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Messages - Raccoon Sam

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151
Mario Chat / Re: Raccoon Sam presents; Yoshi's Island, Lost bytes.
« on: November 17, 2006, 10:44:31 AM »
Hate to double post, but I was right! Donkey Kong is in the graphic table where most Jungle enemies are!
He was below the frog. Here are the three images I extracted.

#1: A String that clearly shows DK.


#2: A Bit of arranging...


#3: My assembly of what he might have looked like.


:D

152
Mario Chat / Re: Raccoon Sam presents; Yoshi's Island, Lost bytes.
« on: November 17, 2006, 10:23:50 AM »
Jesus almighty... I think I found Donkey Kong!
Pics in a minute.

153
Mario Chat / Re: Raccoon Sam presents; Yoshi's Island, Lost bytes.
« on: November 14, 2006, 12:28:08 PM »
Apparently the O_O Face was within the Graphics table of the sewer tilesets.
It's apparently supposed to be a harmless tile..?

154
Mario Chat / Re: Raccoon Sam presents; Yoshi's Island, Lost bytes.
« on: November 14, 2006, 06:28:46 AM »
That'd actually be quite simple graphics hack.
Then again, the propeller and all that.. I might put my finger on it someday.

155
Latest News / Re: Yoshi's Island DS released in USA
« on: November 14, 2006, 06:27:10 AM »
I got the ROM last week, it's great.
Although, that one boss is like a straight copy from Burt the Basful.

156
Mario Chat / Re: Raccoon Sam presents; Yoshi's Island, Lost bytes.
« on: November 14, 2006, 01:06:15 AM »
Rather strange.
Why did they compress the mushroom, since it's already both, uncompressed and unused..?

157
Mario Chat / Raccoon Sam presents; Yoshi's Island, Lost bytes.
« on: November 13, 2006, 12:44:09 PM »
Not what you think :3


While decompressing the graphics, I stumbled across these little thingamajigs. There was also some more, but Photobucket is being a nacho to me.






Note, these may not be the correct palettes.

Discuss.

158
General Chat / Java is now open source.
« on: November 13, 2006, 12:39:36 PM »
Quote
Today in a historic move, Sun is opening the door to greater innovation by open sourcing key Java implementations—Java Platform Standard Edition (Java SE), Java Platform Micro Edition (Java ME), and Java Platform Enterprise Edition (Java EE)—under the GNU General Public License version 2 (GPLv2), the same license as GNU/Linux.

Source

159
DRX is also the guy who made that Ristar level editor.

160
I'm sure beneficii appreciates the credit you gave her.
Go ahead and edit my post.

161
Quote
Hmm, the common belief is that, in the original Famicom version of Super Mario Bros. 2 (J), to get to World 9, you must simply abstain from using any warp zone up to beating World 8--effectively meaning you beat every level. In the All-Stars version, if you have World 9 already, and use a warp zone on a save and then save it, you will lose World 9. But in the original Famicom version, it seems that going into a warp zone won't necessarily make you forfeit World 9.

In the original Famicom version of SMB2J, the criterion is not abstaining from the use of warp zones and just going into beat World 8, but rather that you must beat every castle from Worlds 1 through 8. When you beat a castle (or more precisely touch the axe and cause Koopa to fall into the lava pit) in a world, a bit is set on byte $07FA corresponding to the world you've beaten. Beating World 1 will set the lowest bit, while beating World 2 will set the next lowestt and so on.

After the scene with the Princess at the end of World 8, the game performs a check of byte $07FA, seeing if it is #$FF or not (i.e. seeing that all the bits were set or not). If it is #$FF, then the game will proceed to load World 9, while if it is not, then it will proceed to reload the title screen.

It seems that using a warp zone doesn't have an effect on byte $07FA, so if you warped forward and then warped back so you can still beat every castle, then theoretically it would seem that you could still get to World 9, in the original Famicom version of SMB2J.

162
Mario Chat / Re: Mario vs. Donkey Kong 2 Level Editor
« on: October 23, 2006, 11:53:42 PM »
Those sprites are quite fuzzy... I was actually going to rip some, but the ROM was too big :X
Someone should totally check the ROM for possible LZ77 compressed sprites. :D

163
Mario Chat / Re: Super Mario RPG GBA/DS Remake?
« on: September 24, 2006, 01:52:59 PM »
SNES DS is an emulator you can use to "play" SNES roms on your DS. Before you start trying to find it, you need to realize that you need special hardware to run the program. Setups that would get you running this range from $50 to over $100 US dollars. And considering that SNES DS doesnt even work well with Super Mario World, i doubt it will ever be able to run games like SMRPG which make use of the SFX chip.

Super Mario RPG Did not use the Super FX chip.

However, It employed the SA-1 chip on the cartridge. This chip is essentially a 65816 clocked at 10 MHz, running on an ASIC.

164
Mario Chat / Re: Raccoon Sam presents: Super Princess Peach, Lost bytes.
« on: August 09, 2006, 11:37:38 AM »
Nice nice, but that Bowser is probably of some Gallery mode, I suppose.
Could you Perhaps provide me a picture in-battle?
Thanks in advance.

165
Mario Chat / Re: About Bowser..................
« on: August 09, 2006, 05:55:15 AM »
He may be based on one, who knows.
But he's Definitely not one.

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