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| Acmlm's Board - I2 Archive - - Posts by XPeter |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 741/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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Dump, lol.
So what could these finds mean? Could it mean that SMW used to have some sprites and other elements it doesn't have now? |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 742/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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I've been meaning to ask this too, thanks guys.
I wonder how this will work with the wrap block. *goes to test it on SMB2*
...
I checked it, and the and the wrap block on the right of the first screen takes you to the left of the first screen, but the wrap block on the left of the first screen takes you to the right of the second screen (nothing there, so he just falls down and dies). I think a new wrap block is needed that will take Mario from the left of the first screen to the right of the first screen. Would anybody be willing to make this block? |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 743/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| The what? | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 744/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| Yes, I know, I already did that because BMF said to. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 745/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| An HDMA transparency effect would be nice too, or shifting Layer 2 horizontal scanlines. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 746/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| Apparently it's an ASM technique. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 747/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| I believe it depends on the y speed of the command sprite. That's how the autoscroll command sprite works anyway... | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 748/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| Does this have anything to do with SMW hacking? | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 749/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| Actually macbee, you were the one who gave me the idea in the first place to make a GFX hack. I asked you in that thread you made back then, if you were going to use rips, but you said you were going to use original GFX only so I went ahead and made the ripped GFX hack myself. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 750/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| I'm having a really strange and rare problem with the coin in my game. The coin is animated by the original SMW coin frames, and it shows up fine in LM, but when I run the level in an emulator (i've tested it on both Z and 9x), the coin uses 4 different (non-animated) tiles on the bottom line of AllGFX.bin. What's more is that when I hit a blue P-Switch, the used block it turns into looks like the animated coin! The used block works fine in every other scenario. I checked the map16 "act like" entries and the GFX, but everything seems to be fine in Lunar Magic. Anybody know what's wrong? | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 751/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| I tried both of those already, but it didn't work. Thanks anyway. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 752/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| Lookin good Link! I'll get that patch to you early tomorrow morning. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 753/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| you can get the .sav file for a SMA4 rom which has all 37 e-levels. i'd link to the site, but the site contains ROMs. Google for it. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 754/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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Originally posted by HyperHacker the wrap block is really crap. ![]() i know that a custom block can't emulate the wrapping vertical levels in SMB2 and SMB3, but it's still no good. A proper ASM hack needs to be installed to make it so that half of Mario can be on one side, and the other half on the other side. (edited by peter_ac on 08-22-05 08:54 AM) (edited by peter_ac on 08-22-05 08:55 AM) (edited by peter_ac on 08-22-05 08:55 AM) |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 755/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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Originally posted by Peardian I've seen your work there before Peardian, very impressive. ![]() BTW, How did you get the real names for the Japanese levels? Like Frozen Fortress, or did you just make those names up? |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 756/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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You really have no idea how this board works, do you? ![]() @Bio: actually, no ASM work is required. Sprite Map16 tiles can be changed via hex editing. I moved around the tiles used used by some sprites like Lakitu, but I was only able to do this because Smallhacker gave me the offsets. @Link2004, perhaps if you asked him, Smallhacker could give you the offset which controls the tiles the 1-up mushroom uses. |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 757/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| I'm partially to blame for the delay of the demo, as I'm only sending him the cape2raccoon patch now. And I think Link wanted to wait for this patch before releasing the demo. | |||
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XPeter Fuzz Ball Level: 42 ![]() Posts: 758/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| SMBDX is a new hack I'm making which combines all of the levels of SMB and TLL into one ROM. The single versions of these games I was making are now cancelled along with SMB1.5. So this hack is a replacement. In an effort to make it different from the SMAS versions of SMB and TLL, I've completely restyled all of the levels with SMB3 GFX. And on rare occasions, SMB2 and SMW GFX are present. This game will also be level-select enabled right, and there aren't any goals to acheive, so all of the bonuses are available right from the start. I plan to release this next week, and I'll be asking for three of my testers to test this in a few days. Anyway, here are some screens. (some? there are about 100 of 'em!!! ) ![]() Well what do you guys think? ![]() |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 759/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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| Exactly fabio. The maximum number of levels for a SMW hack is just over 90 I think, and I have 84 full levels with toad houses, etc. @legoman, mikeyk made the hammer bros for me. Thanks for the comments, keep 'em comin, even if they're bad. |
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XPeter Fuzz Ball Level: 42 ![]() Posts: 760/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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That's just what I was worried about GoYo. ![]() @Link2004: Every fire bar is replaced by a Ball n' Chain, and they seem to work as a nice replacement. @AP: Hmmm, I might release the SMB GFX versions some day, but for now I just want to stick with this. If you look at the SMB2 screenshot on my homepage, you'll see that SMB2 is also undergoing some changes to give it more of an SMB3 feel. However, it won't be a complete overhaul like with SMB, just the BG clouds and gradient, and of course Mario since the SMB2 Mario can't swim or fly. All of the FG GFX will stay the same. |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 |
| Acmlm's Board - I2 Archive - - Posts by XPeter |
