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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by blackhole89
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blackhole89

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Posted on 05-27-04 12:13 AM, in New SMW: ALTTP screenshots [at last]. Link
(@LM map editor) Mine also made shit sometimes... I installed a couple of asmhacks in ROM bank 14h (it was absolutely empty at this time, as anything around it). But LM moved the OV data in this ROM bank saving only the code with tight RATS/STAR tags, so I hade to move my code 32 banks up for having some room to expand it...

(@submarine caves) I didn't mean caves you pass with a submarine (would be 'bit too much of ASM hacking) but rather submarine caves, means, caves underneath the sea ground. You could also interpret them as seafloor worlds.
blackhole89

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Posted on 05-31-04 02:35 AM, in JAMH: Graphical Overhaul [SS] Link
I suggest you make the sprite palette more intensive to fit into the whole candyish graphic theme. Also adapt the "MARIO" stuff at the top left and the red star more 3d-ish. And please, drop 2xsal, it looks dreadful. Try supereagle instead (that's what I usa).
blackhole89

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Posted on 05-31-04 04:21 PM, in Custom Block idea: Gravity Blocks Link
That would be rather easy. I mean, it's only reversing the gravity and the jump vector, and setting the vflip flag in the OAM or its RAM mirror. Although, as for yet, I haven't tried.
blackhole89

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Posted on 05-31-04 04:50 PM, in Which (SNES) RPG do you think being best, ignoring technical aspects? Link
As the headline says. I especially mean the "atmosphere" of the game (for me, Chrono Trigger is far best in this), but also story and related stuff like soundtrack quality.
If you know any more, tell me. These are the ones I played.

[edit]Ack. Poll editing doesn't work (SMRPG). And as for Terranigma & co, let's say, including Adventure games too. I don't see where the abstract difference between Terranigma and Secret of Mana (which is being called an RPG) is. The battle system is not (and, as I think not enough to distinct two genres).

GreetZ
Blacky.


(edited by blackhole89 on 05-31-04 01:30 PM)
blackhole89

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Posted on 05-31-04 05:05 PM, in What is the meaning of life? Link
42?
404.
blackhole89

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Posted on 05-31-04 05:07 PM, in How do you eat your Smarties Link
Add a new option.
blackhole89

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Posted on 05-31-04 08:46 PM, in hey guys!!!! Link
I can give you a hand at programming. I already did quite a few MMOGs (not -RPGs, though), of which one (in German) can be found at http://k-schale.50free.net/onlinespiel/ (if you want to try out... it's still early beta). I also could do landscape design (not the graphics, the layout of the map) if you plan to do anything like that.

[edit]Ah yes, I also have enough capacity left on my 50free.com account (reclame-free, PHP, Mysql, free) for some beta stage hosting (with max. 100 players). Sadly, they don't accept further signups anymore

Have fun,
Blacky.


(edited by blackhole89 on 05-31-04 11:52 AM)
blackhole89

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Posted on 06-01-04 04:40 PM, in hey guys!!!! Link
Massive Multiplayer is perfectly impossible on the SNES. As far as I know the maximum of supported controllers you can get is four. Maybe you could spoof a ZSNES or Snes9x multiplayer server to transport some bits of information through the controller ports, but that would be rather nonsense. Either you make something like a PC client or you make it browserbound with flash and/or PHP. And that is possible.

[edit]And the screenshot doesn't work either for me.


(edited by blackhole89 on 06-01-04 07:41 AM)
blackhole89

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Posted on 06-01-04 07:43 PM, in hey guys!!!! Link
Ack. Shit happens. Especially when I only have a 10 minutes break for checking through my mails and all the bulletin boards I'm on. There's not much time to read carefully or to think about it.
blackhole89

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Posted on 06-04-04 01:28 AM, in hey guys!!!! Link
... ... ...

Argh! now I finally see... uhm, heck... could some of the moderators be so kind to waste this topic ...
blackhole89

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Posted on 06-04-04 01:08 PM, in hey guys!!!! Link
Sorry folks... it sounded (and, imho, still sounds) possible to me (besides to the usage of real SNES programming, which is pure bullsh*t), and at the moment, I was just too dumb to notice the deep irony at it...
blackhole89

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Posted on 06-06-04 02:47 PM, in Finally, what we've all been waiting for: UMW2, Demo 1! Link
My rating:

Graphics [overall] - 71%
Graphics [peak] - 98% - Beanbean Plains 3 and the one mountain level look amazing.
Graphics [worst] - 40% - ack. SMAS stuff. Mostly used by people who have no sense of what looks good or those who just can't do any ExGFX but insist not to use the original stuff.
Soundtrack usage - 50% - sometimes doesn't fit at all.
Overworld - 60% - not the worst I've seen, but heavily lacking details.
Level design [graphics] - 74% - I liked the idea of the two-layered ground. But some mountain areas are heavily glitched, as Kyouji "Kagami" Craw already stated.
Level design [playability] - 69% - some n00bish mistakes like too compressed design or excessive use of the same kind of monsters.

What I liked:
- graphics in some levels
- palettes
- level diversity

What I didn't like:
- background in larry's castle!
- SMAS graphics
- lack of contrast in your own GFX (especially larry's castle platforms, add something like a black border)
- lack of contrast in the very first OV submap. Add something which makes a clear contrast to all that violet-blue stuff. Remember SMRPG's star mountain? If level 1 is Stardust Plains, sacrifice some pieces of GFX you won't need and make e.g. yellow stars which you randomly place on the ground. If you're a perfectionist, make a distorted/colourly weakened version and place it on the water - "underwater".

have fun,
Blacky.
blackhole89

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Posted on 06-06-04 05:29 PM, in The Lunar Magic Codes Documentary Link
Hm... anybody already knew of this? I found this randomly trying to decrease an object's "Z order" and mixing up the key combination with corel photopaint's.

You can reveal it in the main window using Shift-PgDown.
blackhole89

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Posted on 06-06-04 10:23 PM, in New SMW: ALTTP screenshots [at last]. Link
I really hate dying threads, so here it is-
Operation thread Frankenstein - phase 1 - posting screenshots and exposing them to lightning


The first shot of world 3 (or, if you count worlds by koopa kids, another area between two worlds, because I don't want a water fortress or something like this.
I did most of the GFX in here on myself (that's why it looks a bit glitchy ); also to be seen, my recent slight font change (anti-aliasing and kind of colour gradience).


That's it for now. Demo 2 will come this summer, can't say more yet ("work expands so as to exceed the time available for its completion").

Have fun,
Blacky.
blackhole89

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Posted on 06-07-04 07:30 PM, in Where can I find Bouche's Demo World 3 hack? Link
Oh please... you are stating so for months already and I still see no progress... and before you make a documentation you must at least manage in yourself...
blackhole89

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Posted on 06-07-04 07:34 PM, in Sound Problem... Link
What for? A corrupt ROM header wouldn't cause a soundtrack glitch but rather an emulator crash and/or a non-booting ROM.
blackhole89

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Posted on 06-07-04 08:19 PM, in Increasing sprites' [ASM] Link
The SNES's OAM is set up so that you can only have two different sizes of sprites on the screen, e.g. 32x16 and 16x16, 32x32 and 32x48,...; so you have to make a rex consist out of two sprites in order to make it higher than two tiles. Try to look for some manuals; I for myself amn't yet far enough in OAM stuff to make this real.
blackhole89

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Posted on 06-07-04 09:26 PM, in New SMW: ALTTP screenshots [at last]. Link
@The Arkichef: Wario Land 3? Well, I once saw some Wario Land on a GBA... don't know whether you mean that...

@knuck, Kirby: I haven't yet managed to control BG3 so it is BG2, as well as the star background. I used a trick at these setting L2 hscroll to variable and vscroll to constant, which shouldn't produce any malfunction because the water level is kept the same through all of that map.

blackhole89

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Posted on 06-08-04 05:32 PM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
It's set up in the OAM, I believe... if you can't asmhack yourself give me a copy and I'll do for you

Ah yes, the pipe is from SMRPG, isn't it?


(edited by blackhole89 on 06-08-04 08:33 AM)
blackhole89

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Posted on 06-09-04 12:23 AM, in How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) Link
I didn't receive anything. Well, if you had L2 as a background, of course nothing would go behind it.
So that's following: If you want the piranha plant to go behind L2, but in front of L1 and mario can't pass in front of the pipe (behind it or atop) you have to do following things:
(1) set level mode to 2 (horizontal, layer 2 level, interact)
(2) make the interior of the pipe part of the L1 stuff and set its map16 tiles to layer priority off.
(3) make the frontal half of the pipe's border and its corpse L2 and layer priority enable.
So, have to go afk now. Hope that helps.

Have fun,
Blacky.
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