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

Goomba
Level: 8

Posts: 1/25
EXP: 1626
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Since: 05-17-05

Since last post: 23 days
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Posted on 05-17-05 07:51 AM, in Helpful friend / Fire Mario / Please read! Link
Hi. I'm yop, and I'm new to these here parts. It is my goal to create a good smw hack, and I'm looking for a friend/partner to help me do it. Here is some information on my hack:

I don't intend to re-create the classic smw experience. I want to change the core gameplay from adventure to action, or to try anyway, by creating a sort of Fire Mario game. I mean to do this by, in some ways, simplifying the gameplay (ie: removing feathers, yoshis, and mushrooms; 1 3-up moon hidden per level; and other ways) and re-designing the levels (so that they're more suitable for a FireMario-Only Game).

Basically, my hack is about killing koopas, collecting extra lives, and creating a new kind of Mario game altogether.

I am a huge fan of pac-man, and I want to create a game that you can play over and over again, so that once you're really good, it's impressive for other people to watch you playing the game and the game being played out -- like watching somebody rack up 100,000+ points in pac-man (I hope that makes sense. I'm too lazy atm to bother with proper sentence structure.)

Currently, I have the first 3 levels almost done, although they are in no way finalized. I would have included a few screen shots, but I'm such a n00b around here that I don't know how. If you want to see my work so far, I would be happy to send a copy of my "lunar magic hacked smw file" via AIM, MSN, or IRC -- ohoknoso, lljewj@hotmail.com, and irc.xevion.net #xevion yop, respectively.

I am 19, m, us. In high school I took a few programming classes (C++ and TP and VB) but beyond that I can't hack for shit by any means (and, with the exception of VB, I've forgotten pretty much everything I learned about programming in high school). I've been playing video games for a long time, and they are my only hobby/sport, so I know what I want. I like to think I'm creative and that anything about this project is open to suggestion. I realize that the best way that I can create a Fire Mario game is to seek the help of somebody else so we can work on it together.

What I am looking for is an intelligent person who is just as serious as I am about getting this thing done. they'd have a little more knowledge about rom hacking than I do -- a person who would be able to do alot of graffics work, like tile editing, as well as be able to offer insightful suggestions. Of course, whoever works with me on this could certainly have the option of creating their own Fire Mario levels, as well as doing other stuff. Ideally the person and I would get along, and they would share my interest in creating a Fire Mario action game. I want to stress the fact that should anybody decide to offer me their help, it would be a _partnership_, not a "I tell you what to do and you do it" sort of thing.

If you want to contact me directly for any reason, via a chat medium that is quicker than these message boards, read above for my AIM/MSN/IRC. Note however that I rarely use AIM, and I'm currently akilled from my IRC server.

Bye!
yop

Goomba
Level: 8

Posts: 2/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 05-17-05 11:01 AM, in Helpful friend / Fire Mario / Please read! Link
Hey, thanks. I just wanted to say somethings to clarify, in case somebody who wants to work with me happens to read this. Even though this will probably be the last post this thread recieves.

"What you need to do is set it to where it starts you off with fire Mario and then do the death subroutine when Mario is hit and then give him fire power after it returns him to the overworld. However, I doubt any of this data has been found. It wouldn't be too hard to do but finding the data would be kind of difficult."

That's a good idea!

And for the record, part of the reason I decided to post here is because I'm not motivated enough to learn how to hack, and I know I'll never be able to produce a good smw hack without knowing how to hack. Maybe I'll take a look at those links anyway, but without the help I'm seeking this game may never be released.

As far as challenge goes... that's a difficult subject. There would be 2 challenges in my fire mario sort of hack: one comes not from surviving and finishing a level, but from accomplishing all that there is to accomplish within it; the other has to do with the difficulty of the level, plain and simple. My only fear with that, though, is that it could become frustratingly difficult... or more annoying than fun, you know?
Also note that in a game such as this, even if you have 20 lives by level 3, it really may not seem like that much during your first playthrough. Once you are familiar with the level, however, then you can impress people by having a ton of lives. Also, players will be able to get as many as 10 lives or more in certain levels, but that's only if they go out of their way to do so.
You have to understand my background in playing Pac-man. It has taught me many beauties of video games, such as the skill and grace required to flawlessly execute a perfect pattern. What the fuck am I talking about, you ask? I'm talking about blazing through level after level, killing tons of enemies in what appears to be one long chain/combo/pattern from start to finish -- flawlessly.

But I do agree, it does seem kind of pointless.

I would post a screenshot from each of the 3 levels I've worked on, but I have url in which to put them!!1!~!1@#OoooNe!3.

Bye.





(edited by yop on 05-16-05 06:08 PM)
yop

Goomba
Level: 8

Posts: 3/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 05-17-05 03:04 PM, in Helpful friend / Fire Mario / Please read! Link
oops
i meant to say i have NO url in which to post them
yop

Goomba
Level: 8

Posts: 4/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 05-18-05 05:46 AM, in Helpful friend / Fire Mario / Please read! Link




yop

Goomba
Level: 8

Posts: 5/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 05-18-05 11:55 PM, in Helpful friend / Fire Mario / Please read! Link
Yeah, I suppose so. Slow down isn't necessarily a bad thing -- at least in this case, I think.
yop

Goomba
Level: 8

Posts: 6/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 06-12-05 05:06 PM, in Samurai Mario?!???!!?! Link
hi. i posted a while back asking to collaborate with someone in a game focused specifically on fire mario... in case anyone remembers...

i wouldn't consider myself a total n00b at smw hacking -- i basically know my way around lunar magic, but then again i don't know anything about asm hacking, exgfx, or sprite editing, etc...

i have a general question. it may be a stupid question, but...

would it be possible, be it through asm hacking or sprite editing, or a combination of both, or otherwise, to give mario a weapon?

a sword or a hand gun, for example.

oh, and likewise, is it possible to increase enemies' "HP" per say... you know, make it so it takes more hits to kill them?

thanks, i'd appriciate it if anyone could answer this.


yop

Goomba
Level: 8

Posts: 7/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 06-12-05 05:20 PM, in Ninji Saga 2 - Ideas thread and request Link
hey, i don't know if this is what you're looking for, or if these ideas have already been used but here we go....

an urban level, like a city of some sort... mushroom city or something like that? with buildings in the background, street lights, firehydrants, etc... (or ninji saga style equivilants) possibly a city in ruins, with destroyed buildings acting as hills and plateaus...

i'm sure this has been used before, but a sky/flying themed level... or an underground level, even... with tunnels and stuff... or better yet, an outer space type level, that takes place on the moon or on mars or something (could make for some pretty palletes / interesting tile sets andor sprites)...

perhaps a level inside a giant enemy? or a castle setting would be fairly original, as far as i know... or on a sail boat... sail boats are cool....





yop

Goomba
Level: 8

Posts: 8/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 06-13-05 04:48 AM, in Samurai Mario?!???!!?! Link
wow, thanks for all the help!

it'll take a lot of practice to learn asm hacking and sprite editing, but i've got all summer to learn... thanks again
yop

Goomba
Level: 8

Posts: 9/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 07-17-05 07:18 PM, in Dr. Mario World Part 1 Link
Can someone please send me this rom, or if Link004 reads this upload it again? I had the idea of creating a Dr. Mario rom myself some time ago, so I really want to play this. MSN: lljewj@hotmail.com Thanks :|
yop

Goomba
Level: 8

Posts: 10/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 07-18-05 06:35 AM, in Dr. Mario World Part 1 Link
i wanted to say excellent job on dr mario world! it's the first hack i've found to be playable, rather than unplayable. personally, i like your level designs. impossible-to-beat levels are all well and good, but i prefer fun over difficulty, at least in the case of smw hacks.

er, anyway, good job.
yop

Goomba
Level: 8

Posts: 11/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 07-18-05 04:24 PM, in Irrelevant question Link
Has anyone ever thought about combining ASM with sprite editing to create a sort of side scrolling Final Fantasy 7 game, in which Cloud hacks up enemies with his sword? Just wondering....
yop

Goomba
Level: 8

Posts: 12/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 07-20-05 11:30 PM, in ASM hack requests Link
Hi.


I have an ASM hack request. There's two things:


First and foremost, I would like for Mario and Yoshi's ability to fly via the cape to be disabled, while still retaining the ability to fload slowly to the ground, you know?


Second, I don't quite know how to phrase this; I'll put it this way (for example):

In a regular Mario game, Small Mario < Super Mario < Fire Mario

Ultimately, I hope to have a hack such that Super Mario < Cape Mario < Cape Mario + Yoshi


If it's possible, I mean.


Please help if you can. Thanks...


(edited by yop on 07-20-05 02:32 PM)
(edited by yop on 07-20-05 03:47 PM)
yop

Goomba
Level: 8

Posts: 13/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 07-21-05 03:07 AM, in ASM hack requests Link
Awesome! Thanks. If only I knew how to use that information
Oh well, I'll figure it out.
yop

Goomba
Level: 8

Posts: 14/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 07-21-05 09:21 PM, in ASM hack requests Link
Thanks again Glyph Phoenix. Hopefully, I can release a decent hack sometime in the future now. It won't be anything too flashy, but it should be fun at least.
yop

Goomba
Level: 8

Posts: 15/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 08-04-05 05:03 PM, in ASM hack requests Link
I would like to know how to prevent the player from exiting a level, that's already been completed, by hitting start + select. Help please, if anybody can?
yop

Goomba
Level: 8

Posts: 16/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 08-04-05 05:38 PM, in ASM hack requests Link
Thank you much.
yop

Goomba
Level: 8

Posts: 17/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 08-06-05 03:25 AM, in Any good ideas for a level? Link
"Dying because you chose the wrong path is also bad. When you don't know what path leads where, it's all a matter of luck, and nobody likes that.

Invisible or fake platforms are just plain annoying."

^^^^ I agree

also, one of my ideas:

Not really that interesting, but simply make a black and white level (obviously, with various shades and hues of black, white, and gray).

I suppose it would be pretty time consuming, if not difficult, to make a "good" black and white level (ie, one that corresponds with the original colors).

Some things that could be done with this, anyway: a sort of Mario Sunshine style hack, in which "Bowser has stolen all the colors in the Mushroom Kingdom!!!"

The levels could become increasingly colorless as the game progresses... or, increasingly colorful.


(edited by yop on 08-05-05 06:27 PM)
yop

Goomba
Level: 8

Posts: 18/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 08-14-05 04:01 AM, in Free notes, anyone? Link
Hi. Well, not to sound like a drama queen, but I daresay I've given up on SMW hacking... for now anyway. I suppose if I really applied myself I could "create something beautiful" but, for all my ambition, I have little motivation.

Anyway, since I'm not gonna use them any time soon, I thought I may as well offer my personal SMW Hack Notes to the users on this board. Hmm... there probably isn't a lot of notes compared to some of you, and for many my notes will be utterly useless. My hope is that somebody will find SOMETHING useful while skimming through it, like a level idea or anything that can be implemented into a hack. You know, for the good of the community.

My notes include definitions and descriptions of various types of levels, level settings, items, enemies, and the context in which each of these things will appear. There is also a section where I wrote down questions and concerns. I would like to think that my notes are at least fairly well organized. Here is a sample of the Items section and the Level Settings section, respectively:


3. Star - for particularly hazardous situations (those with lots of enemies involved): rarely found in normal levels, more frequently in castles; hidden in some normal levels, a Blocktool block allows the opportunity to save one in the item box

2. Castle - meant to be the most challenging levels; combine elements from "Obstacle Course" and "Standard Mario"; there is always 2 different paths to take; In the beginning, the more hidden path will be easier than the normal path, but as the game progresses the difficluty of both paths will gradually even out, ultimately presenting equal challenge, just in different ways/shapes/forms.


So, if you want to see the whole 7.96 KB text document, PM me. I won't ask for credit if my ideas are used (but it would be nice )
yop

Goomba
Level: 8

Posts: 19/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
Last activity: 8 hours
Posted on 08-14-05 04:51 AM, in Free notes, anyone? Link
Lol sorry. Should I just post it?
yop

Goomba
Level: 8

Posts: 20/25
EXP: 1626
For next: 561

Since: 05-17-05

Since last post: 23 days
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Posted on 08-14-05 05:35 AM, in Free notes, anyone? Link
5===QUESTIONS/CONCERNS AT THIS POINT===
2. Exactly how is Yoshi unlocked?

6. How do keys and key holes work in LM anyway?

7. Are you sure that all normal level exits allow Yoshi to be turned into a 1-UP?
************If they do, i can't figure out how to make it happen. I suppose I could just have the starting and ending points of the level sort of raised up, or even just have a steep cliff before each exit in the Yoshi Levels, thereby forcing the player to abandon Yoshi before the level is complete -- but suppose the player loses Yoshi, how will they get up there? I will have to look into BlockTool I suppose....********************

9. There are different types of levels -- do i include them evenly throughout each world, or have a lot of one kind in one world, and a lot of another in a different world, etc? It would be strange going through 6-7 level settings in each and every world -- perhaps each world has a dominant level setting? **************Each world should have a theme, like a Sky World and a Cave World etc, but... that's not to say Sky World couldn't have a Ground level. Every world will have 1 Yoshi Level (until all colors have been used, at which point unlocking becomes possible).

11. Should i (A) use the Switch Palaces as the only bonus levels, (B) create custom bonus levels to go along with Switch Palace bonus levels, (C) the only bonus levels are custom ones that I create, leaving the Switch Palaces to fall into another catagory....?

12. Should I even include Switch Bricks anyway? It would be trouble to ensure the player couldn't somehow abuse them to get an illegal powerup. What purpose do they serve anyway; why do i need them in the first place?

13. If they are included, should it be a requirement that they be completed in order to reach the world's boss in the castle? Or, should it be optional?*************shold be optional if included

14. Before I start editing, I really need to take a lot of time and study the level designs and what the people at nintendo did with all the various blocks and block options, and all that stuff. Try and think of something creative that hasn't been done yet. Plan.

15. Lava Levels.

16. A level with a black and white pallette

17. 74E2: Change to 0x80 to disable midway points making you big



===POWER UPS====
1. Mushroom - default power up; placed creatively near the beginning and halfway point of every level

2. Fire Flower - main secondary power up; must be Super Mario to obtain

3. Star - for particularly hazardous situations (those with lots of enemies involved): rarely found in normal levels, more frequently in castles; hidden in some normal levels, a Blocktool block allows the opportunity to save one in the item box

4. Feather - appearing once during the required course of the game, near the end, it is an extremely rare find; however it can be unlocked in a fasion similar to unlocking Yoshi, and can then be used to collect hidden goods in the early levels of the game

5. Yoshis - playable during Yoshi Levels only until unlocked in the 5th world (optional unlocking, may or may not include other color yoshis)



===ITEMS===
1. 1-Up - placed scarcely throughout each world at strategic locations

2. Coins - primary source of extra lives; there are 20-30 in every level, except Key/Maze/Coin levels in which there are 50-100+, and 0-10 in Castles and Ghost Houses* (unless ghost house is a Key/Maze/Coin level)

3. Yoshi Coins - found only in Yoshi Levels

4. Spring Board -

5. Lakitu Cloud -

===YOSHI====
1. For a good portion of the game, appears only during specific levels -- "Yoshi Levels"

2. Cannot be used outside of Yoshi Levels, unless unlocked in the 5th world *** One final Yoshi Level in World 8 requires that Yoshis be unlocked, as no Yoshi is provided but is necessary to avoid a time out by eating fruit

3. Eventually can unlock (a variety of) Yoshi(s) via secret exit or something to that effect, so that he will always be in a given location on the overworld

4. Yoshi Levels - Straight forward; 1 per world; Race against the clock to reach the exit; time limit becomes progressively shorter, requiring Yoshi to eat certain fruits or hit certain Blocktool blocks to increase time remaining

5. Since "start + select = exit already completed level" is disabled, this prevents cheating by beating a Yoshi Level, going back in, and exiting



===TYPES OF LEVELS===
1. Yoshi Levels - see "YOSHI" above; few pit falls

2. Find the Key / Maze / Coin Collecting - navigate through a vast maze in search of a key, if block tool works, also collecting coins along the way to open coin limit bricks by hole; there is no regular exit, only secret; involves pipes and/or various types of terraine (ground/water/caves);

3. Obstacle Course - focus on difficult jumps, spikes, that sort of thing

4. Standard Mario - Go from one end of the screen to the other, killing enemies and grabbing coins/points along the way

5. Bonus Levels - AKA Switch Palaces; easy coins and/or points; possibly custom made bonus levels?????????????


===LEVEL SETTINGS===
1. Ghost House - basic ghost house; elements from "Key/Maze/Coin, and Obstacle Course Levels"

2. Castle - meant to be the most challenging levels; combine elements from "Obstacle Course" and "Standard Mario"; there is always 2 different paths to take; In the beginning, the more hidden path will be easier than the normal path, but as the game progresses the difficluty of both paths will gradually even out, ultimately presenting equal challenge, just in different ways/shapes/forms.

3. Under Water - a relatively rare setting in which to have a level; the Under Water level is quite different from an On the Ground level which may include water; basically just "Find the Key, Maze, Coin Collecting, and Standard Mario"

4. On the Ground - mostly made up of simple grass land type levels, also dirt, without many pit falls or challenging obstacles; may use all elements from all types of levels, may include lava pits

5. Mountain Range - lots of pitfalls = "Obstacle Course, Standard Mario" good for auto scroll

6. In the Sky - high in the sky; ideal for "Obstacle Course, Coin Collecting" also good for auto scroll

7. Caverns - Ideal for "Maze Levels, Find the Key"; may include lava pits and possibly auto scroll during lava pits

8. Switch Palace - Bonus Level; easy way to rack up points, pull of cool stunts, gain lives etc.

***Note*** that any level setting may encorporate elements from any type of level, these are just guidelines to say what each level is best suited for


===ENEMIES===
1. Goomba - On the Ground, Mountain Range, Caverns

2. Koopa (G,R,B,Y) - On the Ground, Mountain Range, In the Sky, Caverns

3. Koopa (Bone) - Ghost House

4. Koopa (Robot) - Castles

5. Chuck - Guard exits On the Ground, Caverns

6. Lakitu - On the Ground, Mountains,

7. Monty Mole -

8. Mega Mole -

9. Rex -

10. Hammer Bros -



===RELEVANT BLOCKTOOL BLOCKS===
14 Wrong Block - plays an "incorrect-sounding" sound

15 Right Block - plays a "correct-sounding" sound

18-33 Movement Block - effects Mario's speed in various directions

36 Yoshi Block - only passable if Mario is on Yoshi

38-40 Time Block - add extra time to the timer

85-90 Colored Yoshi Blocks - only passible if... on Colored Yoshi

91 30 Coin Block - only passible if Mario has 30+ coins

108 30 Coin Block II - sets 30 coin block limit up to 100 coins

130-142 Appearing/Disappearing Block - self explanatory, various time

340 ? Block w/ Item Box Star - self explanatory

345 ? Block w/ Item Box Spring Board - self explanatory



===OFFICIAL MARIO GAMES - POSITIVE CHARACTERISTICS===
1. Intuitive
2. Variety
3. Raise Questions



===LEVEL IDEAS===
1. Lakitu in the mountains, auto-scroll
2. Battling Lakitus In the Sky, jump from one Lakitu cloud to the next
3. A level (castle, cavern) full of Chucks, with a star or two
4. A fifth/final Yoshi Level, in which no Yoshi is provided
5. Black and White level pallette
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