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

Level: 39

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Since: 11-07-04

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Posted on 11-08-04 05:52 AM, in OW Screen Exits question Link
I think there's a limit on how many pipes you can have on the overworld. You might just have too many pipes.
Glyph Phoenix

Level: 39

Posts: 2/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-08-04 09:35 PM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
Stoney was pretty cool, and it had to be one heck of a pain hacking his life meter. The whole thing was very professional, and when you release the third version I'll be sure to download it.

Pretty much everything was completely amazing. "Town" areas have always been my favorites in video games, and you pulled them off pretty well. The text bubble's a bit odd, though. But, hey, this is Mario. If you don't hit something from below you stomp on it from above.

The only bugs I found were the tops of the village houses.

I only had a few problems with this hack. The first would be the first world, which I thought didn't have a very interesting level design. The game started off with a bang; the training ground, opening scene, and the plot which was very interesting to me. From there I stopped having as much fun... the only notable parts after that were the Yoshi's cage puzzle and the Alta Plains transportation system. the It seemed to me that the fun sorta seeped out of the game from the training ground on... until it came back in the form of a big time-shifting fortress.

This is my favorite hack so far, and it's not even complete yet. I beat DW:TLC really quickly using a star exit, and since I couldn't get back to the level again anyway I don't think I'll be playing that one in a while. o_0 So this one tops my list.
Glyph Phoenix

Level: 39

Posts: 3/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 11-09-04 05:05 AM, in Goal Star System Link
I don't know how to ASM hack, so this is probably beyond me... but there are two contained things that I would like to do with SMW that I think would be really great and not too complicated if I knew where the addresses of the code are.

The first would be a way to hack the goal bar so it doesn't give you any stars. I would imagine this to be the more complicated of the procedures, but again, I do not know how to ASM hack. The second would be to create a block that increments your total amount of stars by one.

With those two changes made, you could collect Stars like in Super Mario 64! The blocks that only let you pass if you have a certain number of stars available on Block Tool could be used to create gateways between worlds, and this would solve the "Nonlinear overworld" problem mentioned in the other thread.

How would I go about making these changes, if possible?

Edit: I found the values for the bonus stars using the Memory Map linked to from the newbie FAQ, but I wouldn't know how to make a block change the values or stop the goal bar from changing them...

Mario's bonus stars = 7E0F48
Luigi's bonus stars = 7E0F49


(edited by Glyph Phoenix on 11-08-04 08:23 PM)
Glyph Phoenix

Level: 39

Posts: 4/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-09-04 06:51 PM, in Goal Star System Link
"Also, why not just not use the goal tape and instead hide custom blocks which end the level but add a star, and have the levels not be re-enterable?"

I've always liked re-enterable levels, it saves you the trouble of making a save state every time there's a level you like but don't want to have to get to all over again. And, if I did that, I couldn't have secret exits or you'd just have to pick one and skip over the other, and then my hack would have a "crushing problem".

"Or you could work off of what's already in the game and just put a star thing next to the total exits gotten thing. Heh. That'd work too. It wouldn't really be that difficult if you knew what to do..."

That would be nice. I wouldn't even have to add the star, since we're talking exits anyway. If I had a block that only opened if you had enough exits, that would be perfect... That way, you wouldn't have to travel the levels in order. I'll go gather more information on that.
Glyph Phoenix

Level: 39

Posts: 5/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-10-04 12:10 AM, in Goal Star System Link
Yeah. Since the stars you'd have already gotten show up again, this wouldn't work unless I made my levels non-enterable like Kratos suggested and I wouldn't want to do that.

I'll have to figure out something else that will give me the desired effect.
Glyph Phoenix

Level: 39

Posts: 6/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 11-10-04 12:09 PM, in Goal Star System Link
I didn't mean a star system exactly like stars in SM64, I meant the same basic concept and Banjo-Kazooie and DK64 used it also. Although I did use the SM64 system as an example an awful lot...

I am in no way fit to find 293 bytes in RAM/SRAM, and I don't think I could pull off many of these procedures with my current level of knowledge. I've never even hacked a pointer before. I'll just find some other way to create barriers that open depending on your progress...
Glyph Phoenix

Level: 39

Posts: 7/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 11-10-04 06:31 PM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
He should be able to fly.

That would be awesome. An enemy who is tough and interesting can make up for the fact that you're supposed to defeat him with simple jumps.
Glyph Phoenix

Level: 39

Posts: 8/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 11-11-04 12:07 AM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
I found Stoney incredibly easy. I think I got him on my first try. Even so, I'm not talking about just making him harder, different. It's kind of a boring battle with the repeated jumps and all... But I was two busy looking at the awesome ASM hacked life bar to be bored.
Glyph Phoenix

Level: 39

Posts: 9/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-12-04 01:47 PM, in Project M.A.L.L.O.W [Screens] Link
Well, I probably wouldn't be in the SMW hack forum if I didn't have a SMW hack in the works... and here it is. It's in pretty early stages of development. I plan on making all of the graphics that are changed by myself, and keeping a lot of the rest that are from SMW. I plan on doing almost all of the backgrounds, though.


My title screen. Needs a lot of work. I haven't figured out exactly what I wanted to put in the title screen, so I'll just use this one for now.


I like the design here... I'll probably add more items to the background later.


The second overworld. I'm not finished with the first one yet, but this one is pretty much complete. I was going to have this one the first world, but the levels were a bit too hard.

Oh, I just noticed that edge of the cloud that's cut off... I'll fix that right up. I didn't worry too much about finalizing this overworld since it's the second one anyway...

Edit: And that gold level in the background... I'm going to change it. It's only temporary so that Mario has somewhere to go when one of my events finishes.


This "ink" background is one of my favorites... I guess I just like the big ink can. It was my first background, and probably not the best... but I like it.


Heh.

I have a few more levels, but I didn't edit their graphics yet. The game will follow the adventures of Mario chasing after Bowser into a new world called "Stratus Land".


(edited by Glyph Phoenix on 11-12-04 04:49 AM)
Glyph Phoenix

Level: 39

Posts: 10/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 11-14-04 03:46 PM, in Custom Block Request Link
Yeah, a block like that would be completely awesome. It would solve so many problems, too. No more problems with putting Bowser's castle last. It would solve my star system problem.

It would have to go by exits, though, right? No matter. This would be the best block ever.

But first we'd have to find the data that records the number of exits and then find someone who knew how to use it. If there is indeed a number in the RAM that saves the number of exits rather than save them each to a separate piece of memory I think this would be pretty simple for someone who knew ASM...
Glyph Phoenix

Level: 39

Posts: 11/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 11-14-04 07:11 PM, in Project M.A.L.L.O.W [Screens] Link
More screens. Collect all 10 today and send them in for a free decoder ring.


Stratus Town.


It's the back alley of Stratus Town. It is complete with Shadow Mario graffiti and a Fishin' Boo who cannot be killed by cape nor star nor fireball thanks to a certain reconfigurer.


The top of the alley. I'm not too happy with the way the brick merges with the sky; I'll probably add a couple kinds of rubble tiles later on... But the sky is cool.


The border between Stratus Land and the Mushroom Kingdom.


Why there is a plane in an ink factory will be entirely explained in the game. No, really. And I darkened the ink background so that it doesn't mess with the foreground as much.
Glyph Phoenix

Level: 39

Posts: 12/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 11-15-04 05:28 PM, in Project M.A.L.L.O.W [Screens] Link
I'll change the donut bridge sometime in the near future, and yeah, I know Mallow. That's why I made the icon for this topic a frog coin and why the game takes place in "Stratus Land", a play off of Nimbus Land. I'll have a couple more screenshots soon...

Update:

I now have a demo available for download.

The IPS file is zipped here:

http://www.geocities.com/glyphphoenix/mallow.zip

Here is a list of things that are missing from the demo:

----------
Koopa Casino. You can't go anywhere once you get here, and have to go back to the level you were in last.

Bowser and Iggy's images in the "Meanwhile..." cinema. I just didn't add them because that would be a lot of work.

The Blue Switch Palace you need in order to open that door in the level "Volcano Road Block".

A lot of polish. I haven't gotten to changing some of the graphics I would like to yet.
----------

The demo ends after the Bridge of Spikes level.

Please report all glitches you may find.


(edited by Glyph Phoenix on 01-04-05 10:26 PM)
Glyph Phoenix

Level: 39

Posts: 13/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-17-04 04:30 PM, in Unused Graphics? Link
What is the X itself for, anyway?
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 11-18-04 06:14 PM, in Custom Block Request Link
As soon as I set this block up, I'm making it an integral part of my hack's design...

Kudos to rubixcuber!
Glyph Phoenix

Level: 39

Posts: 15/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-19-04 12:41 AM, in Curios about making ExGFX then sending it to LM Link
Not only would you have to give every level custom graphics but you'd have to have them use custom graphics that take up whole ExGFX pages. I fit all of my edited backgrounds in M.A.L.L.O.W. onto just two ExGFX files' worth. Not to mention the fact that if you were going for all custom GFX you could use the original GFX space however you liked. I don't think it would be possible for a well organized game to use up all the ExGFX files...
Glyph Phoenix

Level: 39

Posts: 16/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-19-04 07:39 AM, in Curios about making ExGFX then sending it to LM Link
Originally posted by Juggling Joker
I could see it happening in a well made game. It's just very very unlikely to happen. I'm using pretty much completely custom graphics, and I've used up maybe 50 or so ExGFX slots in the first world. This includes the overworld ExGFX, by the way.


WOW. I'm using, like, 5 ExGFX files in my hack so far. And I have about a world already done. But I've only changed my background, I wasn't much of a fan of stuffing my graphics into the set tile patterns I would have to use so my FG would look correctly rather than the near complete freedom I'd have using the extra Map16 pages for my backgrounds... Meh, I'll probably revise it some so it doesn't look so lackluster.
Glyph Phoenix

Level: 39

Posts: 17/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
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Posted on 11-19-04 06:35 PM, in Save and load routine [ASM Issue] Link
Sounds like you might give Super Mario Odyssey a run for its money.
Glyph Phoenix

Level: 39

Posts: 18/745
EXP: 385876
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Since: 11-07-04

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Posted on 11-23-04 10:28 AM, in Comic series: "Kirby vs. Shy-Guy" Link
Nice. I like these. They're a lot better than a great deal of my stuff... They were funny, and the sprites were edited together quite well.
Glyph Phoenix

Level: 39

Posts: 19/745
EXP: 385876
For next: 18895

Since: 11-07-04

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Posted on 12-19-04 04:33 PM, in I have an idea for a hack... Link
Yeah, I would have to say YY-CHR also. I have TLP and it crashes when I load .bin files at least half of the time.
Glyph Phoenix

Level: 39

Posts: 20/745
EXP: 385876
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Since: 11-07-04

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Posted on 12-22-04 07:04 AM, in New hacker--questions, ideas, etc. Link
This guy is learning Lunar Magic at an alarming rate, and he used 'myriad' in a sentence correctly. I have no choice but to expect great things.
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