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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Krono
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Krono

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Posted on 05-12-05 11:47 PM, in My first hack!! Link
Heh, I remember doing a similar thing with my first test attempt at using lunar magic. I became fairly overbearing in my usage of the grey brick blocks and yellow flipping blocks...
Krono

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Posted on 05-16-05 09:18 PM, in ExGFX Help Link
I've finally got how to use ExGFX in my hack now, except for those Yoshi's Island sets from the ExGFX Workshop: for some reason, I can't get these graphics into my hack, despite following the instructions on that thread. Do I need to do something special to get these sets to work? I do everything as planned, but when I get to the point wherein I must press F3 to paste the graphics in the 16x16 tile map editor, nothing happens. Any help would be greatly appreciated.


(edited by Krono on 05-16-05 02:14 PM)
Krono

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Posted on 05-16-05 09:31 PM, in ExGFX Help Link
Yeah, I've done all that, but it still didn't work...I'm at a loss on what to do. Maybe I have to rename some of the map16 files?
Krono

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Posted on 05-17-05 12:01 AM, in ExGFX Help Link
From the Yoshi's Island ExGFX that I downloaded from the workshop:

YI Grass FG BG.bin
Map16FG(fgbg).bin
Map16FGG(fgbg).bin
Map16Page(fgbg).bin
Map16BG(fgbg).bin
YI Grass FG BG.tpl

Those are the contents of the zip. What I did was, I renamed YI Grass FG BG.bin to "ExGFX80", and put it in the ExGraphics directory, then I put all the other Map16 files in the same directory as my hack. I opened lunar magic, clicked the yellow mushroom, went to the map16 editor and pressed F3 on a blank page to paste the graphics. The thing is, after the confirmation; I still saw a blank page. Oh, and I went into the Super GFX Bypass thing and set it to 80.
Krono

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Posted on 05-17-05 07:20 AM, in Wall Jump Link
Mario's famed wall jump move, he did it in mario 64 and sunshine (though both were done in different ways). I'm wondering if this would be possible to implement via extensive ASM hacking...and how would we go about doing it, anyway? A custom tile/block that, upon collision with mario's side, would propel him by an angle (similar idea to the noteblock only instead of 'bouncing' off of it, you would jump away from it in an upwards angle)? Or is there some way to make it that Mario performs this function upon collision with absolutely any wall in the game?

The former is probably easier, I suppose...either way, this is a pretty cool idea, and if I knew how, I'd spend time exploring it. This thread may be pointless, but I'm just throwing ideas up in the air, in the hopes that someone more capable than me would catch it.
Krono

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Posted on 05-17-05 08:31 PM, in Wall Jump Link
How about if we were to make Mario hang off of ledges, which is seen in Metroid Fusion and Metroid Zero Mission?

A nifty idea would be to modify some of the sounds in the game to include Mario's voice from Mario 64. For example...replace Mario's 'jump' sound with a voice sample in Mario64 that is usually used when jumping, replace the 'turning into small mario' sound into Mario64's 'unf', etc.
Krono

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Posted on 05-18-05 04:10 AM, in ExGFX Help Link
I've tried what you recommended several times, but I'm still not getting it to work. If it's worth anything, I've got the other gfx packs to work, but I still can't get the Yoshi Island GFX packs to work. I think there's an extra step involved with those specific GFX packs that I'm not doing properly.
Krono

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Posted on 05-18-05 10:20 AM, in Wall Jump Link
I thought about that sort of walljump thing you can do when running up a triangle block, although it's not entirely the same as to the wall jump I mentioned.

That said, I wonder how difficult it would be to add mario's handstand and side jump moves from his Donkey Kong games for the gameboy (one has you duck then press B, the other has you skid and then press B). The handstand might be way too hard, but the side jump...

There's also that charge-jump from smb2, ducking for an extended period of time produces a 'charge' and letting go makes you jump extra high. Though this move isn't very interesting, and it might just be a waste of space.

Something that could be very interesting to see is a warp-menu, in the fashion of Super Mario Advance 2, the GBA port of Super Mario World. Essentially a menu that lists all the level names in the game, and allows you to select them to warp there. This would probably be unusually difficult however, and it may just be better to throw in an clever star warp system to easily travel between worlds.

Other areas that I haven't seen explored in most hacks are the power ups. I've seen the sprites for those items changed, but how about adding in a new power up entirely, or porting some of the power ups from mario 3 (ie the hammer brothers suit). This stuff would probably require boatloads of ASM modifications...I've thought about an entirely new powerup that would be a short-range hammer swing (a la mario RPG, paper mario), and perhaps make it so that it can break certain blocks and defeat certain foes. It could probably use similar code to the cape swing, as that's a short-ranged attack that already exists in the game.

Alternatively, perhaps the hammer could be a loose object in a level, that mario could grab and actually use, and you would press a certain button combo to let go of it (Y would swing it once the hammer is in your hands, and perhaps X would drop it). In fact, now that I think about it...couldn't we think up of ways to use the X button more often? My memory may be foggy, but I do not remember very many situations, if any at all, that you used the X button to perform a unique action.
Krono

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Posted on 05-19-05 06:32 AM, in Wall Jump Link
Of course, Yoshi always seems to complicate things, in the way of hacks (which is why I assume certain hacks completely eliminate him from the game). Heh, I remember using him in my hack, and his graphics glitched up entirely. Apparently he doesn't like castle levels... Though adding walljump would simply give you more options for gameplay and level design potential, and would make Mario have even more of a reason to not be on Yoshi.

The way I look at it, whatever you choose, there will be advantages and disadvantages. Say we make it so only big mario can walljump, but small mario can enter small spaces, while yoshi can't do any of that stuff, but he can stand on certain terrain, defeat many enemies easier, and provides protection until you lose him. So there's a reason for all of these things to be used, and with clever level design, these things can all be used in interesting ways to spice up gameplay.

Something that I haven't seen in many of the hacks I played is more clever use of the triangle blocks. I'm really quite tempted to think up of more interesting ways to make heavier use of them and then design a level filled with those. It's been quite a while since I've done levels in Lunar Magic, and I appeared to have 'lost my touch'. Level designing, if you go all out, can be really exhausting, specially when you go to test the level and realize that there are a tons of bugs with it; that sort of thing rather discourages me from creating levels.

That, and when I see the progress of this very hacking community, it appears that anything I can do will only be overshadowed by ASM gods such as BMF (unless his unique ASM hacks get thrown into an editor of sorts...wishful thinking, of course).
Krono

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Posted on 05-20-05 01:38 AM, in New Sonic The Hedgehog Pics. Link
Indeed, I see that the colours actually look close to the original. As for Sonic's sprite, hm...has anyone bothered taking a look at his sprite in Sonic Pocket Adventure for the neogeo colour pocket? I don't remember it very well, but it might be worth checking.
Krono

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Posted on 05-20-05 02:23 AM, in Wall Jump Link
With all this said, I take it that giving Mario a 'double jump' power up wouldn't be out of the question, either. Perhaps something to the effect of 'jump boots' which would turn Mario big and change the graphic of his boots, would also grant him a double jump ability. As for ways to limit the wall jump, there can be certain walls that mario can't jump; (such as in megaman X series, certain walls can't be climbed) which would require him to use some other sort of ability. Climbing ledges...maybe that can be an ability that only small mario can do, thus giving room for more situations that would require you to utilize mario's small form.

Of course, for all of these, you need clever ways to restrict certain abilities of Mario on a per level basis; and that's where BMF's 'no flower', or 'no cape' signs come into brilliant realization. Created a level that could be too easily flown through by cape? Just stick a 'no cape' sign at the beginning and make it so that the only way to advance in the level is to pass through that sign; then simply don't put in any cape feathers in the entire level. However, I realize that this can be a problem for midway points, wherein Mario may bypass the initial 'no feather cape' sign by way of a midway entrance. Then again, there must be some simple way to stop this from happening. If there isn't, you could always go for not placing any midway points in the level, though that should be avoided if possible.

I think BMF should release some of these unique ASM hacks he has done to the public in a way where hackers who are not as versed as he is in ASM would be able to make use of these things. As always, wishful thinking...

That doesn't mean that those signs are the only way, though. If thought out well enough, you won't need those signs to restrict the player from using some of mario's abilities in a level designed not to. Then again, having a level which allows you to switch between all of mario's abilities, with certain parts requiring one specific ability, would be nice to see. It would force the player to make use of mario's unused skills, while also giving them the freedom to switch between those. In fact, there can be a level with multiple paths, each path requiring a different ability (ie say a mario world with both a wall jump and ledge hack, big mario can wall jump, small mario can climb ledges; a level would have two paths, one decked out in walls that can't be wall jumped on, but filled with various ledges, thus requiring small mario to get through. Then for another, there would be a unique path that is designed differently, which has no ledges in sight but walls perfectly suited for wall jumping. In addition, to restrict the player from flying through the key areas, the beginning of the level could have a 'no cape' sign, while allowing big mario, fire mario and small mario to be freely switched between in the same level).

Something else: the P balloon. It's an interesting little thing, as it's very different from all the other power ups. I wonder if something unique can be done if someone were to modify the P Balloon's code...perhaps there can be a 'shield bubble', which would feature a graphic of mario hiding within a bubble, and this bubble can pass through certain harmful terrain, such as, for example, lava. A level could be designed so that there'd be a room almost entirely sumberged in lava, and you'd need this 'bubble' to navigate through it quickly; run out of time and die a horrible death in the lava room. Of course, instead of a bubble, it could be a metalic sphere or a submarine; that really is entirely up to the graphic.

A question that I do have: the hammer bros. enemy sort of already exists in mario world, only rather different from his previous incarnations. I'm wondering if...could it be possible to modify the current hammer bros. ASM to make it so that he is vastly similar to the previous hammer bros. in the series? For example, all you'd need to do is get that guy on the ground and walk back and forth. I realize that would be way harder than I made it out to be, but surely, it's not impossible...? Possible in the sense, would we be able to use the existing hammer bros. code to create a more traditional one, is my meaning.
Krono

Goomba
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Posted on 05-20-05 09:28 AM, in Super Mario Noir (My first hack! ish. Screens) Link
A very good idea. Though, as someone previously mentioned, the black and white palette can be worked upon a bit. It sort of bothers my eyes in some of those screenshots...
Krono

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Posted on 05-29-05 08:57 AM, in City ExGFX Link
Greetings once more! I am here on behalf of myself, about to ask a rather absurd question: does anyone have a city-themed custom ExGFX graphics thing? I got this very assuring idea of Mario World meets EarthBound (in terms of it taking place within a city environment, with EarthBound's odd humour reflected by various enemy sprite modifications and info boxes). Essentially a city environment, at least. I want mario to do what he does best, but in a city. That idea just keeps coming back at me.

So I was just about to fool around with this idea in lunar magic, but then it hit me harder than a penetrating force of surpassingly frightful power; I don't even have a city-themed ExGFX! I could attempt making one myself, but...what can I say here, except that I am, at best, the poorest pixel-artist on the face of the earth. In fact, I'm the worst artist period, and absolutely anything that requires artistic work is way beyound my ability of doing.

I'm asking this: does a city-themed ExGFX exist somewhere on the internet, for me to download? If not, i'd be compelled to ask someone to create one, but then I'd have the enjoyment of being ever so guilty for even bringing out the thought of someone creating ExGFX just for my selfish usages alone.

As for the idea, "if its just a city, wont it get boring eventually???", what I was thinking is that, no not just city streets, but jumping from building to building, levels within offices, levels in sewers, levels in alleyways, pub level, and perhaps even a disco nightclub level (good use for that light ball thing that resembles a disco ball quite strongly). Really, in a city, there are literally infinite possibilities of level design, and areas that mario could explore. I just think this would be an interesting take on Mario World.
Krono

Goomba
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Posted on 05-30-05 10:29 AM, in City ExGFX Link
Those are some pretty decent custom graphics there, Juggling Joker. I eagerly await your contribution to the ExGFX workshop.

As for graphics from other games; the one I've found which most matches what I was thinking of is Mario Is Missing. In one of the levels in that game, you are taken to a very modernized western city. By 'modernize', I mean 90s-2000, pretty much around our current time and our real structures. This is why I don't think the fabulous cities from the megaman games would do well with what I'm looking for; as they are futuristic cities.

Indeed, I'm thinking about using the city theme throughout the entire hack, and perhaps even overwriting the original graphics in place for more city-esque ones. After all, there are quite many marvelous hacks out there which already make magnificent use of the original's graphics; and the original game itself uses it the most, as well! So it certainly wouldn't be a major loss if I overwrite most of the original masterpiece's graphics...right?

That does bring me to something else, however: the overworld graphics. Now, I've never done custom overworld graphics, and I have absolutely no clue how to insert unique overworld graphics into the ROM to use. Is this possible through Lunar Magic, by similar means of the ExGFX?
Krono

Goomba
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Posted on 06-02-05 07:50 AM, in Super mario land 4: Toad's Quest Link
The graphics all look fabulous, and toad himself looks decent, as does the snake he rides. Now all you need is some quality level design and you have yourself a grand hack.
Krono

Goomba
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Posted on 06-03-05 02:04 AM, in Super Mario Bros. 3 Screenshots Link
I have a question regarding your SMB remake hack; how would you pull off those fire chain-like objects that are usually littered all over the Castle levels? Those are rather essential to the levels, as it loses a lot of substance without them...
Krono

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Posted on 06-03-05 02:42 AM, in Super Mario Explorer (Idea) Link
I'm the type of guy that has thousands of ideas but is never motivated enough to acquire the needed skills to bring any of them to fruitation; so I may as well aimlessly share these ideas with someone who may take interest (I'm hoping the smw hacking community will be the one taking interest). Super Mario Explorer. Mario will be wearing an explorer's hat, similar to the one Wario wears in Super Mario Land 3: Wario Land.

The idea is this: there is no overworld map, you immediately start within the confines of a level via some kind of fancy ASM method. This level could be the 'hub', and it shall have many exits; all leading to different 'levels', or 'areas'. The main theme is exploring, so using ASM to remove the time limit altogether can be another thing to consider (you could always also simply set the time to 0 in lunar magic; however if you die with such a setting, it will always say "time up!"). There is no overworld map, and no 'goal' points; the entire game can be viewed as an elaborate maze, all leading to a single event: beating the game. Every single level, area, 'world', will be interconnected with pipes, doors, and any other method of exit-enabled objects or whatever. The whole thing will be connected. The game would be about exploring, finding a route that would lead you to bowser's domain, and defeat him (it should be made in a very none-liner way; such as you can defeat any of the koopa kids in any order you desire; so long as you know how to reach their domains, and the same goes for the king koopa himself, though obviously, it should not be immediately obvious to the player these secret ways of getting to the final boss right immediately. It should be a secret, sshhh...).

Now, this obviously has some problems. How would saving be handled? There'd need to be a way to save during a level, and make it so that you start from that level upon saving, this would most likely require tons of ASM. However...an easier way would be to eliminate saving entirely. This would actually make sense and follow the gameplay design in the way of "finding a new path to bowser each time you play, discovering new secrets every time". That said, if the game was designed without an overworld, there wouldn't be any content to 'save'. The only thing that perhaps could be saved is mario's location. However, other than that, whenever mario leaves an area via a secondary exit (pipe, door); everything in that area resets (and it should). This means that a total lack of a save feature actually wouldn't be that 'out of line', and it would harken back to the old days wherein you're supposed to beat the game with just the lives you have; in one sitting. Besides, most will probably play it on emulator anyway, thus they'd use savestates if no save feature really bothered them that much.

As for how the game would play...what the point of it would be. The main point should be to reach Bowser's domain and defeat him; in any way the player chooses. However, when the player initially starts, he will have absolutely no idea where bowser lies, and may be confused by the many different passages to so many different areas. Thus, it should be to the player's intent to seek out the castles of bowser's children, the koopa kids. Why? Well, a neat-o thing that could be done is that, upon defeating a koopa kid, the victory text at the end as mario destroys the castle can be changed into a 'clue' as to where the next destination may lie, or where Bowser's domain is hidden.

As I insinuated earlier; it should be possible for 'advanced' players who know the really hidden secrets, to reach bowser within several minutes of gameplay. There should be a ton of shortcuts, and little secrets/bonuses hidden at every corner (such as 1ups, those would be rather useful, considering the lack of a save feature). Of course, new players shouldn't be able to get to bowser's area so quickly, and thus, the secret path should be really damn secret, so that only a really advanced player who is inherently familiar with the inner workings of the game could get there immediately.

The game's design should truly be 'open-ended', so that the player isn't always running right; in fact, he should most often find himself between a decision of going either left or right. For the player to know where he is, I feel that graphics would play a big part in this, so lots of colourful ExGFX from various different games could really add that extra bit of atmosphere needed for this sort of thing. There should be some hidden hintboxes with actual hints to little secrets; such as 1ups, or to lead the player to different areas, as well. Everything should be interconnected; every level accessible through a door or a pipe.

To sum it up in one short sentence: a mario world hack that has no overworld, and every single one of it's levels are all connected via secondary exits. Main theme: exploration.
Krono

Goomba
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Posted on 06-03-05 03:31 AM, in Super Mario Explorer (Idea) Link
I was thinking more of a super metroid sort of exploration, with many areas that are out there, and each area has several exits leading to other areas, etc. Each area would have a sort of ExGFX theme, (example, one would have the mushroom background from SMB, one would be forest-themed, etc) giving the player an idea where he is.

I also thought about using the P-buttons as a means to limit new players from reaching bowser too quickly; though I have no idea how precisely you would 'save' the progress of the p buttons being pressed without ever entering the overworld. That said, what would happen to the pbutton room after you press it? The game should be designed in such a way that, every single screen can be accessed anytime the player chooses, providing that he takes the correct route. Would the p-button still be in the room after already hitting it? In addition, the p buttons act as a 'goal', because they take you to the overworld. I'm sure there's ways to deal with this via ASM, but things like this most likely can not be done by normal lunar magic means.

Though this entire hack can most likely already be completed just using lunar magic; the overworld could simply be a single level that you enter, and then from there, it's all exit-enabled objects, and no saving. It would, obviously be pretty dumbed down if not for those few fancy ASM touches, though.

I know that when mario hits a check point and dies; he re-appears there. However...what if he hits ANOTHER check point? Would the spot he spawns be updated to that spot? If that's the case, then this idea can really and easily already be possible without any major ASM hacks.
Krono

Goomba
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Posted on 07-03-05 07:37 PM, in Background Issues Link
I think I've also been having a similar problem, specifically with the Yoshi's Island graphics. They always appear as garbled stuff for me, regardless of whatever I do. The only thing I can think of is that these ExGFX need a few extra steps that I've been missing, compared to the other ones which always worked for me. The ones I'm talking about are in the ExGFX workshop.
Krono

Goomba
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Posted on 07-05-05 03:21 AM, in Super Mario Bros. 3 Screenshots Link
As long as Mario has those white gloves from SMA4, I'll be content as far as the palette is concerned. The gloveless mario from the SNES one always bothered me...
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