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Acmlm's Board - I2 Archive - - Posts by Froboy |
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Froboy Micro-Goomba Level: 6 Posts: 1/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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When the "1 world ROM" with the eligible levels is released, will you post it on your website, or ask for e-mail addresses of interested parties to review it? |
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Froboy Micro-Goomba Level: 6 Posts: 2/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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I (of course) haven't played the original game, but I wouldn't think that voice acting makes or breaks a Zelda game. Bravo to everyone working on this -- being able to play through the dungeons/overworld would be more than enough for me. | |||
Froboy Micro-Goomba Level: 6 Posts: 3/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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Looking brilliant as usual! Tried a demo out a while back, and it was almost a new game entirely. The Luigi controls are superb -- glad to see him get some of the spotlight. Any chance of Mario taking on Luigi / vice versa at the end of the hack? That'd rock. |
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Froboy Micro-Goomba Level: 6 Posts: 4/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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I love it! The turn to ice thing worked great in Super Demo World: TLC, and it should be awesome here too. Glad to see that we'll get it for more than one level now... | |||
Froboy Micro-Goomba Level: 6 Posts: 5/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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Actually, I'd bet Ice Mario was one of his easier hacks to do. If he could find the code from World 6 that makes fireballs remove the "ice state", all he'd have to do is add a new power up with properties to give the "ice state" instead of taking it away. The real question is: Does it work on things that aren't Munchers or coins? Personally, I'd like to see other things changed into regular ice blocks. |
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Froboy Micro-Goomba Level: 6 Posts: 6/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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I played through someone's SM demo a couple days ago that made good use of the bosses -- fighting the Torizo in a smaller (horizontally) room, forcing me to roll into his legs to get him to fire the orbs that let me recharge. He had some more HP, but more importantly, I was forced to change tactics to fight him effectively. Similar thing with Crocomire -- I fought him without what I would normally call "adequate" amounts of missiles, and so I had to learn to recharge off of him. Most bosses don't need lots more HP, they need newer, more creative ways of making us fight them. |
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Froboy Micro-Goomba Level: 6 Posts: 7/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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I just wanted to say thanks for an incredibly fun time. My favorite touch was the one Wily 1 puzzle where you had to go through the side instead of vertically. Oh, and Wily 4 was a blast -- I loved the space motif. Keep up the stellar work, and I can't wait to see what you'll do in the future! |
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Froboy Micro-Goomba Level: 6 Posts: 8/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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I think he was talking about the actual globe that serves as your world map -- unlike FF1's b+select map, FF2 brings up a rotatable globe that I'd agree would be more pain to edit than it's worth. Oh, and said globe _is_ awesome, and more games should have it. | |||
Froboy Micro-Goomba Level: 6 Posts: 9/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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What about all of the cool programs they've come out with? Google Earth is a must-try, if you haven't seen it. | |||
Froboy Micro-Goomba Level: 6 Posts: 10/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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My vote goes to Mike Jones all the way! It's really a shame that he hasn't received a series revival in the ways that Ninja Gaiden and Metal Gear have. Or at the very least, a Smash Bros. appearence!! Anyway, I guess heroes designed by Nintendo of America lose out in the long run....too bad -- both of the Startropics games are great. |
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Froboy Micro-Goomba Level: 6 Posts: 11/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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I just received a plethora of music editing / notation software, and I started to wonder if it was possible to edit the music in ROMs in a similar manner to how levels are changed etc. I'm not so dense as to think this would be a simple process, but I don't know where to start. Any ideas, anyone? | |||
Froboy Micro-Goomba Level: 6 Posts: 12/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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Jaspile, thanks a bunch. With that list of what the commands are, I should be able to get going on something as soon as I finish midterm week here at Iowa State (ugh). As to whoever commented that the MegamanX remixes on NES were "genius", they're just as easy as putting a different remix on there -- if you've got sheet music and code sitting in front of you, you just make changes one note at a time until you're done. I do have a question for anyone who can answer it, though -- is that 06 time value byte in milliseconds? Also, setting a time signature (00) doesn't make much sense in code...in Finale and Digital Performer, it's only done as a help to the composer, and I don't think the actual playback code uses it at all (could be wrong here, though). Only 16 different volume settings ($00-$0F) at 07 makes sense after I thought about it. Most NES games don't differ very much in volume compared to today's games, and that's got to be the reason why. Mega-Dog, if you're looking to learn the basics of how sound is coded, I highly advise that you pick up a copy of QBasic and take a look at the PLAY statement. That will give you a vague grasp of what happens with sound, and is much easier to learn than full MIDI sequencing. In any case, many thanks, and hopefully I'll be able to post some reworked stuff in the coming month! |
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Froboy Micro-Goomba Level: 6 Posts: 13/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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Actually, I would enjoy being able to emulate an E-reader for MMBN5's extras instead of having the manage all sorts of PAR codes back and forth. Rockman Cross Forte is awesome. | |||
Froboy Micro-Goomba Level: 6 Posts: 14/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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Zeality, have you tried running the disc through PSMPlay or PsxMC? I'd try it myself but don't own the game in question (living in Iowa sucks). Grab 'em off Zophar: http://www.zophar.net/utilities/psxutil.html (I'd use linked text but the Mac G3 here in the lab doesn't want to cooperate) It should work just fine -- I ripped the Castlevania SOTN soundtrack using PSMPlay a while back, and got everything, including each voice clip. |
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Froboy Micro-Goomba Level: 6 Posts: 15/15 EXP: 738 For next: 169 Since: 05-25-05 Since last post: 5 days Last activity: 15 days |
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This is basically a repeat of my post from the Compendium forums, so if you've already read it there, I apologize. I'm looking for advice on finishing the final battle of the Hard track (2 Pink Nu Spekkios). My party is Chrono/Marle/Robo for Lifeline security. I do fairly well in the beginning because the two spekkios are right in sync with each other, making the successful pattern of combat Hallation x2, Cure Touch (Marle+Robo Dual Tech), Luminaire by Crono, two random attacks by my pink friends, repeat to Hallation and mix in Crono on Ethers until dead. This sounds great in theory until Salt is used, "desynching" them. Then I get Hallation, Cure Touch, Hallation + attack (no chance to get in anything in between)....Lifeline! Then Hallation, Megalixir, Hallation + attack combo...dead. I suppose I could survive by spamming Lifeline, but this doesn't provide me an opportunity to attack. Any advice for beating it, or should I repeat the fight / manipulate luck to avoid Salt? |
Acmlm's Board - I2 Archive - - Posts by Froboy |