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Acmlm's Board - I2 Archive - - Posts by Glyph Phoenix |
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Glyph Phoenix Level: 39 Posts: 561/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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That'd be a waste of time. It'd be a huge hassle to create a program that checks the save file for changes, and upon those changes, renames it and opens up another rom. It'd be a lot of setup for what would just take you a second to do. Click on your rom. Change the name. Double click on the rom. Is that worth setting up a program? | |||
Glyph Phoenix Level: 39 Posts: 562/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Sendy, do you have any repeat blocktool blocks, or do you link the new block to the old block? | |||
Glyph Phoenix Level: 39 Posts: 563/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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You didn't accidentally paste the goomba over the blue koopa tile, did you? | |||
Glyph Phoenix Level: 39 Posts: 564/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Plus, we've already seen 'em. Levels from SMB3, SMB2, SMB1, and SML have all already been done in TLC, by peter_ac, and Sgraff87, and others. Technically we've already seen 'em twice, since, y'know, you're stealing levels directly from those games. |
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Glyph Phoenix Level: 39 Posts: 565/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Actually, every time you play a rom you're pretty much stealing. I was referring to the fact that if you take a level from a SMB game, chances are we all have already played it both in the original game and in someone else's hack, where they took th level from the same game. So it's just a lot better to simply design your own levels. |
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Glyph Phoenix Level: 39 Posts: 566/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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What the heck are these stats based on? | |||
Glyph Phoenix Level: 39 Posts: 567/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Where'd you get that information? I'd like to see a more detailed explanation... ...see if I can cheat the system... ...stuff like that. |
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Glyph Phoenix Level: 39 Posts: 568/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Now those are some goooood locations. If someone found out about the windows that display the enemy settings and where the locations of the text is stored, you could write your own little ending to SMW. But you'd have to go to all kinds of great lengths to change the graphics page so you can insert the ones you want. For now we can mangle some enemy code and still have them look fine in the ending, or even not appear at all. w00t. |
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Glyph Phoenix Level: 39 Posts: 569/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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It is a group effort. Other people have already started working on this. Besides, some people are really quite bad at finding addresses. In fact, in all my notes the only address that wasn't just an existing address was this: x2DD1B - where the code that increases your bonus at the end of the level is. Originally posted by BigMattrizzle I meant the code that scrolls the enemy names, and the code that tells where the enemy names should go. Otherwise we're stuck keeping the enemy names where they are. |
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Glyph Phoenix Level: 39 Posts: 570/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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AFAIK if you ported all the SPC data from one game from another you'd take the SFX with it. Which means that none of the sounds would match; SMW would call for the jump SFX and it'd get something totally different. | |||
Glyph Phoenix Level: 39 Posts: 571/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Yeah, but nobody cares about n00bs. If they can't figure out that they're supposed to drag-and-drop or whatever then too bad. A WinGUI would be good, sure, but not necessary. (edited by Glyph Phoenix on 09-19-05 04:50 PM) |
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Glyph Phoenix Level: 39 Posts: 572/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Colleen's blue. If he were green he would die. | |||
Glyph Phoenix Level: 39 Posts: 573/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Have you ever wanted a hack that made your Lakitus and Puntin' Chucks toss different enemies depending on the last color in the SMW palette? Of course not! But I did it anyway! PalEnemy It must be patched to roms already edited once with Lunar Magic, I think. That means it should work with any SMW rom hack that doesn't already have data saved at the PC address "xA0000". I only needed about 20 bytes for my expanded code, so it can fit just about anywhere. If you want it expanded to do the same thing for any other generating sprite, like the Diggin' Chuck, I can probably work on this patch a little more. Also, maybe sometime in the near future I'll change it so if your last palette number is 0 it'll go by default(spiny, football) instead of just create sprite 00, a green koopa. I guess it depends on how many people like this patch. Also, I ripped off BMF. I wrote the code myself, but I'm guessing it works a lot like BMF's PalASM so I named this patch accordingly. |
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Glyph Phoenix Level: 39 Posts: 574/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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This will be better than having to make a custom palette every level, but still, I'm not too fond of subroutining each level by hand. I think I'll start working on a spriteASM system instead. But I shouldn't look a gift blob in the mouth. I don't want to be Rising Meatloaf Backhand Combo'd. |
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Glyph Phoenix Level: 39 Posts: 575/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Just the two right now. I could make more if other people are interested. I'm thinking that I should split up the patches: one places the code in the ROM and then I release a new patch for each enemy I change. Kinda stupid since all I do is change about 5 bytes in some sprites, but the thing is, if I make the system more complicated then my work becomes pointless because whoever would want a system like mine could easily understand and make one themselves. |
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Glyph Phoenix Level: 39 Posts: 576/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Um... did everybody forget about the pause button? | |||
Glyph Phoenix Level: 39 Posts: 577/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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It does both. If I ever get to the next release, I'll change that. | |||
Glyph Phoenix Level: 39 Posts: 578/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Well, you could just take the track with the particular sound channel you dislike and remove all the notes. That should do it, right? | |||
Glyph Phoenix Level: 39 Posts: 579/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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It's "Lemetaal" and once you change the number it stays that way for the entire game. With Lemetaal you can change the palette number in-game or using a Lunar Magic custom palette for each level. | |||
Glyph Phoenix Level: 39 Posts: 580/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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It was late. I was tired. Never again. |
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Acmlm's Board - I2 Archive - - Posts by Glyph Phoenix |