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Acmlm's Board - I2 Archive - - Posts by Karadur |
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Karadur Fire Snake Level: 48 Posts: 1/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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I've been poking around this board for about half a year now, and I finally figured that I might as well register I'm mainly joining for the romhacking portion of the board, but I may post elsewhere. I said it would be quick, and it is. I've introduced myself. | |||
Karadur Fire Snake Level: 48 Posts: 2/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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I've played this hack up to Desert Island 3, and I've liked it so far. I have some comments to make though. On the overworld. The top right and top left edges of Desert Island look weird, also on that island, the whole thing looks awkward with all the blank spaces filled up with hills. On the islands that hold Seaside Path 2 and 3, the edges of the island that connect to the bridge look odd. You could take the right facing arrow path and move it over to the left one space, but unless you moved the right island over a bit more, nothing can really be done with it. The portion of the brown hill connecting Mysterious Woods' island to Desert Island looks out of place. It would look less awkward to replace that bit with a bridge as well. Other than that, the overworld looks fine. I have one question though: what's the bit of bridge in the upper-right of the overworld for? Comments on the screenshots: 1) The palette of those 4 blocks looks weird. The moving platform looks alright in this level, since it's against a dark background, but when it appears on other levels, it looks pink and ugly 2) Two things here: with the chests. I like the idea, but they just look funny floating in the air In the status bar, there's an 'L' instead of 'Luigi'. Something from an earlier version? 3) Even if you make the background only slightly tinted, it'll look better. The white color takes up too much of the screen. 4) I've played levels already with rain in them, and they look alright. I don't think I've played this level yet, but the screenshot makes it look bad. I agree with KP9000's advice. Make an animated .gif to show what the level looks like while active. I like the idea here of having 'windows' in the castle. 5) What does the 'T' stand for? I could see it having an 'S' for 'Start', but 'T' makes no sense 6) The 'T' has returned in the Yoshi Coins. Is there some hidden thing in the credits that tells you what it means? Other than that, things look good One last question. There's a few levels with those bird enemies you can jump and get a ride on. What sprite do they replace, or is it custom made? |
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Karadur Fire Snake Level: 48 Posts: 3/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Mine here. The 3rd of 3 hacks I made. First one was like this, but it had a couple different levels. Got lost when I accidentally patched over my rom without having a backup Second time, I decided to move the levels to a different version of the rom for some inane reason, but some blocks in the new version were different, and I didn't have the slightest clue to graphics editing yet, so I gave up for a while, and then started on the third one. Unfortunately I don't have the patch for the second version. It got lost when our old hard drive went back in February. This one's fairly recent, but last time I did anything with it was 4 or 5 months ago. I'm thinking about scrapping this one as well, but taking the levels I thought were good, and putting them in a new one. If anyone's interested in playing the level I described as painful on that site, I'll upload my earliest patch 'State 0 Saved / Loaded' on most of the screenshots Particularly bad level design in the first screenshot's level (basically all the level does is make you go to the top of the screen, then back down to the bottom, and back up, and down. I also put a cape in right at the beginning of the level I think the Overworld that's been done is pretty good for my first try, but last I knew the exits from the first ghost house were reversed or something. I could go on, but you can download the patch there, and try it for yourself. (edited by Karadur on 11-03-04 05:17 PM) |
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Karadur Fire Snake Level: 48 Posts: 4/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Thanks for the warm welcome everyone I thought I waited a while to join, and then I saw your post, Kitten Yiffer. 3 years? You certainly took your time Then for Millenium Neko: unless you're talking about the Battle Network series, I don't like Megaman games too much I just liked that avatar enough To everyone else, once again, thanks for the welcome |
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Karadur Fire Snake Level: 48 Posts: 5/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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The only place I know to look into SNES ASM is here. I'm just starting to look into it myself as well, so sorry if that's not the stuff you're looking for. As far as (dis)assemblers go, I can only suggest using google. The only relevant thing I found in a quick search is TRaCER at this site. An SMW ASM-specific program would be nice, but I don't see it happening any time soon. I hope those help somehow. (edited by Karadur on 11-04-04 09:32 PM) (edited by Karadur on 11-04-04 10:01 PM) |
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Karadur Fire Snake Level: 48 Posts: 6/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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infidelity: you're quite welcome cpubasic13: I found that site you were talking about, and I hope it's alright if I put it in here. If not, I'll take it out http://arock.redirectme.net/news.jsp |
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Karadur Fire Snake Level: 48 Posts: 7/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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I'm pretty sure those pipes in demo world were custom made by FuSoYa. I don't see anywhere in the program that'd allow you to make the pipes act like that. As far as walking behind the background, I think blocks 221 and 222 (and possibly 223 - 226) in Blktool are what you want | |||
Karadur Fire Snake Level: 48 Posts: 8/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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It doesn't look like those blocks are there. The exact opposites are, so unless you can figure our some way to reverse the effect, you'll basically have to make the whole block yourself. | |||
Karadur Fire Snake Level: 48 Posts: 9/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Ctrl+Shift+Alt+F1+N+O+Insert I remember reading something about a patch for LM that makes it so that you only need to press two keys, but I can't find it right now. |
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Karadur Fire Snake Level: 48 Posts: 10/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Make sure the 16x16 editor window's active when you put in the code. That's the only thing I can think of that would be keeping it from working right. | |||
Karadur Fire Snake Level: 48 Posts: 11/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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The closest I found are blocks 69 and 70, but they change into the next map16 block when mario hits them. Not when they're hit by mario's fire. I'm not sure, but I wonder if changing the fireball offset for those blocks will make them do what you want. Even if that was the case, I wouldn't know what value to put in there anyways Edit: taking a wild guess here, but I notice the above / below / sides offsets are all the same. Maybe put that in the fireball offset box. Alright. I just tried it and it works, except I could go right through the block after it changed Edit 2: Found out I could go through them 'cause I had the 'Make block act like' setting at 151 or something (edited by Karadur on 11-05-04 11:55 PM) (edited by Karadur on 11-06-04 12:22 AM) (edited by Karadur on 11-06-04 12:46 AM) |
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Karadur Fire Snake Level: 48 Posts: 12/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Originally posted by Atma X Okay. I was lucky then. I think I put 773 or something in the fireball offset box I tried setting the above / below / sides to -1, and now when the block still looks like a coin, it acts like a hill |
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Karadur Fire Snake Level: 48 Posts: 13/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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In Blktool, click 'Blocks', and the 'Edit Block Data'. You may want to make a new block, and just copy the settings from the old one over. These are the settings I used: ASM File Name: smb32.bin Below Offset: -1 Above Offset: -1 Sides Offset: -1 Spr UD Offset: -1 Spr LR Offset: -1 Cape Offset: -1 Fireball Offset: 773 Reloc Offsets: 154,221,277,2AC,2DA,300,31C,37B,3B0,3C3,3D6,3E9,40D,414,482,491,49D,4A9,4B5,4C1,4DF,501,523,545,567,58F,5B7,5DF,607,62F, Like I said in my last post, that'll make a block that, when hit by Mario's fireball, turns into the next block in the Map16, but while it looks like a coin, it acts like a 45 (edited by Karadur on 11-06-04 01:38 PM) |
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Karadur Fire Snake Level: 48 Posts: 14/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Originally posted by Luigi-San Speficially what part are you having problems with? You are talking about Twilight Temple right? I just went through the level, and I didn't see any Rope Riding Part. Oh, by the way, if anyone's figured it out, what's the grey switch in that level for? |
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Karadur Fire Snake Level: 48 Posts: 15/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Found that secret Hint: there's a hidden P switch in the cave area Edit: Spoiler picture if you can't find it yourself (edited by Karadur on 11-07-04 12:44 AM) |
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Karadur Fire Snake Level: 48 Posts: 16/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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In the second part of that level (the area in the sky) look for a hidden block by the blue platform that red jumping enemy's on. Use the item you get from it on the hole the mole pops out of in the area with the level end | |||
Karadur Fire Snake Level: 48 Posts: 17/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Looks alright, except for the left and rightmost sides of the islands. The palette on the pillar part of those plaforms. Ouch. Also, the pink letters and numbers on the status bar really don't look to good on that color background. Except for the status bar once again, this shot looks good. Same as above. Other than that, it's looking good so far |
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Karadur Fire Snake Level: 48 Posts: 18/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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I think there's 3 actually. The two in the sky place, and then the one level back near the beginning that just has the 'Under Construction' sign in it. | |||
Karadur Fire Snake Level: 48 Posts: 19/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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Nice. The 'stalk' of the pirhana plant looks different (not to say that's a bad thing ) How are you supposed to get that dragon coin Not much wrong here, except the corners of the stone blocks. That palette looks alot better. Nothing wrong here. This one looks good as well. |
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Karadur Fire Snake Level: 48 Posts: 20/1192 EXP: 786444 For next: 37099 Since: 11-02-04 From: Chatham, Ontario, Canada Since last post: 1 day Last activity: 15 hours |
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All you really need to do is keep jumping on the chuck. I find it easier to jump down onto one of the two platforms at the bottom, and jump on the chuck when it's in between the two. Keep an eye on the boss meter at the top (below the blue coin counter). That's the chuck's health |
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Acmlm's Board - I2 Archive - - Posts by Karadur |