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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by BMF98567
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BMF98567
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Since: 03-15-04
From: Blobaria
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Posted on 10-25-04 02:16 PM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
Thanks for the compliments and criticism, everyone...I really appreciate it. I think you've motivated me enough to resume steady work on this thing. Before a few days ago, the last time I did anything to the ROM was back in June. I kinda lost (er, destroyed) my creative drive over the summer...though it's really my own fault. I drove myself too hard, cramming new ASM hacks and new graphics and whatnot into the game, often into the wee hours of the morning. Day after day after day. I burned out, and I still haven't gotten completely back on track yet. I'm gonna have to retrace a lot of the stuff I did, and throw out a few ideas that may have been somewhat feasible in the past, but are simply too much to handle right now. Unfortunately, this will most likely include the Item Shop I showed off earlier this year, at least in its originally planned form (holding special items in a separate reserve slot that you can cycle through). You'll still be able to buy items, but they'll take effect immediately (say, a 5-up mushroom, or the option to exit the current level and mark it as "passed").

Moral of the story: slow down, take your time, and for the love of God, don't stay up until 6:00AM staring at a hex editor.

Erm, anyway...for those of you looking to find everything in the hack, there are 21 levels on the map, including Yoshi's house and the two unfinished "???" levels, excluding the story panels. Can you find 'em all?

Kratos: Are you talking about the door in Yoshi's room? If so, that's supposed to be the door to his cage, hanging open. I made that a long time ago, though (before ExGFX!), and it does look kinda funny...I suppose I could improve it.

As for the treetops, that was intentional, as treetops are full of holes. That's another thing I've considered fixing, though, just for the sake of consistency with "video game logic."

The rain looks like weird due to the way it's coded...it's just a single Layer 2 screen, scrolling and looping over and over again. It doesn't scroll with the level. I could probably make it do so, but it would take some extra ASM.

hhallahh: 1. I think I understand...the corner is the wrong color, right? I guess I could make a separate tile to fix that.
2. I'll see what I can do about that, though the water isn't supposed to be hitting the ground, but rather passing in front of it, leaving a silhouette. I can't do a whole lot with that animated water, as there's very little room left in that particular ExGFX bank.
1. There are a few secret exits, though a couple of the levels (i.e. Yoshi's House) aren't finished yet. Don't worry about linearity--this isn't even half of the hack yet. Things will change later.
2. Suggestion noted, though I can't make the whole floor spikes--there has to be a spot for the door to appear. I could make it smaller, though.
3. Sadly, I was kind of expecting to hear that. It's the price I paid for paying too much attention to ASM and pretty graphics (which most all new games are suffering from nowadays). My little creative burnout over the summer has forced me to shift my priorities, and I now realize that I was really having the most fun while constructing level layouts. I'll save the heavy ASM work for bosses and other significant events; for everything in between, gameplay will be the primary focus.

rubixcuber: The purple coins and status bar changes are explained in the README, but yes, they're for an item shop.

I'll document what I can remember of the ASM hacks in the future, but note that I wrote a lot of them "on-the-fly" and don't have much of the info written down anywhere. You're welcome to take a peek at my code in a hex editor anytime, though.

The_Raven: Nope, that's an ordinary translucent level mode, with Layer 2 scrolling set to "Variable." The rays of light are just Direct Map16 objects set to act like nothing.

Juggling Joker: I'll certainly keep that in mind, thanks.
BMF98567
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Posted on 10-25-04 02:33 PM, in were do u find the zsnes's save states Link
omg this thread is teh sux
BMF98567
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Posted on 10-25-04 02:36 PM, in Surprise! The Joe Adventure [SS, ?] Link
I think a total cartoony overhaul would be awesome if done right. No shading, just solid color and black outlines. It would be pretty unique, anyway...
BMF98567
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Posted on 10-25-04 02:58 PM, in Oh god YES. More RAM, Sweet RAM! Link
How does Firefox chew up 256MB of memory? Do you have a lot of other stuff running in the background or something?

I'd like to get some more RAM so a few specific games in MAME stop thrashing my swap file. I've got a single 256MB PC2700 module in there right now...I should see if CompUSA has them on sale again, as 512MB would be oh so loverly.
BMF98567
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Posted on 10-25-04 03:05 PM, in bbl Link
omg where's hh he never gave me teh new smw sprite editor

Er...good luck, and all that stuff. We'll keep your seat warm while you're gone.

*pfrrrrrt*

BMF98567
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Posted on 10-25-04 03:20 PM, in A... Achrk...Archrkmellem? Link
Originally posted by Mutation
And about the "deja vu" thing...I don't think it's pronounced "dezha vy" or whatever...because if the "vu" was pronounced "vy", why the hell would it be spelled with a "u"?
The same reason "rendezvous" is pronounced "rondayvoo" and "hors d'oeuvres" is pronounced "orderves." Different language = different pronunciation.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Posted on 10-26-04 04:02 AM, in Oh god YES. More RAM, Sweet RAM! Link
Originally posted by Tarale
and yes, most things do run better with more RAM. The exception being my old Win98 box which actually ran worse... don't ask me why.
Well, Win98 has problems managing 512MB or more, and a lot of older CPUs and motherboards can't cache more than x megabytes (my limit is 128MB), resulting in slower performance.
BMF98567
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Posted on 10-26-04 04:18 AM, in Cave troubles- please help Link
You need to put Mario's starting point on an even-numbered screen, otherwise the background will go bonkers, no matter what setting you use. Move it to screen 12 or 14 and tell us what happens.
BMF98567
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Posted on 10-26-04 04:23 AM, in Surprise! The Joe Adventure [SS, ?] Link
Do the same thing to a few enemies and BG/FG graphics, and post a screenshot. I like where this is going.
BMF98567
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Posted on 10-26-04 04:42 AM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
Originally posted by hhallahh
As one of its main advocates, I do lament the apparent-loss of the item system, though. It seems like you've got most of the work done on it, so it seems strange to me that you'd not do the rest of the work required to complete it.. I'll hope you get around to it later, I suppose.
Well, consider the fact that I coded most of that in one or two nights, on-the-fly, without documenting anything (another habit I have to change), and left it in a less than half-finished state...I honestly don't know where I left off, so I'd have to retrace the code and figure out what it does and doesn't do. It's not beyond my abilities, of course, it's just not something I want to think about right now.

Aioria: yes.
BMF98567
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Posted on 10-26-04 02:32 PM, in I had this plot idea for my hack and wanted to run it by you guys before using it. Link
Haha, yes. Great idea. Bowser helped Mario in Super Mario RPG, now it's Mario's turn to return the favor.

And as much as I like the "Peach has finally gone off the deep end" idea, I think you should stick with King Boo...unless Peach was possessed by King Boo or one of his minions...hee hee! What a story that would be!
BMF98567
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Posted on 10-26-04 03:02 PM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
Atma X: Well, 6502 and 65816 are really similar...it depends on whether or not you want to start out with 6502 and learn the new and changed 65816 instructions later (a relatively trivial matter), or just dive in and learn the whole thing at once. You may as well do the latter if you don't plan on hacking any NES games.

Someguy: When this is done, I plan on taking an extended hiatus from hacking of any kind.

Keikonium, hhallahh: Er, I really shouldn't have put that restriction in place yet. I did that because it would seem silly for Mario to be able to walk back to Earth and get Yoshi, when he's supposed to be on a giant fortress flying through space trying to rescue Yoshi. I do plan on allowing players to eventually go back to the beginning, of course, but via a different route (probably involving that pipe I seem to have forgotten about on the Green Valley map). Perhaps I should release a slightly-updated demo...

And no, you can't unlock the door yet. That's for the next release.

max: Thanks for pointing that out. I actually made a custom door block that doesn't have such a limitation, but it was after I had already made those levels, and I didn't even think about going back to update them.

Also, where does the text go under layer 1, and what emulator are you using? I tested all the messageboxes in ZSNES and Snes9x, and didn't encounter any problems.


(edited by BMF54123 on 10-26-04 06:04 AM)
BMF98567
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Posted on 10-27-04 06:05 AM, in Your first hack :P Link
Even though it wasn't released for a long time, my first hack was Legend of the Blob Bros. 2. It started out as a graphics-only deal, until Acmlm's SMB2 Discombobulator came along and...changed things.

As for SMW, my first hack was Odyssey (also my first SNES hack). It's strange how my first projects always turn out to be my biggest...
BMF98567
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Posted on 10-27-04 06:18 AM, in t3h pwnery RPG code. [screenshot inside] Link
DUDE. That's frickin' sweet. I wanted to code something like that so I could assign each area its own unique name (like The Addams Family), but couldn't decide on the best way to do it. I'll have to take a peek at your code when it's released, if you don't mind...

Erm, just out of curiosity, did you have any trouble getting the text to appear at first? I've noticed that Layer 3 is cut off right below the status bar until you hit a message box or enter another area...is there a simple way to turn it back on?
BMF98567
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Posted on 10-27-04 06:26 AM, in A question for ASM nutters. Link
The easiest way would be to modify the message box code to change the level number in RAM right before and after the box is displayed. This forces it to use another level's messages.
(restricted)
BMF98567
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Posted on 10-27-04 09:42 AM, in Oh god YES. More RAM, Sweet RAM! Link
HAW. I can only imagine how incredibly unstable such a feature would be in Windows...
BMF98567
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Posted on 10-27-04 09:54 AM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
Oh...yes, I suppose that would work, too, as those levels do use the castle object set. Eheh.

[EDIT]
Waitaminute, I already made doors just like that, and used them in the other fortress levels...I just used the wrong tiles in that particular level. Arrg!

*BMF54123 bangs head on desk


(edited by BMF54123 on 10-27-04 01:01 AM)
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
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Posted on 10-29-04 01:22 PM, in All the Bud Light Ads... Link
Hey, where's Mr. Giant Pocket Knife Inventor?
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

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Posted on 10-29-04 01:34 PM, in Ethics Link
Just shoot the father-to-be in the nads. Bingo, he lives, and he has no evil offspring.
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Acmlm's Board - I2 Archive - - Posts by BMF98567


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