Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
Acmlm's Board - I2 Archive - - Posts by Cirvante |
Pages: 1 2 3 4 |
User | Post | ||
Cirvante Shyguy Level: 14 Posts: 1/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
The name's Cirvante, and I just got here today. I love video games, and have recently been very interested in ROM hacking for about a month, and have turned up ONE level ( a beach) in my first SMW hack, tentatively titled Reign of Terror. I came here to learn about hacking because you guys have good references in many other sites. I'm very familiar with Lunar Magic 1.62 (awesome work, FuSoYa, keep it up) and with other tools such as BGmapper, RLM and YY-CHR. So, that's all about me, in a nutshell. | |||
Cirvante Shyguy Level: 14 Posts: 2/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Ah, a fellow Puerto Rican hacker! Nice to meet you. BTW, that looks pretty awesome. I really like the Bowser's Tower graphics. | |||
Cirvante Shyguy Level: 14 Posts: 3/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
I need to know a few things in order to make my hack better. I would greatly appreciate it if you guys could help me. 1) How did FuSoYa manage to make those flamethrowers on his doomships? Did he use ASM, or Blocktool and custom animations? 2) How can I edit the overworld tiles? (e.g. make new tiles, replace them, make them trigger certain events) 3) I'm having palette problems in a particular level I'm making. I'm trying to create a space doomship (okay, six) and just can't get the palette (DWTLC.zst) to work correctly. The doomship's color is OK, but the space background (a YI rip) was really weird; the clouds were red with purple shadows, and the water was all messed up. I've tried remapping the colors, and it works, but the changes aren't saved when I save the palette and GFX. 4) Other tiles that I made myself also disappear when I reload the ROM; maybe it has something to do with putting them in blank spaces? |
|||
Cirvante Shyguy Level: 14 Posts: 4/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
No, Kyouji. I did use F9, and it still happens! I think it's because the GFX file won't accept any more data (the GFX files were already 4 KB in size). However I redrew the tiles and replaced them with the bush tiles, and that seems to work. @Super Koopa and Smallhacker: Hey, thanks! I'll put you in the 'Special Thanks' section of the end credits |
|||
Cirvante Shyguy Level: 14 Posts: 5/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
And how exactly would I do that? I can't insert anything else; BG1 is the space tileset, FG3 is the doomship foreground, changing FG2 glitches my background, and changing FG1 glitches Yoshi coins, some blocks and pipes. @ZTaimat: You mean all I have to do is open the files in YY-CHR, edit them or whatever and then reinsert them in LM? Because as far as I know, you can't edit OW tiles in Lunar Magic itself. |
|||
Cirvante Shyguy Level: 14 Posts: 6/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by Kyouji Craw I totally agree. And it's kinda hard to fix something that you didn't want to paste over. *starts working on hack* Damn! I went back to making my beach level, and when I loaded the ExGFX, the slopes got all glitchy and in the wrong palette! What's up with that? |
|||
Cirvante Shyguy Level: 14 Posts: 7/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
No, Trapster. I got my username from a character in Tactics Ogre: The Knight of Lodis. Awesome game, too. | |||
Cirvante Shyguy Level: 14 Posts: 8/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
I was trying to make my flamethrower by using Blocktool, and I found something strange. Why are there 20 animated hurt blocks in Blocktool? Do I need one for each frame? (Sorry to bother you so much.) | |||
Cirvante Shyguy Level: 14 Posts: 9/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by Kyouji Craw You mean that if I want the flamethrower to behave like in SMB3, I'll need like what, two of these? |
|||
Cirvante Shyguy Level: 14 Posts: 10/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Thanks, Smallhacker! *adds to special thanks section* BTW, I still don't know what to do with the slopes. As soon as I load ExGFX, the slopes and most of the graphics in page 0x0 and 0x1 get all glitchy. |
|||
Cirvante Shyguy Level: 14 Posts: 11/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by Kyouji Craw I always load them in FG4. Anything else will screw up the other graphics. |
|||
Cirvante Shyguy Level: 14 Posts: 12/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Oh well. Slopes don't make a level. Great designs make a level. | |||
Cirvante Shyguy Level: 14 Posts: 13/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Hey, Peter. I don't know if it's too much to ask for, but do you have the doomship/doomtank/doomplane OVERWORLD tiles? I need them for the final worlds of my hack. | |||
Cirvante Shyguy Level: 14 Posts: 14/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Yeah, it worked! Now all I need to do is learn how to turn those tiles into level tiles with LM, and I'm golden! Oh, okay. Next time I have a request, I'll PM you. |
|||
Cirvante Shyguy Level: 14 Posts: 15/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
What? No SMO? Then curl up and die. *votes die* |
|||
Cirvante Shyguy Level: 14 Posts: 16/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Originally posted by ZTaimat I actually sympathize with him because: 1) It's not free 2) I'm 13 and therefore don't own a credit card 3) I am a cheap bastard 4) I don't have access to Program Files in my comp (my mom's the administrator...) |
|||
Cirvante Shyguy Level: 14 Posts: 17/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
These aren't as newb-ish as the first ones, but... here I go. 6) I'm trying to change the Special World palette to a spacey sort of thing with blue tiles as water (the original palette has blue-green). Do I need the "Change Palettes" menu for this? 7) Do overworld tiles have collision data (aside from water tiles, of course)? I'm trying to put a level on top of one of those big hills with eyes. Also, is there any way to NOT make Mario swim through water tiles on ONLY that submap? 8) Is it possible to make an enemy have a set number of HP in ONLY one level (to put as a boss or something)? 9) Can someone tell me where the overworld animation frames are so I can edit them in YY-CHR? |
|||
Cirvante Shyguy Level: 14 Posts: 18/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
Nice... I had no idea the paths were color-coded for a reason. Thanks! As for number 8, I don't mind. I can always learn ASM. It's not as if my hack will be released next month or anything. Another question: 10) Is it possible to have more than two messages in a level? (that is, a level NUMBER) (edited by Cirvante on 04-17-05 10:49 AM) |
|||
Cirvante Shyguy Level: 14 Posts: 19/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
It's okay, as long as you have the decency to give credit to the original hackers in the end credits, a readme, or preferably both. That's what I'd do, anyway... Besides, stealing a million rips from a million other hacks doesn't automatically mean "OMG my hak is teh r0XX0rs"; and it's even worse if they flat-out steal them without giving credit, which shows that they have no honor. Level design, gameplay, and creativity are what makes a hack unique in its own way. In fact, this is kinda the point as to WHY do people hack. They want to create a unique gaming experience, something to be remembered by. And yes, while some people do fail miserably, I think that they deserve a second chance. After all, you've got to start somewhere, don't you? | |||
Cirvante Shyguy Level: 14 Posts: 20/80 EXP: 10353 For next: 2718 Since: 04-07-05 From: The boulevard of broken dreams Since last post: 8 hours Last activity: 7 hours |
| ||
I could give you some ideas. Have you released a demo lately? Or some pics?(sorry, I was grounded for two weeks) Here's my idea: Since you're using a spaceship tileset, how about making that level a sort of "escape section", where you have to use Yoshi to get out alive. It would work out like this: -The fastest auto-scroll possible. -Explosions, both in BG and FG. (Animated hurt blocks, people!) -"Burning ground tile". Make it behave like a black piranha plant so Yoshi can walk over it. -"Molten ground tile". Use the standard lava tile for this. - Bottomless pits, top AND bottom. It's an exploding spaceship, remember? -Sensitive block that breaks itselft and the tile below it when Mario walks on it and sets the broken tile to 25(blank). You might need ASM for this. (I don't know any, though.) -Metroid-style timer. Imperative in any "escape the base/spaceship/ fortress/whatever" levels. Ask BMF for this one. If you need any additional help with the level, send it to me via e-mail to: mariedvega@aol.com, and I'll see what I can do. |
Pages: 1 2 3 4 |
Acmlm's Board - I2 Archive - - Posts by Cirvante |