01-06-09 10:26 AM, in Donkey Kong Country 2 Graphics (rev. 2 of 01-06-09 10:27 AM) Link | Quote | ID: 98330


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Well, not the 'only' option, just the optimal, most likely. I don't know if there are 'PNG to SNES'-like tools, but if there are, you can try chopping this Bramble Scramble map to 32x32 pieces and taking what you need. Pirate Panic and Mainbrace Mayhem are also available.
EDIT: Oh and Parrot-Chute Panic. All courtesy of Simion32 and his extractor.

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Raccoon Sam
Posted on 01-11-09 11:19 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 98541


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I'd be glad to try out the beta. I'm (still) at 10.4.11, and always in the mood of bug-hunting.

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Raccoon Sam
Posted on 01-12-09 06:28 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 98587


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STUNNING
I had no idea you worked on LttP stuff!

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Raccoon Sam
Posted on 01-15-09 02:57 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 98733


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Still fails, but I do get a different error.
System.NullReferenceException: Object reference not set to an instance of an object
at EpicEdit.MainForm.RepaintTrackDisplay () [0x00000]
at EpicEdit.MainForm.PnlTrackDisplayMouseMove (System.Object sender, System.Windows.Forms.MouseEventArgs e) [0x00000]
at System.Windows.Forms.Control.OnMouseMove (System.Windows.Forms.MouseEventArgs e) [0x00000]
at System.Windows.Forms.Control.WmMouseMove (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000]


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Raccoon Sam
Posted on 01-15-09 05:10 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 98747


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Hey, that's great!
I really appreciate the effort you put towards cross-platform compatibility.
Thank you!

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Raccoon Sam
Posted on 01-19-09 12:25 PM, in Brawl Stage Studio Link | Quote | ID: 99046


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More info on the Smashboards topic. No idea when it gets released, though, but it does look promising.
What do you think?

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Raccoon Sam
Posted on 01-20-09 05:11 PM, in Possible Mega Man X editor (rev. 2 of 01-20-09 11:41 PM) Link | Quote | ID: 99133


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You should probably see this thread.
It's the only real info found on MMX, but I've heard there's a MMX3 editor done as well.

see below

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Raccoon Sam
Posted on 01-20-09 06:04 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 99135


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Posted by Stifu
Racoon Sam: I'm pretty sure I've figured out the Mac Mono problem. I'll file a Mono bug as soon as I've got confirmation from the Mac user helping me out with this issue.
Did you ever try loading a ROM without hovering the center panel? This should work.

Yeah, now I can open a ROM.. but uh, all ROMs I try fail to load. I attempted a modified SMK (U) ROM, the original SMK (U) ROM, and a headerless SMK (U) ROM, all are "not the Super Mario Kart ROM"

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Raccoon Sam
Posted on 01-20-09 06:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 99137


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Hmm.. I guess that'd work, too.
What detects the ROM authenticity anyway? Common bytes in the very beginning or what.

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Raccoon Sam
Posted on 01-20-09 08:20 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 99147


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That'd be superb! I'm willing to be of any kind of assistance, if it will help the mac development.
Probably the easiest way is to add a 'load anyway' button, but then again it wouldn't be the best choice and would probably give unwanted results.

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Main - Posts by Raccoon Sam

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