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

Red Paratroopa
Level: 21

Posts: 1/168
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-01-04 01:09 AM, in Hey there I'm new here and also... Link
Hey my name is MadMikeXP, actually my real name is mike I thought I might say hello and leave you guy's alone afterwords. I Like computer's love to build them and maintain them at top performence, love Japanamation, also I like playing games and hacks and making graphics.

You'll probably see a message from me in the rom hacking forums

Thanks for your time
MadMikeXP
MadMikeXP

Red Paratroopa
Level: 21

Posts: 2/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-01-04 01:25 AM, in Question about working with Super metroid sprites Link
I have a question to ask you guys I work with alot of snes sprites and gameboy advance sprites and I was wondering if it is possible to import your custom sprites into a game say, for example Mario can shoot fire balls but instead of that you give him a recolor and make him throw snowballs instead, or Samus Gravity suit could be redone into flaming hot color and have her shoot little pellets of fire from her arm cannon. If anybody understands what I'm talking about is there a program that could do this sort of thing or is it impossible at the moment ?

Thanks

p.s.
I'm not talking about tile editors
MadMikeXP

Red Paratroopa
Level: 21

Posts: 3/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-01-04 02:57 AM, in Question about working with Super metroid sprites Link
If I change the colors hex edtiting it work out pretty well but lets say for example, I work with samus's suit I change her color to look very awsome but the thing is when you are working with hex editing you are limited to certain amount of colors.
1. Samus Varia armor is organge and underneath the armor shows the power suit. If you look at my picture under my user name you can see that I use six colors and combined into one whole color and got that out put. also I call the sprite Hypersamus. also there would be no way to important customized graphics is there ?

Also if you want to know how I did that design it was very simple, open PSP7 or 8 point to adjust> colorize> click it once turn the colorization option all the way down to zero> after you see it turned it to grey press ok> click on the paint can option and change the settings to overlay and none> pick out a combined gradient
color position the can over the sprite and click it once and you have a custom new color gradient over a sprite! on a side note zoom in on the sprite and use the selection tool to select different parts of the sprite to make better improvements

but anyway if there is hex editing program or someone could point me in the right direction that would be real good
MadMikeXP

Red Paratroopa
Level: 21

Posts: 4/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-01-04 06:53 AM, in Question about working with Super metroid sprites Link
Schwa if you see kagerato would you please tell send me or personal message or email ? that way if he gets wind of the this post he might be able to teach me about hex edtiting and advanced techniques of spriting also if you look real hard at the sprite that I made you can tell it came from super metroid not fusion or zero mission.

p.s.

I do not feel like messin with any NES stuff I would probably would get bored with it easily. I prefer the second generation of consoles dated from 1990-1996 the SNES !
MadMikeXP

Red Paratroopa
Level: 21

Posts: 5/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-02-04 07:55 AM, in Question about hacking Super Metroid Link
I just have 1 question to ask I recently downloaded the smile editor for super metroid and I have been trying to figure how open up a room and start editing, I just can't figure out how to operate the program I've mangage to learn where to place the items on the screen and all but, all I see is a black screen, would someone please tell me how to open up the rooms so I can start making the hack ?

I'm not trying to annoy anyone I just need some help on operating SMILE
MadMikeXP

Red Paratroopa
Level: 21

Posts: 6/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-03-04 06:30 AM, in Question about working with Super metroid sprites Link
[SNES : Variable 256 color palette. Each color is represented by 15 bits in a BGR (yes, it's backwards) format. The colors are packed inside a 16-bit value (a standard SNES word) with the most significant bit left off/zero and then are stored inside CGRAM [a section of the PPU's RAM].

Most of the time, the latter 128 colors are used for sprites and the former 128 colors are used for background and foreground tiles making up the levels, overlays, et cetera. However, the SNES has different display modes which can provide tiles (not sprites) with access to all 256 colors (if the programmer should so choose to use such a mode).

SNES sprites and tiles are often stored in a 4 bpp (bit per pixel) format. The maximum number of colors, therefore, used per tile is often 16. It can be less, but super metroid uses 4 bpp for the majority of the graphics where such a bit depth is useful.

The ugly-ass rainbow samus you have devised is fairly feasible, but would require a good deal of toying around with both samus' tile definitions and the section of the sprite palette used for samus]

Ok I think I understand what your telling me I've got a questiof for you is there tile editor or palette editor that would allow me to change the color of sprites or tiles ?

also don't insult my work that ugly ass sprite as you so call it took sometime and effort to make if you have any sprites that looks better than mine show it to me and the others, or keep your crazy ass quiet and don't insult people when they are just now starting off in hacking roms or experts at hacking roms or making and designing graphics!
MadMikeXP

Red Paratroopa
Level: 21

Posts: 7/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-04-04 02:12 AM, in Question about working with Super metroid sprites Link
Look Kagerato..... I'm not trying to start any fights or insults lets just drop the last two posts from us as nothing and try to get along but you when said that my sprite was ugly ass that really struct a nerve because I try not to criticize people work's or judge them just try to watch what you say alright ? and if I did insult you I'm going to be a man about it and say I'm sorry.

MadMikeXP
p.s.
no hard feelings
MadMikeXP

Red Paratroopa
Level: 21

Posts: 8/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-05-04 03:43 AM, in Need a little bit of help with super metroid smile editor Link
I got 2 questions to ask, when I am editiong the first part of the game where samus ship is I want to put one of the mechanical poles near the green door you know those 4 colored poles if you shoot the right weapon with the correct pole it will open up and let you through how do I accomplishe this I have copyed the sprites for it and placed it where I wan't it but when I go and test the game it doesn't do a blasted thing !
My second question how do I replace blue door with a red or green door and have it function correctly ?
MadMikeXP

Red Paratroopa
Level: 21

Posts: 9/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-05-04 07:06 PM, in Need a little bit of help with super metroid smile editor Link
Originally posted by SM_Gamer
1)PLM is the key to this question. Find the sutter and switch PLMs for the switch and the shutter and put them where you want them. There are seperate ones for left and right.

2)Again, PLM is the answer. Different color doors are in the PLM listings.

In other words, edit some of the PLMs in the room to what you need.


Ok I am finally able to work with the PLM but, the metal switches that they have in the list is only blue.... which means if I shoot it will open up automatically but I want to use the colored locks such as green or red. would I have to change the values in the PLM ? if so would you please tell me how ?
MadMikeXP

Red Paratroopa
Level: 21

Posts: 10/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-07-04 12:13 AM, in Advice for weapon placement in super metroid Link
I've been working with super metroid smile editor and I need a few pointers and tips. I took the varia suit and placed it in ceres with the first enemy chozo along with the bombs but, when I test the game to make sure it works as soon I go thriugh the door to collect both items and fight the first boss the game will lock up and won't progress do I need to leave the main items where they are and continue making my hack or should I do something else like level lay out ? (the reason why I did this because I wanted the player to get the varia first and after that make the game harder to gain the other items plus make stronger enemy's)
If somebody else has a good knowledge about weapon placement please let me know.
MadMikeXP

Red Paratroopa
Level: 21

Posts: 11/168
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-07-04 08:03 AM, in Advice for weapon placement in super metroid Link
Hey I did exactly what you told me I have started to work with brinstar to see if I had better luck there I replaced two red doors with green door and the place where you get your first super missles I blocked it off with three standard blocks and a power bomb block as soon I did that, I tested the game to see if it would work. the game started up fine until the screen turn pitch black and would not progress where is good place where I should start editing ? do you think that rom itself is the problem ? that game is part german and french.
MadMikeXP

Red Paratroopa
Level: 21

Posts: 12/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-07-04 03:43 PM, in Advice for weapon placement in super metroid Link
Originally posted by interdpth
Hey. Mike this is off topic but your the madmike from #CN right?


I don't what you mean by (CN) if you would give me a site name where you recognize such as gamefaqs, GSA.net, maybe some other placed then maybe I could verify it.

MadMikeXP

Red Paratroopa
Level: 21

Posts: 13/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-07-04 11:21 PM, in Advice for weapon placement in super metroid Link
sorry about the minor off topic chat jesper but I still need help on working with this hack. can anyone give me a clue on why the game locks up right at the start of the game ? if I change the color of the door in brinstar no matter which one I pick it locks up or if I place a main item somewhere else other than ceres it locks up ?

this is really is starting to be confusing.... I'm not saying that I'm going to give up, I just need a little bit of guidance on what to do and not to do when I'm working with Super Metroid
MadMikeXP

Red Paratroopa
Level: 21

Posts: 14/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-09-04 04:29 AM, in Advice for weapon placement in super metroid Link
Originally posted by SM_Gamer
A good idea is to push foward the need to sequence break to get items out of order, Ex. Put a blue gate with the tab the other way near the enterance to the Wrecked Ship so the player has to get the wave beam early. Also, try not to make impossible siscuations Ex. put a power bomb door in the way a player needs to go without a nearby power bomb tank. Also, a great idea is to put different items in different orders Ex. in the normal game, the charge beam is optained. Switch some beams around so each area gets its own beam hidden in it Ex. Charge for Crateria, Sprazer for Brinstar, Ice for Norfair or Marnaria, Ect. The exception being Tourian unless that you plan to leave the Wrecked Ship empty of beams. But the most important advice I can give you is, have the ice beam somewere! OK, that doesn't seem good. How about experment with replacment of important items in the game.

Ok if I do this the game won't gets out of wack and locksup as soon as you enter the area where the weapon is ? that is where the most trouble begins also I have a little luck, you know where the power bomb is brinstar is ? I have made it available early first, the reason why I did that because I want the player to get a few things early and then later have the other items locked up by weapon blocks and metal colored gates and have a few enemies stronger and blocking the way to get the other items. you could kind of say I was trying to do this as Metroid II or Fusion.
thanks for the help SM gamer I'll try this stuff in about a hour I'm to get some chinese food.

MadMikeXP
MadMikeXP

Red Paratroopa
Level: 21

Posts: 15/168
EXP: 45026
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Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-27-04 05:52 PM, in ATI video card problem Link
===============================GENERAL=================================

Problem Report Version: 2.13

9/26/2004 -- 8:07:03 PM
C:\WINDOWS\System32\Problem.txt

=========================CUSTOMER INFORMATION==========================

Customer # (Optional):
Name:

==========================PROBLEM INFORMATION==========================

Screen Resolution: 1024x768
Color Depth: 32bit when ATI card is enabled
Problem Description:
I'm Having trouble with this video card that I got from a friend at c
hurch. I have installed the card and disabled my onboard graphics card
everything started up perfectly without a problem than five minutes l
ater the monitor begings to flicker and gives me a scrambled up pictur
e The Monitor told me that the frequency was at 85HX and it needed to
be reduced down to 33hz in order to funvtion properly I dropped the se
ttings down to 40Hz thats as low as I could get to go it then says I
need to bring it up to 50hz but before I change it gave me the same pr
oblem before I could fix it can anyone help me out with this video card situation ?


==========================SYSTEM INFORMATION===========================

Machine Brand:
Machine Model:
CPU Type: Intel Celeron(A)
CPU Speed (MHz): 433 MHz
Chipset Vendor ID 8086
Chipset Device ID 7120
Chipset Revision 3

[Enum\Root\*PNP0C01\]


============================O/S INFORMATION============================

Windows XP -- 5.01.2600
DirectX Version 08.01.0810


======================DISPLAY ADAPTER INFORMATION======================

PCB P/N: RADEON 7200
Upgrade Module P/N:

Radeon
----------------------------------------------------------------------
ASIC
Card Manufacturer = ATI Technologies Inc.
Type = Radeon
Bus Type = PCI
I/O Type = Relocatable
I/O Base Address = FE00h
Aperture Configuration = 64 MB
Aperture Range = 4 G
Aperture Address = F0000000h
Register Aperture Address = FFE80000h
VGA Disabled = Yes
VGA Boundary = No Access Through VGA
2D Acceleration = Yes
3D Acceleration = Yes
Motion Compensation = Yes
IDCT Acceleration = Yes
Bus Mastering = Yes
AGP Transfer Supported = Not Detected
Current AGP Transfer Mode = Not Detected

PCI Configuration
Device ID = 5144
Vendor ID = 1002
Revision = 0
Bus Number = 1
Device Number = 8
Function Number = 0
Subsystem ID = 0039
Subsystem Vendor ID = 1002
Primary Display Device = No

Memory
Type = SDR SGRAM 1:1 / SDRAM
Size = 32 MB
Frequency = 85hz
Block Write Support = Yes

BIOS
Version = Not Detected
Date = Not Detected
Part Number = Not Detected
DDC Detected = Not Detected
DDC Support = Not Detected

Multimedia
I2C Type = Dedicated I2C Pin
All-In-Wonder Family = No
I/O Expander = No
I/O Expander Address = Not Detected
I/O Expander Value = Not Detected




======================DISPLAY DRIVER INFORMATION=======================

RADEON 7200 SERIES
7.97-031212a-013314C-ATI
MadMikeXP

Red Paratroopa
Level: 21

Posts: 16/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 09-27-04 10:16 PM, in ATI video card problem Link
My system is a Gateway computer over three years old, 433Mhz 192MB of ram 10 gig hard drive Windows XP home edition.
The ATI video card works well for about 5 to 7 minutes top than the screen will get fuzzy and start to flicker the monitors setting will POP up and say the video card is out frequency it tried to drop the settings down to what it wanted it down to but it couldn't because the video card was having a fit and turned it self off for about ten minutes.(aint life grand....?) anyway, so after the video card came back on I had to use the onboard graphics card to be able to use my monitor. is there any other advice you could give me to be able yo solve this problem ?

MadMikeXP
MadMikeXP

Red Paratroopa
Level: 21

Posts: 17/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 10-30-04 06:39 AM, in Having trouble finding the title screen in LM Link
I'm having some trouble finding the title screen graphics in LM 1.62 I followed the directions in one sticky about locating and changing the title screen graphic,s but it seem's like I can't find the blasted thing anyhwhere.... I am currently using SMAS+world to find it and Super Mario world (U).smc to locate it and no luck at all. if someone could guide me to finding the graphics in Level #C7 I would greatly appreciate it.

also when I do find it can I give it a custom silver metallic color or just a grey color ?

Thank you
MadMikeXP
MadMikeXP

Red Paratroopa
Level: 21

Posts: 18/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 10-30-04 08:02 AM, in Having trouble finding the title screen in LM Link
Originally posted by Luigi-San
You'll need to use YYChr to create graphics for the title screen.

To edit in LM:

1. open LM
2. open rom
3. type in "Chelsea"
4. "Chelsea is really cute" will appeat at the bottom of LM. This tells you the code is in place.
5. Go to the Overworld editor.
6. Click "File"
7. Open "Chelsea's Bonus menu" and select the title screen editor
Voila!


Ok I followed the directions and I'm still having some trouble.for steps 3 and 4 where exactly do I type chelsea at and yes I know its case sensetive when I type it
thanks.
MadMikeXP

Red Paratroopa
Level: 21

Posts: 19/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 10-31-04 04:53 AM, in Having trouble finding the title screen in LM Link
I've already open the rom then I typed in chelsea on the level editor and nothing happens.... I really trying to figure this out but all I get is irritation trying to make it work . could it be that I'm using the wrong rom type say like SMAS+world or SMW 1.1 or SMW (U) E.smc ?
MadMikeXP

Red Paratroopa
Level: 21

Posts: 20/168
EXP: 45026
For next: 4917

Since: 09-01-04
From: Augusta

Since last post: 25 days
Last activity: 11 days
Posted on 10-31-04 06:47 AM, in Having trouble finding the title screen in LM Link
Thanks I finally got it to work. sorry about all the aggrevation......

MadMikeXP
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