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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by TheMonster
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TheMonster
Newcomer
Level: 4

Posts: 1/4
EXP: 139
For next: 140

Since: 01-03-05

Since last post: 283 days
Last activity: 17 hours
Posted on 01-03-05 01:37 PM, in Super Metroid Affliction (Teaser Preview) Link
This looks damn awesome so far...although I DO have one suggestion. Let's just hope I saw everything in the video correctly. I also need to note that I realize this is a WIP, but I still wanted to pipe in annoyingly. =D

Basically, I am a realism whore(to a certain degree--depends on the subject). So if the robot exposes its weak-point, it should gain some advantage by doing so(otherwise, why would it do it?!). I suggest when it opens it shoots in four directions(randomly in diagonals or crosses) or some other better/stronger attack.

Deliciously good work so far, jman.
TheMonster
Newcomer
Level: 4

Posts: 2/4
EXP: 139
For next: 140

Since: 01-03-05

Since last post: 283 days
Last activity: 17 hours
Posted on 01-06-05 01:49 AM, in Breath of Fire 2 Enhancement Link
Holy crap...I don't understand much German so I will have to wait for a potential retranslation, but I am excited about this. I am a big BoF fan. You should make it so switching between menus goes quicker(I swear it takes two full seconds or something...which I know sounds like nothing, but it's annoying).

So yeah, please go ahead with that English version because the original US translation is...pretty bad.

Good luck, keep up the good work.
TheMonster
Newcomer
Level: 4

Posts: 3/4
EXP: 139
For next: 140

Since: 01-03-05

Since last post: 283 days
Last activity: 17 hours
Posted on 01-08-05 04:25 AM, in Need Help With QuickBasic Link
Hrmm...I cleaned up the code a little bit and added map switching(hit "a" to see it in action). I didn't do external file-loading, at the moment. If someone else doesn't show you within the next couple of days, maybe I will whip something up(time permitting).

Hopefully most of the changes I made are self-explanatory. Questions? Ask away.


'---CODE START---
DEFINT A-Z
SCREEN 13
RANDOMIZE TIMER


DIM man(196, 1)
DIM enemyx(100), enemyy(100)
DIM sprite(196, 8)
DIM map(20, 14, 1)


TYPE guytype
x AS INTEGER
y AS INTEGER
life AS INTEGER
END TYPE
DIM guy AS guytype, oldguy AS guytype
guy.x = 11
guy.y = 14
guy.life = 100


'!*!*!*!*!*!*!*!*!
enemies = 20
'!*!*!*!*!*!*!*!*!



'Load sprites
FOR i = 0 TO 8
FOR y = 0 TO 12
FOR x = 0 TO 14
READ clr
PSET (x, y), clr
NEXT
NEXT
GET (0, 0)-(14, 12), sprite(0, i)
NEXT
'Load maps
FOR i = 0 TO 1
FOR y = 0 TO 14
FOR x = 0 TO 20
READ map(x, y, i)
NEXT
NEXT
NEXT
'Load deliciously cute little mansy
FOR i = 0 TO 1
FOR y = 0 TO 12
FOR x = 0 TO 14
READ clr
PSET (x, y), clr
NEXT
NEXT
GET (0, 0)-(14, 12), man(0, i)
NEXT
CLS

mapnum = 0
mainloop:
'GOSUB redraw

'!*!*!*!*!*!*!*!*!
'this gets random positions for each of the enemies...

FOR i = 1 TO enemies
enemyx(i) = INT(RND * 21)
enemyy(i) = INT(RND * 15)
NEXT
'!*!*!*!*!*!*!*!*!


DO
dx = 0
dy = 0
press$ = INKEY$
SELECT CASE press$
CASE CHR$(0) + CHR$(75)
dx = -1
CASE CHR$(0) + CHR$(77)
dx = 1
CASE CHR$(0) + CHR$(72)
dy = -1
CASE CHR$(0) + CHR$(80)
dy = 1
CASE "a", "A"
mapnum = mapnum XOR 1
GOSUB redraw
END SELECT

checktile = map(guy.x + dx, guy.y + dy, mapnum)
IF checktile <> 2 AND checktile <> 3 THEN
guy.x = guy.x + dx
guy.y = guy.y + dy
END IF

IF oldguy.x <> guy.x OR oldguy.y <> guy.y THEN
oldguy.x = guy.x
oldguy.y = guy.y
GOSUB redraw
END IF


'!*!*!*!*!*!*!*!*!

FOR i = 1 TO enemies
IF enemyx(i) = guy.x AND enemyy(i) = guy.y THEN GOSUB BaTtLes
NEXT
'!*!*!*!*!*!*!*!*!
LOOP UNTIL press$ = CHR$(27)
END


redraw:
FOR y = 0 TO 14
FOR x = 0 TO 20
PUT (x * 15, y * 13), sprite(0, map(x, y, mapnum) - 1), PSET
NEXT
NEXT
PUT (guy.x * 15, guy.y * 13), man(0, 1), AND
PUT (guy.x * 15, guy.y * 13), man(0, 0), OR
RETURN


FloorTile:

DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02


WaterTile:

DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1


WallTile:

DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00
DATA 08,00,00,00,00,00,00,00,00,00,00,00,00,00,07


BridgeTileLeft:

DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6

BridgeTileRight:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12

BridgeTileBottom:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12

BridgeTileMiddle:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6

BridgeTileLeftBottom:

DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6
DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12

BridgeTileRightBottom:

DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12
DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12




Map1:

DATA 3,3,3,3,3,3,3,3,4,7,7,7,5,3,3,3,3,3,3,3,3
DATA 1,1,1,1,1,1,1,1,4,7,7,7,5,1,1,1,1,1,1,1,1
DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2
DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2
DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2
DATA 1,1,1,1,1,1,1,1,8,6,6,6,9,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1

Map2:

DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,2,2,1,1,2,2,2,1,2,2,2,1,2,1,1,1,1,1,1,1
DATA 1,2,1,2,1,1,2,1,1,2,1,1,1,2,1,1,1,1,1,1,1
DATA 1,2,1,2,1,1,2,1,1,2,2,1,1,2,1,1,1,1,1,1,1
DATA 1,2,1,2,1,1,2,1,1,2,1,1,1,1,1,1,1,1,1,1,1
DATA 1,2,2,1,1,2,2,2,1,2,2,2,1,2,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1


DATA 00,00,00,00,00,00,09,09,09,09,00,00,00,00,00
DATA 00,00,00,00,00,09,09,09,09,09,09,00,00,00,00
DATA 00,00,00,09,09,66,09,09,09,09,09,66,00,00,00
DATA 00,00,15,00,00,66,66,66,66,66,66,66,00,00,00
DATA 00,00,00,00,00,00,66,00,66,00,66,00,00,00,00
DATA 00,00,00,00,00,00,66,66,66,66,66,00,00,00,00
DATA 00,00,00,00,00,00,00,66,00,66,00,00,00,00,00
DATA 00,00,00,00,00,00,01,01,01,01,01,00,00,00,00
DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00
DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00
DATA 00,00,00,00,00,66,00,01,01,01,00,66,00,00,00
DATA 00,00,00,00,01,00,00,07,00,07,00,00,01,00,00
DATA 00,00,00,00,00,01,01,01,00,01,01,01,00,00,00


'This is the mask for the sprite...

DATA 255,255,255,255,255,255,009,009,009,009,255,255,255,255,255
DATA 255,255,255,255,255,009,009,009,009,009,009,255,255,255,255
DATA 255,255,255,009,009,066,009,009,009,009,009,066,255,255,255
DATA 255,255,015,255,255,066,066,066,066,066,066,066,255,255,255
DATA 255,255,255,255,255,255,066,000,066,000,066,255,255,255,255
DATA 255,255,255,255,255,255,066,066,066,066,066,255,255,255,255
DATA 255,255,255,255,255,255,255,066,000,066,255,255,255,255,255
DATA 255,255,255,255,255,255,001,001,001,001,001,255,255,255,255
DATA 255,255,255,255,255,001,255,001,001,001,255,001,255,255,255
DATA 255,255,255,255,255,001,255,001,001,001,255,001,255,255,255
DATA 255,255,255,255,255,066,255,001,001,001,255,066,255,255,255
DATA 255,255,255,255,001,255,255,007,255,007,255,255,001,255,255
DATA 255,255,255,255,255,001,001,001,255,001,001,001,255,255,255
END


BaTtLes:
CLS
SCREEN 0
WIDTH 80, 25
PRINT "TIME TO BATTLE!"
PRINT "press a key..."
SLEEP
CLS
badlife = 100
PRINT "Your life is "; guy.life
PRINT "The badguys life is"; badlife
PRINT "He hurt you 35"
guy.life = guy.life - 35
PRINT "your life is now"; guy.life
IF guy.life <= 0 THEN PRINT "You lost!!!": END
SLEEP
SCREEN 13
GOTO mainloop
'---CODE END---
TheMonster
Newcomer
Level: 4

Posts: 4/4
EXP: 139
For next: 140

Since: 01-03-05

Since last post: 283 days
Last activity: 17 hours
Posted on 01-23-05 02:24 AM, in UNRIF file format proposition Link
I know Playstation hacking is fairly non-existent, but that could change...so I would propose one of two things:

A.32-bit addressing so a much larger range can be addressed. This is a simple solution, and still would be required if B would(and should) be implemented.

B.OK, there should be a couple of different fields describing what kind of ROM would be used. One would be for the system in question, and the sub-field(optional) would be the type of ROM for that console/handheld/whatever. I think one important thing that could be denoted in these fields is that a file is an ISO. Then the patcher could modify the files in the ISO separately rather than one bulky ISO that could have been ripped numerous ways(if my memory serves me correctly). It shouldn't be TOO difficult to put that in a patcher...I am a complete fool and had my own ISO-reading/updating utility I made when I was messing with Symphony of the Night years ago.

I have some more notes somewhere because I was thinking about throwing my own format out there for a hack I *WAS* working on. Heh. If I can find the document, maybe I will share(I think it took care of a TON of possibilities and was easily expandable).

Oh yeah:

C.This is just a pleasantry, but wouldn't it be nice if patches were automatically ZLibbed so the contents were compressed and not required to be in an archive? Maybe even the description could be contained within the patch. I'm just thinking of something along the lines of associating a patching program with these and...it capturing your clicks in a browser. Blah. Wait, that's kind of a crappy reason. I still think it would be a nice addition, though.

I may hop back into this topic later.

-Monsty
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