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Posts by Mariofan64

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Originally posted by Alcaro
Fixed, you'll now get a proper error message. I forgot that browsers keep caching the javascripts.


This is a really dumb idea because it is going to lead to a lot of spam in the comments section.
I feel like it would be so much more interesting to hack 2D Mario games if it was something like SMA4 or SMAS:SMB3, and I really wish there were hacking communities for those games as large and developed as those for SMW.
Originally posted by Ten
Why?

I feel like the other games have better graphical styles, and better object/sprite rosters, and better game-play engines and would be overall more fun to hack.
There needs to be a way to disable it, because I cannot stand it at all.
what is the new powerup you are talking about?

Also, this hack seems cool.
(restricted)
You do not need to download anything to set the slider to -20. All you need to do is change values with inspect element.

Hyperlinked to not stretch tables

If you change the minimum by using inspect element, and then slide it down further, it actually stays like that even if you browse the website more.

I set it to -100 for your information.
Originally posted by TheJullasicFox
what have we here?
a table stretch?
nice


I fixed it by editing my post to hyperlink and not embed.
Patching the sprites that rely on even/odd x/y position to determine their behavior based on an extra bit instead of the x/y position.
Originally posted by Kaijyuu
Well you could load up Sonniku's and rewrite the graphics routine from scratch. There are repeated tiles in both examples; it might be best to build it entirely with 8x8 tiles.


Can you please do this? Some people are not very skilled at stuff like this.
What even if the included ExGFXFFF for, and how does one go about not inserting in powerups they are not interested in, if they want to not waste space in the rom?
Originally posted by LX5
There's no such option at this moment. At most you could trim the graphics files to be 1 byte. The powerups codes takes very little space, so implementing this isn't in my plans, it seems like a ton of effort that I could use for something else.

ExGFXFFF is used to fix the bonus game graphics.


So basically, this version wastes spaces that previous versions left unwasted (I am the type of person who likes to keep code as short as possible, even if it has no practical difference)

If the bonus game is unused or replaced, no need for ExGFXFFF.

Edit: Also, why do the frog suit and boomerang suit pal files replace palettes 9-A instead of palette 8?

Edit 2: Does the 32x32 Player patch have to be pre-applied separately?
Any chance of some generous person making SMB3-style graphics for these stuff so that they can be used with Pacs Graphics Hack without clashing appearances?

Edit: Is there a way to change the order in which the powerups are inserted into slots if one wants to have a different order?
Can you please try to fix more hacks?
I still remember when you used to say that you would not release powerup packs often, since those were a lot of work to make apparently.
I would have been willing to help write the readmes in order to allow the separate download structure to be maintained.
Suppose someone custom coded a custom designed expansion chip for the SNES. They submitted a patch that activates their custom chip, and submitted a custom emulator mod that can run the chip. Hacks patched with the custom chip would not run on console or on other emulators; only their own custom modified emulator. However, the chip also opens up a huge amount of possibilities for hacking. The chip heavily reduces slowdown, comes with almost no incompatibilities regarding tools and other patches, and allows a bunch of various added functions to enable a large amount of hacking possibilities, even more-so than either SA-1 or Super FX.