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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Chickenlump
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Chickenlump

Level: 41

Posts: 533/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-11-05 04:33 AM, in Supa Kupa (Yes I know kupa is spelled wrong, I purposely did it) Link
Originally posted by turtleman

[quote]There was a hack that featured the Koopa as the main character. It was made by someone, but it was just a Mario edit and had the original levels of SMW. I think it was unlocked too[/quote]
I hope ur not imposing that I'm stealing.>.<

@ChickenLump:Nice edits
So far I only have kupa's small and big graphics but I attempted cape graphics And I kept messing up.
I'm just going to stick with my original Idea for paratroopa

Wicht reminds me I should change the pallets of my powerups

Green Shell = Big Kupa
Red Shell = Fire Kupa
Blue Shell with wings attached = Paratrupa (theres that U again lol )



No way man, just because the Koopa Troopa has been done before doesn't mean you should give it up. Yours may be the best version yet. I really can't wait to try this out, it looks to be an interesting creative hack. *thumbs up*

The cape was really tough to do, and if you would like, I can send you my hack and you can use the cape animations from mine if you would like. In ROM form or AllGraphics.bin form if you like. I don't need my name credited either, it's cool. But if you don't want to, that's cool too. Do you plan on not having capes in this hack? There are tons of people that disable certain powerups completely because they don't fit their character or idea.
Chickenlump

Level: 41

Posts: 534/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-11-05 05:00 AM, in Supa Kupa (Yes I know kupa is spelled wrong, I purposely did it) Link
I sent my hack and the allgraphics.bin file to your email address (in your profile).

I did this hack years ago, so my sprite art wasn't all that great. Feel free to tweak and change, and port over and use any of my animation frames you would like.

Let me know if you need anything else, and be sure to post pics as you progress with your hack.
Chickenlump

Level: 41

Posts: 535/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-11-05 05:23 AM, in Supa Kupa (Yes I know kupa is spelled wrong, I purposely did it) Link
Feel free to use it if you like it. Your version is pretty good too with the pupils and all sticking out. I wish I could have had it animated to blink, but standing still animations aren't in SMW.


Cool hacks and ideas always get lots of replies, as long as you continue posting in it with updates and screens to keep people interested. Keeping people interested and people replying with ideas and critisisms keep any project alive, it keeps morale and motivation to work on it up.
Chickenlump

Level: 41

Posts: 536/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-12-05 08:36 AM, in Play Room Link
You DID give the flowers big ol' pointy teeth and evil faces, it looks like they ought to take a rather nasty chunk out of Mario...

Let's just say *I* wouldn't go trying to pick any of them.

The floor looks really nice, but try to add some more shapes to make it up. Smaller bricks, end bricks, different shaped bricks, but all the same color and style. Or all the same style but different colors. Just a bit more variety to that floor and your level would be looking grand.
Chickenlump

Level: 41

Posts: 537/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-13-05 03:52 AM, in FINALLY - ubuntu(linux) installed Link
The partition manager comes up and tells me that there is no formattable meda available, and it kind of stops right there. I've been wanting to try Linux and have the iso and t he newest VMware installed.
I'm not sure what the problem is, I have a virtual harddrive installed on it...

It looks good though, and I've heard that ubuntu is an excellent distro.
Chickenlump

Level: 41

Posts: 538/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-13-05 05:16 AM, in Supa Kupa (Yes I know kupa is spelled wrong, I purposely did it) Link
Originally posted by Gamed00d
Yay! This game seems like its gonna be really cool. There are not many games you can actualy control a koopa. Maybe someone will make one you can control a goomba lol...


Back when I did my Koopa Troopa, I immediately followed up with my Goomba playable character hack. He is open source, so feel free to modify/use him free of charge in any way shape or form in your hacks.





http://www.geocities.com/chickenlump/GoombaHack.zip

Didn't mean to interrupt your thread again turtleman.


Your fire palette looks alot better, but a little unnerving (blue? for fire?).
Keep it up though.
Chickenlump

Level: 41

Posts: 539/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-13-05 05:22 AM, in Supa Kupa (Yes I know kupa is spelled wrong, I purposely did it) Link
Creating new frames of animation for sprites with so few is hard, but ALOT of fun to do!
It's so rewarding when you can take 3 or 4 frames of animation and make a full fledged playable character out of it.
turtleman, I'm sure, is having fun doing the same thing. The only enemy I don't think would make a very good playable character in this game is... sparky...


turtleman: Don't worry about levels and technical stuff untill your character sprite is completely done first, just the way you want him. In my own experiences, if you start something, and then go and do other stuff and leave something unfinished, you will lose inspiration and everything will be a bland mess. I would try to stick with just one thing at a time untill it's done.



(edited by Chickenlump on 04-12-05 12:25 PM)
Chickenlump

Level: 41

Posts: 540/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-13-05 06:17 AM, in Super RAVEN World screenies! Link
Originally posted by RR
I see no point in arguing about a name.
its not like it affects gameplay


People are sometime likely to not play a game if it has a boring name.
Would you play a game called: 'Eat my scabs, super fecal world ultra knockers! 3' ?

Ok, perhaps that was a bit drastic, but names do play a big part in a hack.
Chickenlump

Level: 41

Posts: 541/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-13-05 07:33 AM, in Super RAVEN World screenies! Link
I agree. All you have to go on is a few screenshots that show some standard frames of animation. Any good 'play as an enemy hack' worth it's weight in salt MUST have quite a few NEW and creative frames of animation. Ninji uses alot of new frames of animation and has really created his own character and presence. I must admit, the raven is cute and all, and everyone and their grandmother (myself included) is creating non-plumber hacks, which is a real attention grabber, but before pitting ANY of them against each other in any way, wait for tangible playable games to pit side by side first.
Chickenlump

Level: 41

Posts: 542/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-13-05 07:49 AM, in Super RAVEN World screenies! Link
I think it's one of the more creative aspects of editing SMW.
Think about it, Mario can only have so many reasons to rush through levels. There's only so much you can do with him.
For every enemy hack that comes out though, comes new stories from new perspectives. New levels and stories (in this case, from a bird'e eye view XD), and level layouts and power ups and enemies to face off against. New themes that weren't possible with Mario are now possible.

Sure, ANYONE can rip graphics and change levels around. But making a new playable character, with new frames of animation, and having it come out WONDERFULLY is a real feat. Sure, it's going to be a fad for awhile, but it's interesting to see which of these hacks will make to completion, and how they will stack up to each other.
Chickenlump

Level: 41

Posts: 543/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-15-05 02:46 AM, in Final Fantasy Mystic Quest Link
Here is some misc. data I found awhile back with about an hour of trying. I wasn't really motivated at the time, but maybe in the future.

----------------------------------------------------------------------------
Final Fantasy Mystic Quest RAM Listing
Created by Chickenlump
Last Updated - 2-5-05
----------------------------------------------------------------------------
7E0E84 - Current Gold Aquired
7E0E85 - Current Gold Aquired
7E0E86 - Current Gold Aquired
7E0E9F - Current Amount of Items [Row 1 - Slot 1]
7E0EA1 - Current Amount of Items [Row 1 - Slot 2]
7E0EA3 - Current Amount of Items [Row 1 - Slot 3]
7E0EA4 - Current Item Type [Row 1 - Slot 3]
7E0EA5 - Current Story Items Aquired
7E0EA6 - Current Story Items Aquired
7E0EA7 - Current Coins and Crests Aquired
7E0FD4 - Current Battlefield Number of Battles Left
7E1011 - Current Experience Aquired [Hero]
7E1012 - Current Experience Aquired [Hero]
7E1013 - Current Experience Aquired [Hero]
7E1014 - Current HP [Hero]
7E1015 - Current HP [Hero]
7E1016 - Max HP [Hero]
7E1017 - Max HP [Hero]
7E1022 - Current Attack Power [Hero]
7E1023 - Current Defense Power [Hero]
7E1024 - Current Speed [Hero]
7E1025 - Current Magic Power [Hero]
7E1032 - Current Weapons Aquired [Hero]
7E1033 - Current Weapons Aquired [Hero]
7E1018 - Current Amount of Spells Left [Hero]
7E1019 - Current Amount of Spells Left [Hero]
7E101A - Current Amount of Spells Left [Hero]
7E1030 - Current Amount of Projectile Weapons [Hero]
7E1031 - Current Weapon Equipped [Hero]
7E1035 - Current Armor and Helmet Aquired [Hero]
7E1036 - Current Shield and Ring Aquired [Hero]
7E1036 - Current Shield and Ring Aquired [Hero]
7E10B0 - Current Amount of Bomb Type Weapons [Character 2]
7E10B1 - Current Weapon Equipped [Character 2]
7E10B5 - Current Armor and Helmet Aquired [Character 2]
7E10B6 - Current Shield and Ring Aquired [Character 2]
7E10B7 - Current Shield and Ring Aquired [Character 2]
7E1038 - Current Spells Aquired [Hero]
7E1039 - Current Spells Aquired [Hero]
7E1094 - Current HP [Character 2]
7E1095 - Current HP [Character 2]
7E1096 - Max HP [Character 2]
7E1097 - Max HP [Character 2]
7E10A2 - Current Attack Power [Character 2]
7E10A3 - Current Defense Power [Character 2]
7E10A4 - Current Speed [Character 2]
7E10A5 - Current Magic Power [Character 2]
7E10B0 - Current Amount of Projectile Weapons [Character 2]
7E10B1 - Current Weapon Equipped [Character 2]
7E10B8 - Current Spells Aquired [Character 2]
7E10B9 - Current Spells Aquired [Character 2]

----------------------------------------------------------------------------
Various ROM data [Unheadered ROM of course
----------------------------------------------------------------------------
032900 - Location Tile Properties
033E84 - Location Palette Assignments
038000 - Menu Palette Data
03B018 - 2 byte Pointers to Maps? (First location - Level Forest)
01572B - Enemy Formation Positions (Behemoth position on screen - Each enemy = 1 byte) [UPDATED 3/6/05]
010715 - This data decides what frame of animation is shown when each enemy receives a certain amount of damage [UPDATED 3/6/05]
010B06 - Targetting data (sword is first item) [UPDATED 3/6/05]
010BF2 - This data affects the character's weapon's stats and effects [UPDATED 3/6/05]
010F4A - This data affects the character's weapon's effects as well [UPDATED 3/6/05]
----------------------------------------------------------------------------


And of course Shark's findings on his FFMQ hacking page.
http://www.sharkgaming.web1000.com/sg3/FFMQ_Files.html


(edited by Chickenlump on 04-14-05 09:47 AM)
Chickenlump

Level: 41

Posts: 544/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-19-05 02:55 AM, in Geiger's Snes9x Debugger: Open ROM Dialog Link
I also despise the current Open ROM dialog SNES9X uses.
I'm all for the change.
Chickenlump

Level: 41

Posts: 545/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-20-05 02:56 AM, in Geiger's Snes9x Debugger Mark 9 Link
I'm sure Geiger will update and post the latest version here, so I thought I'd toss in a quick question (and not even open a new thread for it.. I rule )...

Could someone explain the MVN command for me? I don't need a whole lot to go on really, just a quickie explanation will do.

I've played around with quite a few roms with the debugger, but Chrono Trigger seems to use it like there's no tommorow.
Chickenlump

Level: 41

Posts: 546/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-20-05 03:07 AM, in Latest DemoWorld Ory Link
Looking at screens alone, I must say I am seeing *some* improvement. Though the time he's been gone should have been more than enough to learn the ins and outs of SMW hacking (or hacking in general). The palette choices for almost everything I see are either default palettes not changed to fit the new graphics put in, or changed to make the new graphics put in worse.

Work on getting everything you put in your hack to look good and you will be well on your way. Non clashing colours, and smooth transitions between obsticles and sprites, and better level design is needed. It's not that you don't have talent or anything, it's just everything clashes so very badly.
Chickenlump

Level: 41

Posts: 547/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-20-05 04:21 AM, in Geiger's Snes9x Debugger Mark 9 Link
Just tossed a random question out to legalize the thread bump. I have that document and everything, and I have no problems looking things up for myself. I just suck at bumping threads I suppose. Sorry for troubling you.




(edited by Chickenlump on 04-19-05 11:22 AM)
Chickenlump

Level: 41

Posts: 548/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-20-05 07:52 AM, in Super Mario Fantasy Adventure Continued - Completed Link
http://fusoya.panicus.org

You accidentally put a ',' in your url Darkflight.
Chickenlump

Level: 41

Posts: 549/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-22-05 06:16 AM, in Sonic The Hedgehog SMW hack Link
I actually enjoyed the simple non-shaded sonic sprite you started out with, but your new one is just as simple and nice on the eyes.

The only suggestion I can think of is for your background there, where the waves stop and the light blue begins and goes to the bottom of the screen... perhaps you could darken that light blue up to match the darker blue of the above, so it won't look like the water 'just stops'.

Looking good so far.
Chickenlump

Level: 41

Posts: 550/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-30-05 08:38 AM, in Temporal Flux Release Link
Originally posted by Spekkio
Know where I can find THIS sprite?



Where did you find that sprite?
It looks familiar, and not familar all at the same time.
Chickenlump

Level: 41

Posts: 551/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 04-30-05 10:11 AM, in Temporal Flux Release Link
Originally posted by Spekkio
Can you point me to that thread? I can't seem to find it.


Jlukas edited his previous post with the link
http://www.chronocompendium.com/Forums/viewtopic.php?t=655

In Zeality's first post is two links that you should follow to sprite rip pages that show the unused sprites among the used ones for those two characters.

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