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Posts by carlos-182
carlos-182's Profile - Posts by carlos-182
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I wanna add something.
If you copy the address of 20-3F to 60-7F, A0 - BF and E0 - FF, after all the procees (after you had installed the asm), you will be able to use the AddMusic 4.0 calling your .txt like 60.txt, A0.txt, AB.txt, E5.txt, etc. and insert them without any problem. So, in other words, the process to copy the address it´s just one time.


=)

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Mega Mario:
[I will post this here because i don´t see any activity in the AddMusic Expansion Kit thread]


Well, as you may know, Ice Man has made a tutorial, that is very, very good.

Ok, so I need to advertice you for this:
When you copy the bunchs of bytes to the new Addresses for musics like 60 - 7F and so, and you test the new musics, they will work in a very strange mode, so dont get scared, when you finish the whole tutorial, those songs will work perfectly. Im just saying this because in the tuto says that we can test the rom BEFORE apply the .asm, and I was scared because it worked in a strange mode, but then I inserted the .asm (til the end of the tuto) and it works perfectly.

Another point, this whole thing maybe will screw up some of your levels (if you use a modifyed rom). But I think we can fix it inserting again the ExGFX files and the .mwl levels.

I wanna add something.
If you copy the address of 20-3F to 60-7F, A0 - BF and E0 - FF, after all the procees (after you had installed the asm), you will be able to use the AddMusic 4.0 calling your .txt like 60.txt, A0.txt, AB.txt, E5.txt, etc. and insert them without any problem. So, in other words, the process to copy the address it´s just one time.

Thanks.

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Mega Mario:
I want to request a block that acts like the Donkey Kong Country ropes. The Ice Ropes. Do you know what I mean?
Those ropes that are to "slippery", in other words, that forces you to go down, so the only way to pass through is jumping and jumping over it.

Thanks.

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Mega Mario:
Originally posted by WhiteYoshiEgg
(I don't know if this is the right forum for this, but I don't think it fits anywhere else.)

Lunar IPS can't only patch to SMW ROMS, right? Would it be possible to create a patch select - for example - a YI ROM, as the "New modified file", so applying this patch on a SMW ROM would turn it into YI? More important, would it even be legal? That would make looking for ROMS a lot easier.

I hope you understood me... >_>



I understood, but why dont you try?
If it works, will be great.
But I still dont know why you havent tried it hehehe.


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Mega Mario:
What do you thing about my Main Overworld?



Also, I really need someone to make custom musics, please, if someone looks this interesting, please tell me.

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Mega Mario:
I´ve just modified the YI-Castle music version that its in Custom Music section. I have added the N-SPC codes from Brambles, and i have imported banks from the original YI-Castle song from Yoshi Island.
This is what ive got:

http://www.uploading.com/files/C4BBB7PK/YI-Castle.spc.html


What do you think?


P.D. All credits goes to SNN because is his .txt


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Mega Mario:
While you use Addmusic look that each 4 songs it show us some number. If that number exceed the other number, the song wont be inserted. The "limit" of the bytes is 6144

For example, when you are inserting songs, you see this:

24.txt ????: 3460
(bunch of letters)
(bunch of letters)<2465>
25.txt ????: 1742
(bunch of letters)
(bunch of letters)<1181>
26.txt ????: 2572
(bunch of letters)
(bunch of letters)<1382>
27.txt:??
5188/6144
28.txt ......................

This is my songs. If you see, i have not inserted the 27.txt, so the number of bytes im using are 5188, and the limit is 6144, so the 27.txt should not exceed of 956 bytes. You are exceeding the limit of the bytes my friend.

I hope you understood.

=)

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Mega Mario:
Originally posted by MATTAN
This looks really promising!
I have one mayor complain about the overworld though, it has to many wierd palettes.


I wanted to give it a "Dark Overworld" look. So I just lowered the bright in the Main Overworld.

BTW, the last news is that "gpetry" are now in this proyect, he will do the awesome songs :D

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Mega Mario:
Tell me what you think about this new port i had made.

http://www.uploading.com/files/B2O3FC40/MM3_-_Shadow_Man.spc.html

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Mega Mario:
Ok well, i have fixed that palettes :)

I was wondering if you want a Demo. But i dont see any activity in this thread hehehe.

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Mega Mario:
I can´t open my rom.

Im using Donkey Kong - Donkey Kong Country - Version 1.0 (US).smc

I guess it should be (J).

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Mega Mario:
I was trying with the custom block of Gravity but i can´t.
I was wondering if the problem is my rom, because it´s 4mb long.

I hope you help me =)

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Mega Mario:
Originally posted by mysteryman
I patched the Asm Files to my Hack. It was all perfect. But then after i inserted ExGFX and i tried testing it, the Nintendo Presents Logo wouldn't show up and it would be on that screen forever.

Um.. Can you fix it? If So, How?


Just follow the Ice Man´s tutorial word by word, and remember to expand the rom to 4mb and work with a Clean rom.
It should work.

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Mega Mario:
Originally posted by ZeroData

Any ideas?



Check out that lines and lower the octaves.
(I mean, o7 ---> o6, or o6 ---> o5).

I hope this work.

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Mega Mario:
Thanks for the suggest. I will fix it :D
And Tiempo is Time in spanish. ;)

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Mega Mario:
Originally posted by MATTAN
Why is it spanish?
Really, I see no point in the hack being in spanish.
I am swedish, but that doesn´t mean I make my hack in swedish. No one would understand.


Because i speak spanish and this hack is not only for the English Speakers users. My friends and family talk in spanish too.
Dont worry, i think i will upload an english version.

:)

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Mega Mario:
Well, i wanna put some YI Dynamic Sprites (smkdan´s) but I can´t.

Im using Addmusic 4.0, so i had inserted music.asm and more.asm. The process that I did is this:

Downloaded dsx.asm
With slogger, i found an adress with size 0x8000
I converted that address to a snes address with Lunar Address
Modified dsx.asm with Notepad ++ and changed the address to the new one.
Inserted dsx.asm with xkas
And inserted the sprites with sprite tool.

The result is, that when i wanna insert the sprite, it doesn´t appear in the game nor lunar magic.

If i insert the dsx.asm file with xkas without changing the address, i can see the sprite but its too distortioned even with the ExGFXxx.bin file.

Also, spritetool.exe give me an advertice that says that i shouldn´t continue because it will glitch the rom.

What Am I doing wrong?

Thanks.

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Mega Mario:
(restricted)
Originally posted by TLMB
I wonder how many people will make a comment for me now >_>

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/K6GZsga0JGc&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/K6GZsga0JGc&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>


Is the Hammer Bro. Music made by you? Or is from SMAS Bank?

Unexpected end tag (</param>) at 270, expected </div>
Unexpected end tag (</param>) at 321, expected </div>
Unexpected end tag (</embed>) at 475, expected </div>
Unexpected end tag (</object>) at 484, expected </div>

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Mega Mario:
(restricted)
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carlos-182's Profile - Posts by carlos-182