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Posts by HammerBrother

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It always better to have a backup of the rom, before patching, make a copy of that in case of the patch has a problem. then switch back to the UNPACHED rom if you detect unwanted effects.
Give thanks to RPG hacker for working on Asar.


would be best that you should tone the yellow cave background down because to me, it burns my eyes.

Another thing is that the palette in most levels have a repeat of the same color (the first 4 images tell me that you never use another color beside green and the 2nd 4 images are all desert color and the 5th is bright yellow). Doesn't look to exciting. You can add more variety of elements instead of the same thing in a row. Most hacks often have a variety of color in their terrain to decorate the level to make it interesting.
Give thanks to RPG hacker for working on Asar.
wow, they drew the pokemon graphics very well. It was a good idea that they made the in-game pokemon look more like their artwork (or concept art) rather than than the pixulated flat sprites (from diamond/pearl/platinum/black/white or textured computer graphic seen in pokemon battle revolution.
They must've use The legend of Zelda: the Wind Waker's graphic technique used on the sliding puzzle game in the private oasis to allow pokemon to have graphic matching the art style.

link to the wiki
and look at the screenshots.

ps In case if you don't know the name of the graphic name, its called Cel-shading, used on most games like elsword, or FusionFall Heroes from cartoon network's games.
Give thanks to RPG hacker for working on Asar.
you can also use this tool and edit their palette numbers that they use.
Give thanks to RPG hacker for working on Asar.
At one store with the automatic sliding doors, I push the door closed and the machine thinks that the doors are open but it won't when it detects a person nearby and they have to push it open to make it work again.

Another one is I saw my cousin pulling a prank by placing a dumbbell under the couch cushion and the my cousin's brother sat on that cushion and wail because his butt hurts after he rest on it.

Lastly, when my friends used a woopee cusion just when I was was about to sit on a chair, I slam my butt (but still I didn't notice the prank*) and the cushion popped instead of a noise of laughter.

*I always slam my bottom whenever I sit.
Give thanks to RPG hacker for working on Asar.
F.A.Q.
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How do i made the incriminating/decrementing effect when counters get added/ subtracted. (every frame goes up/down 1 per frame)

like score counters:
0, 10, 20, 30, 40... 200 ;every frame, can happen of mario hits the goal tape with time bonus.
Give thanks to RPG hacker for working on Asar.
Originally posted by JackTheSpades
He asked for a way to lock the hack, so that it CAN'T be opened with RLM.
Using the methode in the F.A.Q. does not help


oops, I think its a different type lock format. The RLM is "opposite" of using LM's locking and the creepypasta hack's lock is not the "opposite" of the RLM. Sorry I have nothing.
Give thanks to RPG hacker for working on Asar.
Originally posted by mario and luigi
yes, i'm just looking for goombas, koopas, wigglers, etc.


Code
0x0F	  ;Goomba
0x00-0x03 ;shelless koopas
0x04-0x07 ;normal koopas
0x08-0x0C ;winged koopas
0xDA-0xDF ;koopa's shell

Give thanks to RPG hacker for working on Asar.
Thanks! Now I know that record is the "countdown" on how much the counter goes up ordown with the DEC/INC effect.
Give thanks to RPG hacker for working on Asar.
changing the FG/BG graphic index using #lm{sgfxby} or #lm{gfxby} will alter to use different tiles. This means you have several limits to use certain tiles on the index. Also use the tileset specific objects after you click the #lm{objects} and click on the drop-down arrow. In case if you want slopes and corners use this ExGFX.
Give thanks to RPG hacker for working on Asar.
Yes, by hex editing;
Code
27909 | $04:F709 | 1 byte | Overworld: Submaps on where to
disable the thunder effect (originally used in Valley of Bowser).
#$80 - Main map
#$40 - Yoshi's Island
#$20 - Vanilla Dome
#$10 - Forest of Illusion
#$08 - Valley of Bowser
#$04 - Special World
#$02 - Star World
#$01 - Unused
Note that the bits in this address disables the thunder in this submap,
so to disable it everywhere, #$FF is the correct value. This address
affects both colors and sound.


If you don't have a hex editor, download from here, open your rom with it, and press CTRL G to find the address and type "27909" and change [F7] to [FF] (binary: 1 = disable lightning, 0 = enable lightning).
You can use windows calculator and go to view > scientific (windows XP) or view > convert > programmers mode (I think...)(for windows 7) if you are converting binary to hex or use here if you want two+ maps with lightnings.
Give thanks to RPG hacker for working on Asar.
Originally posted by mario and luigi
well, if he's using the switch palette tileset, the glitched tiles don't work with that tileset.

Thats true, like the ? or turn block containing one coin (unless you change the rom address x73EA - F0 0D to EA EA) and other tileset like upsidedown slopes .etc because those blocks change their behaviors when you change #lm{gfxby}. Thats why LM says:
Originally posted by Lunar Magic
Note: Changing the FG/BG index may alter the Tileset Specific Objects available. If the level makes hevey use of these objects, It may become mangled beyond recognition!

Give thanks to RPG hacker for working on Asar.
I think some of the palettes are used for the fade effect for the tile event. I'm not so shure. Maybe you ran out of event numbers... Note: you can test the events without an emulator by using the PAGE UP and PAGE DOWN keys and steps in between, HOME and END keys after you select #lm{owev2}.

(Oh by the way, your thread title - to make the / into a ?, hold shift and press /, it will now be a ?)
Give thanks to RPG hacker for working on Asar.
I'm making a "Y position warp block" in my hack, but when I use $7E:00D8 or $7E:14D4 on the first byte, when a sprite touches the block makes them disappear in thin air. I don't know what byte to use to teleport sprites a few blocks. It suppose to warp the sprite down a few blocks down
Code
SpriteV:
SpriteH:
LDA $14D4,x    ;sprite position high byte
CLC : ADC #$C0 ;number of pixel positioned
STA $14D4,x

LDA $14D5,x		;handle overflow
ADC #$00
STA $14D5,x

Give thanks to RPG hacker for working on Asar.
Thanks! Now I understand that low byte is the pixel position and the high byte is the screen boundaries.
Code
SpriteV:
SpriteH:
LDA $D8,x    ;sprite position high low byte
CLC : ADC #$C0 ;number of pixel positioned
STA $D8,x

LDA $14D4,x		;handle overflow (high byte)
ADC #$00
STA $14D4,x

Give thanks to RPG hacker for working on Asar.
(restricted)
(restricted)
Glitch type: sound
In any level, where mario press up to enter a vertical pipe's bottom doesn't play a pipe sound, and instead, a "hit-head" sound, it always happen.
Give thanks to RPG hacker for working on Asar.
Well customizing the branch so mario isn't small when he has 1 left. But I came to this problem: I want mario's health to be moved1 8x8 position to the right. (left end start on tile B on the top left grid).


where I found the patch.
Give thanks to RPG hacker for working on Asar.
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