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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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Posted on 09-01-05 07:07 AM, in can i use dahrkdaiz's Item box for smb3? Link
Best. Attitude. Ever.

Figure out the code for yourself, learn how to use it, and you may... An "If you want my code, come and get it" philosophy.
Glyph Phoenix

Level: 39

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Posted on 09-02-05 02:41 AM, in Super Mario World: Mario and Luigi's Double Trouble! first demo release (SS are included) Link
You connected Mushroom platforms. They're mushrooms. They shouldn't be. You tried to pass off ripped Cheep Cheep gfx as impressive. They aren't.

And that, sir, is why I will not download your hack.
Glyph Phoenix

Level: 39

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Since: 11-07-04

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Posted on 09-02-05 03:56 AM, in Super Mario World: Mario and Luigi's Double Trouble! first demo release (SS are included) Link
Originally posted by asdf
Feathers don't give you the ability to fly in real life, so they should be like that in Mario. Same goes for mushrooms making you bigger. And while we're at it, why don't we get rid of Yoshi, because the dinosaurs died out a long time ago?


The Mushroom Kingdom is a fantasy world, and I'm cool with that. It just bothers me when people try to make it an ugly fantasy world.

Originally posted by Bloodstar
I don't see where he called the cheepcheeps impressive. O_o;


He didn't say that, but he posted a screenshot with the only apparent change being the Cheep Cheep. Besides that, the graphics aren't changed and the ground is arranged so unremarkably that it could be directly from the original SMW and nobody would be able to tell.

Originally posted by Knight of Time
Did you ever see the slanted parts of the stilt levels in DKC3, like Lakeside Limbo? There are wooden poles on each end, so those mushroom slopes are basically designed to look like bridges a little (heck, you can even see a bridge at the end of Kreeping Klasps in DKC3 for that matter).

With Yoshi, no I'm not getting rid of him. A world I'm going to work on much later in my hack is going to have levels where you need certain Yoshis in some situations.


Mushrooms. Look. Ugly. Connected. Like. That.

That's all I'm saying. If it were a bridge of some sort, that'd be fine. It might look okay. But it's not, is it? It's a mushroom. And the tops are connected in an ugly way.

Now, as for asdf's, comment, you might want to look at this before you go interpreting things around here. And you better find a good way to implement mandatory Yoshi areas. I don't want any of that BS where you can get stuck in a level just because you happened to lose Yoshi. Always leave a secondary way out.


(edited by Glyph Phoenix on 09-01-05 06:59 PM)
(edited by Glyph Phoenix on 09-01-05 06:59 PM)
Glyph Phoenix

Level: 39

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Posted on 09-02-05 08:03 AM, in Join the HDMA Revolution! Link
I dunno, Sendy. Scanline manipulation's gotta make the processor take a major hit. And with all those custom blocks of yours...
Glyph Phoenix

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Posted on 09-02-05 08:05 AM, in Finding sprite code in the ROM Link
Eheh. That should be 1879D.
Glyph Phoenix

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Posted on 09-02-05 01:08 PM, in How do you make overworld tiles appear? Link
Nearly all graphical elements of the overworld (such as the yellow paths) are located on the 8 X 8 layer of the overworld. Set your current event with Page Up and Page down so it matches the event of the level which you want to reveal the path and place arrangements of tiles from the 8 X 8 event editor on the overworld where they want to appear.

It's all in the help file. Read it before bothering us about stuff like this.
Glyph Phoenix

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Posted on 09-02-05 01:10 PM, in ASM hack requests Link
By attacking them in certain ways, Koopas do stay in their shells instead of popping out. That's actually an interesting idea. Maybe I'll trace the code that executes when Koopas are jumped on later.
Glyph Phoenix

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Posted on 09-02-05 01:17 PM, in Finding sprite code in the ROM Link
Tried to find the Mushroom code. Ended up at some crazy place where changing an opcode turned the mushroom into a berry. Figured that if the Mushroom changed, I changed the code right. Probably didn't even change the code right in the first place. More incomplete sentences.
Glyph Phoenix

Level: 39

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Posted on 09-02-05 01:57 PM, in Should 1ups be abandoned? Link
They worked great in one-way games like SMB. You had better watch yourself, or you'd have to start all over from world 1-1. They worked fine in SMB3, where you would have to restart from a castle -- so there's still a challenge. But now...

They don't work right in SMW. They are the reward for tricky challenges, but you can just stockpile them in easy levels like Yoshi's Island 2. You can just go back and beat an easy ghost house; your progress will be saved right up to that point.

But those tricks are annoying. And those who played straight through could get a game over and end up losing a lot of ground. 1ups are not the joke they are in SM64, or in any area of SMS that isn't one of those tricky pipe levels.

That's a major SMW flaw, right there... Dragon Coins and Coins are kinda pointless if you can just run to whatever level and get a 3up from the sky or a 1up every time you smash a bunch of koopas. How can we give the 1up importance? Should we just give up?

That's probably what I will do. Replace 1ups with Max HP or something like that in my hack. But I want to know what you guys think. How can we fix this?
Glyph Phoenix

Level: 39

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Posted on 09-02-05 02:04 PM, in How do you make overworld tiles appear? Link
Originally posted by djtristaph
I want to be able to use the 8X8s..


Too bad.

Originally posted by djtristaph
How do i fix this problem?


You don't. Even if you hacked the rom so it supported 8 X 8 events, LM wouldn't let you use them.
Glyph Phoenix

Level: 39

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Posted on 09-02-05 02:41 PM, in Should 1ups be abandoned? Link
'twas a custom block included in Blocktool that allowed for Dragon Coin tunnels. And yes, that was fun. I remember that.

Really, though, making 1ups rarer still doesn't solve the problem. You could remove 1ups completely and you'd still be fine going back to replay old levels, saving your game. It's the way the whole game of SMW is designed, making 1ups obsolete. I think it's the way the little green things have become a sort of mascot for Mario gameplay that makes Nintendo keep them around, not their practicality.

Halfway markers are a valid point. Still, though, one half of a level isn't enough.

Y'know, I bet with a little ASM one could hook the ending routine where Current Player's Lives get sent to Mario's Lives so Mario can't get 1ups in old levels. That would be pretty sweet.
Glyph Phoenix

Level: 39

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Posted on 09-02-05 03:14 PM, in Should 1ups be abandoned? Link
This isn't about difficulty. Because of saves game over means much less and because of replayable old levels easy lives can be collected again. Regardless of difficulty, these problems exist.

I guess the two types simply can't work together... backtracking, complex stat, save games don't work with lives while linear, simple life n' score, restart from the beginning games work fantastically with them. When your're down to the wire, a death sending you back to the beginning, a 1up is heaven. But when you pick them up 3 at a time from the local yellow splotch on the map they stop being useful.
Glyph Phoenix

Level: 39

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Posted on 09-02-05 03:31 PM, in Should 1ups be abandoned? Link
Ah, but take a short easy level. Start at the beginning, grab 25 coins, find a 1up in a box somewhere, end the level. Repeat 4 times and you'll have a bonus round, in which you'll get probably about 2 more 1ups, and to top it off you'll have a coin 1up. That's 7 1ups in 4 playthroughs... and if you know the level well enough, you'll find more than that. And this is all assuming you don't have start + select.

That may not seem like much for 4 annoying playthroughs, but compare with one extremely hard level that you'll need all the lives you can get to complete.

Even then, what about save points? You can beat that ghost house over and over and you'll never have to worry about losing your progress again.
Glyph Phoenix

Level: 39

Posts: 534/745
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Posted on 09-03-05 01:02 AM, in Should 1ups be abandoned? Link
Originally posted by Glyph Phoenix
This isn't about difficulty. Because of saves game over means much less and because of replayable old levels easy lives can be collected again. Regardless of difficulty, these problems exist.


Let's say your game is hard. Let's say there's only one easy level (Hey, there should be at least one.) Let's say it's not even easy, you just manage to beat it most of the time without dying. Now, take bonus stars into account. If you're good at that game, if there are a bunch of coins, then you can make tons of 1ups. =

While in the more difficult world... if you make it to the halfway point, you're lucky. Now, wouldn't you rather go through the minor level a few times and stockpile, rather than go through a more difficult level on the off chance you'll score an 'up?

See, backtracking and saves defeat the purpose. 1ups in large numbers do too, but that's another thing entirely.
Glyph Phoenix

Level: 39

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Posted on 09-03-05 01:07 AM, in Nondescript titles and threads (READ ME NOW) Link
Feh. It's the n00bs who will make this mistake, and long after this post descends into obscurity the n00bs will still be there, making incorrect titles. You'd need a sticky just to be mildly effective (not that we need another one), and even then you can bet sometimes it'll be ignored.
Glyph Phoenix

Level: 39

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Posted on 09-03-05 06:30 AM, in Should 1ups be abandoned? Link
That's actually... wow. That's a great design. Especially if you limited it so you could only save in the Main Hub, so you had to beat each world without saving. That would make lives extra important, while letting you go back through old worlds.

Large worlds will still be problematic, though. When you go to 8-10 and you're about to go up against Bowser, you can always step back to 8-1 and grab a couple of 1ups.
Glyph Phoenix

Level: 39

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Posted on 09-04-05 07:30 AM, in Solar Soundtrack ~ approaching the final phase. Link
Did anybody read the various posts where people suggest that SPC thing and Blackhole says "Not yet", or the MIDI thing where Blackhole says "you probably could, but I'm not going to do it"?

And is there a patch that does the N-SPC treatment to SMW? That's rather... necessary if you want this program to work, right?
Glyph Phoenix

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Posted on 09-05-05 10:27 AM, in Should 1ups be abandoned? Link
Well, if you broke up the world into smaller parts, maybe... I'm just trying to fix the save problem. When you don't lose anything when you die, you won't need 1ups... that's the problem. That, and when you can pick up 1ups easy in early levels, collecting 1ups in harder ones is kinda pointless.

Originally posted by DisruptiveIdiot
So?

If you want a difficult hack, you can ignore the ease of getting 1-ups for your own enjoyment. If you like to have a few extra lives, you're free to go back and get some from previous levels. Players can make the choice of ignoring the 1-up "problem" or embracing it as a boon. Don't make the decision for them.


Okay. "Make the decision for them". That's kinda impossible, since, y'know, they're doing the hacking and I'm just posting a topic. Please make sense next time kthx.

The consensus seems to be that 1ups don't follow their designated purpose as well as they used to and removal or editing to the system would be a good idea for hacks. That's why I made this topic: to have the board ask questions about the usefulness of 1ups. If you disagree and have good reason, that's fine.

And once again, this is not about difficulty.
Glyph Phoenix

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Posted on 09-05-05 12:00 PM, in Join the HDMA Revolution! Link
XD

Hey, d4s, while you're working on that fog, you might want to use HDMA to play some music.
Glyph Phoenix

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Posted on 09-06-05 06:21 AM, in Damn it (Sendy's World) Link
Yeah, it's important to let go... I always worry I'll be losing some neat levels and stuff when I start new hacks, but when I start over I never feel like I've really lost anything. It's what you've learned from past works that's important, not the works themselves.

And whether or not you lock your hack, keep in mind that with things like RLM people can get at it pretty easily anyway.
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