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

Red Goomba
Level: 12

Posts: 1/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 11-06-04 06:04 AM, in ExGFX, Palette, and M16-7K Problems Link
Lately, I have taken an interest in creating my own ExGFXs for SMW. However, I keep experiencing problems one way or another. I've started with editing the BG (since it appears to be the easiest kind of GFX to work with) by adding background graphics from other games. However, the limits of my tile editor hamper me from doing so. I use YY-CHR to import a snapshot (which is almost always directly copy and pasted to a BMP from another game, such as the jungle background used in the temple levels in DKC), but the snapshot appears directly on the "editing area," and I can only see a small fraction of the top-left of the original screenshot. Because of this, I can't directly edit it, and renders the "Paste Snapshot" feature useless. In addition, I don't know what kinds of palettes YY-CHR is compatible with. I went to Paint Shop Pro 3 and saved the palette of my snapshot with the extension of .PAL, and YY-CHR doesn't except it!

I had a good feeling the method I'm using is wrong when I learned of M16-7K. Unfortunately, I don't know where or how to use it and Hidden Mario's Tutorial restricts my access to it for some reason.

Can anyone help me get on the right track?
The Kirby

Red Goomba
Level: 12

Posts: 2/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 11-06-04 10:19 PM, in ExGFX, Palette, and M16-7K Problems Link
Okay, now I'm getting somewhere. But I'm stuck on how to access the "M16-7k" code. Oddly enough, the tutorial doesn't say how to do it. And what does the IPS patch do? I patched it to my ROM and ran it in Lunar Magic. I got an error message saying that the ROM could be corrupt, but I was able to proceed anyway, and I saw no apparent differences in the ROM. I tried patching the IPS to an expanded version of the ROM using Lunar Expand, but I can't edit the ROM at all. What the heck does it do? And I personally think that if there is some sort of key combination to activate the "M16-7k," then it should be on the tutorial. Just stating my opinion. And thanks for the help!
The Kirby

Red Goomba
Level: 12

Posts: 3/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 11-07-04 03:10 AM, in ExGFX, Palette, and M16-7K Problems Link
I'm getting close How do I add the imported Pic2Snes files to my blank ExGFX? There doesn't appear to be an option for it. When I import the Pic2Snes files to the ROM, it looks just fine in the 16x16 editor (until I reload the level), but looks like a garbled mess on the main Lunar Magic level editor. It also messes up the foreground and sprites as well. How do I direct these changes to only effect my blank ExGFX?

Edit: I just noticed that when I save the changes to my blank ExGFX (using F9), most of the new graphics aren't there. The blank ExGFX was created from one of the original GFX files and was stripped blank using YY-CHR. Did I do it right? And is there a tight limit on how many graphics that can be on a ExGFX?

Edit (Again!): Got it to work! I was getting myself confused because I was looking at some of DW:TLC's more impressive BG graphics from the game itself. I wondered "How the heck did he put so many tiles into the BG ExGFX?!." And after looking at it some more I learned that the result of the complicated BG DID replace some FG tiles. Why? Because on some of the levels in Pipe World, they don't use the standard foregrounds. For example: in Pipe World 3, the entire level is made up of pipes and brown blocks.

At least, this is what I think. I'm learning though.


(edited by The Kirby on 11-07-04 02:39 AM)
(edited by The Kirby on 11-08-04 06:03 PM)
The Kirby

Red Goomba
Level: 12

Posts: 4/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 11-09-04 04:07 AM, in Help with making a blank egfx file Link
You need to make sure that the level you're adding the Pic2Snes files to is set to a blank page, at least, this is what I did for BG ExGFX (I'm still very new at this.) After that, press F9. It should save your changes to the blank ExGFX. I experimented with this by using YY-CHR on my blank ExGFX file afterwards to see if the changes were saved. If you fiddle around with it for a bit, you'll probably figure it out.
The Kirby

Red Goomba
Level: 12

Posts: 5/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 11-09-04 05:49 AM, in Help with making a blank egfx file Link
The level doesn't have to be totally blank. What you need to do is insert your blank ExGFX file into the rom. Then, go to "Super GFX Bypass" in the level menu. Add the address of your blank ExGFX file into the BG1. After that, make sure the level is set on a blank page. This can be set by going to the "Background Tile Map Editor" and scrolling though the different pages using the Page Up and Page Down keys. Scroll through them untill you find a blank one (It'll usually look like a bunch of bathroom tiles.) Then go through the M16-7k process again. Then finally F9. Do not extract the ExGFX while doing this. It doesn't update in the ROM itself.

It doesn't matter which level you choose, any one will do. This first step is done just to get the changes into the blank ExGFX. I'd use another ROM for this, just in case you feel unsafe about it. But you'll still need to insert the Pic2Snes files, just to get the palettes and such looking correct.

But again, don't take my word for it. I've only just learned this recently.
The Kirby

Red Goomba
Level: 12

Posts: 6/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 12-10-04 12:37 PM, in Luigi's Sprite in All Stars + World Link
Like the title says, I can't find the GFX for Luigi's sprite. I tried extracting all of the GFXs from the SMAS+SMW ROM, but I don't know where it is. Can someone shed some light on this? I'm trying to replace Luigi's sprite with Mario's in the original SMW ROM (like in Luigi's Adventure).
The Kirby

Red Goomba
Level: 12

Posts: 7/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 12-11-04 12:55 AM, in Mario Tales Snapshot Thread Link
And make sure not to make the hack "Cheaply Difficult." I hate playing hacks where you have to use a save state every step you make because you have to pass through an area with flying fish and precise jumping for example. So, I'd suggest that when you're making the levels, pretend that the game is going to be released on a cart. That way, you'll make the game for all ages and skill levels to enjoy. And the game on a cart won't allow save states. Just stating my opinion, because most hacks out there don't go by this rule, and are a hassle to complete.

No GFX changes and focusing on level design is a good idea, and I'm pretty sure the hack will end up as an enjoyable experience in the end. Just DON'T get lazy and raise the cheapness meter for lack of difficulty and you'll be fine
The Kirby

Red Goomba
Level: 12

Posts: 8/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 03-06-05 03:13 AM, in Any tile counting programs? Link
Is there such a program that counts repeating tiles of various sizes in an image? Because I'm using M16-2k for certain background images and I don't know how many repeating tiles the image has, so when I use M16-2k it overwrites another GFX loaded by the level when I have too many. I'd like to know this in advance since setting up M16-2k and seeing that it doesn't work is very tedious.

Also, I'm kind of having a problem with M16-2k itself. If I'm going to be using a background that is, say, 512 pixels wide and 256 pixels high, and I get it all set for with PCX2SNES, then use M16-2k, only 256 X 256 of the image was pasted into the game! Where's the other half? It's a major pain in the butt getting the other half into the game. Is there a way around this?

Thanks


(edited by The Kirby on 03-05-05 06:14 PM)
The Kirby

Red Goomba
Level: 12

Posts: 9/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 03-07-05 12:01 AM, in Tile Counter v0.5 Link
Awesome! This is just what I needed! Thanks!

Oh! I forgot to mention that the program could really use a option for setting how big the tiles you want to have counted. Such as 8 x 8 and 16 x 16.


(edited by The Kirby on 03-06-05 03:07 PM)
The Kirby

Red Goomba
Level: 12

Posts: 10/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 03-07-05 01:03 AM, in Tile Counter v0.5 Link
Well, I just tested the program with a 8 x 8 BMP and it said there are 5 unique tiles??? What the...? I also used it with my original Hilly.bmp and it brought up around 700 unique tiles. I know that can't be right if this counts 8 x 8 tiles.
The Kirby

Red Goomba
Level: 12

Posts: 11/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 03-07-05 02:33 AM, in Tile Counter v0.5 Link
What about other formats such as PCX?
The Kirby

Red Goomba
Level: 12

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EXP: 6321
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Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-02-05 09:22 AM, in The way the Background Turns. (Unsuccessfully) Link
After playing through Demo World: The Legend Continues again for hacking goals I noticed something about the background in some of the levels. I tried to recreate some of these instances in my hack, but am totally clueless at how he did it. To be more specific, the background in Water World 4 (The one that looks like the underwater area in Donkey Kong Country) scrolls "None" vertically and "Variable" horizontally. Which is odd, because this scrolling setting isn't among the set. Did he use some ASM or did he do something crazy with the Layer 2 level settings? Or how about Sky World 4's background, how it starts moving fast immediately at the beginning of the level. I always through the command for this could only be triggered by jumping on the wing blocks. Weird.
The Kirby

Red Goomba
Level: 12

Posts: 13/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-02-05 09:37 AM, in The way the Background Turns. (Unsuccessfully) Link
Ugh. ASM. Ought to learn it sooner or later.

This is off topic but does anyone know any "easy" way of adding/editing GFX for the title screen? I made a BMP of what I want my title to look like but I don't know how to get it into the game and look right. It uses that queer 2bpp gameboy format and I don't know how to work with it. Totally clueless!
The Kirby

Red Goomba
Level: 12

Posts: 14/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-02-05 05:00 PM, in Quick ROM-Hack Reviews! Link
Hmmm. That last one sounds interesting. You should post a link to the download. Really, one that works, because I tried linking to the download and it said the site wasn't found. Crap. I really need something to help me with my self-discipline classes.

Question: It isn't as bad as Wario World, is it?
The Kirby

Red Goomba
Level: 12

Posts: 15/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-02-05 05:08 PM, in Quick ROM-Hack Reviews! Link
I must admit that the person who made Wario World was a genius (don't know his name, can't read the title very well due to the poor palette.) Seriously. The person was obviously trying to make a bad hack. I mean just look at it! He was busy enough to make all those levels for your playing displeasure! And he included all the horrible level design, eye bleeding palettes, and un-godly awful overworld design to make this hack an utterly unworthwhile experience. Really, that takes talent.
The Kirby

Red Goomba
Level: 12

Posts: 16/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-02-05 05:33 PM, in Quick ROM-Hack Reviews! Link
I was talking about Super DARRK World, sorry. The link didn't work for me on the other thread. So I don't get to experince it's horrors. Not sure which.
The Kirby

Red Goomba
Level: 12

Posts: 17/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-03-05 04:10 PM, in The Ninji Saga - DEMO Link
This hack is quite good compared to all the other crap that comes out. Not that this hack is crap, though.

I really like the Ninji. Bravo on editing Mario's sprite by doing more then a simple palette change.

The graphics are a mixed bag. I really like the foregrounds, especially the one in the 3rd level where the transporter is. But the backgrounds are a little lacking. The ice world background is really dull and repetitive, and it could use some more detail. The background in the area after going through the teleporter is especially dull. It's missing a lot of detail and doesn't feel like it flows well with the foreground, and the palette is rainy looking. Add a few trees to spice it up.

Other then those, it has fairly decent level design and a lot of promise. Looking forward to a full version.
The Kirby

Red Goomba
Level: 12

Posts: 18/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-04-05 06:30 AM, in Exit Question Link
Originally posted by Sketchie
I've never played a hack that had 110+ exits, though, so...


Uh... Haven't you played Demo World: The Legend Continues, Sketchie?
The Kirby

Red Goomba
Level: 12

Posts: 19/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-04-05 06:54 AM, in Exit Question Link
Too right! The length of the hack doesn't always contribute to a hack's quality. Take DW: TLC. There are 120 exits, but the games levels are so well designed, that the expanded length takes advantage of it. Or how about SMW+5, my personal favorite of the SMW+ series. It's short, but the harder levels more then make up for it (don't like Mount Creeper though.)

Personally, I would make the hack long if the levels I were making shared a lot of the same map 16 data, or if the levels were more fun then hard. (I'm afraid Luigi's Adventure doesn't follow this rule. Its difficulty really makes you wish the hack were shorter.) Or if I were making a story hack, I would use an abundance of different GFX's and make fewer levels so the story doesn't drag on for too long.

It all depends on the levels. A hard hack shouldn't be long, and vice versa.
The Kirby

Red Goomba
Level: 12

Posts: 20/48
EXP: 6321
For next: 1600

Since: 11-06-04
From: At My House

Since last post: 13 days
Last activity: 64 days
Posted on 04-04-05 11:21 AM, in Exit Question Link
Yes, but you also need to consider that FuSoYa and Zero G were the only developers for the hack. Considering how many levels there are, the majority of them are good. Most hacks I play have cheap challenges in them, such as flying fish and appearing and reappearing ghosts in areas with precision jumping in about half of the games levels. Usually, when a hack is long, it's usually hard because the hacker gets kind of board with the levels and makes them so hard that you need to use save states to finish it. But wouldn't you consider the original Super Mario World to be extremely easy yet long? It may be, but it's still a very fun game to play, now, isn't it? If it weren
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