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Acmlm's Board - I2 Archive - - Posts by AP |
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AP Panser Level: 22 Posts: 312/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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You could draw the tile within the ROM itself. You could also open YY-CHR with your ROM and open another YY-CHR window by executing YY-CHR again. With the window you just opened, go to File and select New. Click Yes on the box that comes up. Draw your stuff there, copy by selecting the tile you want to copy and pressing Ctrl+C, and paste it with Ctrl+V to the part of the ROM you want to paste the tile at. As for animating tiles, I don't think you could neccesarily add tiles without ASM or data hacking, but you could replace animating tiles, but keep in mind that you would have to replace each frame/tile used for the animation of the sprite/FG/BG/whatever. (edited by AP on 10-09-05 06:40 PM) |
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AP Panser Level: 22 Posts: 313/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Originally posted by Clockworkz It looks like some sort of platformer/RPG hybrid. Anyway, the hack kinda looks cool. |
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AP Panser Level: 22 Posts: 314/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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The password is "lovemario". All of the ZIP files from SMB Laboratory are locked with the password "lovemario". If you need help with using it, look here. Although the SMB Laboratory site is in Japanese, the main page says that you need the password "lovemario" to unlock any downloads from the site. (edited by AP on 10-10-05 09:34 PM) (edited by AP on 10-10-05 09:37 PM) |
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AP Panser Level: 22 Posts: 315/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Sorry for the bump, but I put up partyghoul's hack to my hosted hacks section. This is only a demo, as only levels 1-1 through 3-1 are finished, and 3-2 is incomplete. I hope you enjoy the hack. It's not half bad. (edited by AP on 10-11-05 10:14 PM) |
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AP Panser Level: 22 Posts: 316/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Open Notepad and insert your HTML code, then save it as a HTML file by saving the file as "filename.extension", where "filename" is the name of the file and "extension" is the extension such as htm, html, shtml, etc. You would have to create multiple files for each page of the site. If you want to start from scratch, but you're not really knowledgable in HTML, I suggest you learn some HTML, and find docs by searching in Google, or your favorite search engine. | |||
AP Panser Level: 22 Posts: 317/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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If you wanted to edit part of an article that you didn't make, how would you put your time stamp for editing it? Would it be necessary if the editing was major? | |||
AP Panser Level: 22 Posts: 318/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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I remember having this problem many times. Did you try to edit levels/maps and GFX at the same time? That can cause the problem, as (maybe, I used YY-CHR) Tile Layer Pro may not reload the ROM when it's edited (by a level editor or other utility). You should reload the ROM in Tile Layer Pro first (and any other utilities you used that don't automatically reload the ROM) after you save it with a different editor before GFX editing, or vice verca. (edited by AP on 10-15-05 01:10 PM) |
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AP Panser Level: 22 Posts: 319/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Originally posted by Kawa-oneechan Actually, YY-CHR doesn't reload when the file it's editing is changed, too, but YY-CHR has more features, and it's easier to use. (edited by AP on 10-15-05 01:38 PM) |
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AP Panser Level: 22 Posts: 320/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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This hack (perhaps bogus or fake) is bad enough to be considered WORSE than orynider's stuff. Yes, folks, if it's really real, then it could be worse than orynider. | |||
AP Panser Level: 22 Posts: 321/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Sprite tile FF is edited. How that tile looks like is depended on how the status bar looks like, and by editing it in certain ways (such as blanking it out), you can make the game freeze at the title screen. It works with my copy of FCEU, although my copy isn't the latest version. With a tile editor, you could paste sprite tile FF from the original game into the hack and try again. | |||
AP Panser Level: 22 Posts: 322/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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I'm actually thinking about looking at where you changed. I'll assume that you changed the coin shine code, since the coins and question blocks don't shine anymore. You can also make it more messed up by changing the mirroring to Horizontal (Horizontal mirroring makes stuff in SMB look really messed up, trust me ). | |||
AP Panser Level: 22 Posts: 323/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Originally posted by OmnipotentEntity It's just design, I believe. Your levels aren't that bad, but you should try to edit the levels a bit more so that some parts don't really look like the old levels. The Mario palette changes reminds me of my hack, The Super Mario Bros.' Super Adventures. Were Mario's palette changes in Part 1 (of my hack) influences? |
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AP Panser Level: 22 Posts: 324/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Isn't there another ASM hack request thread already? I'll just put my other request from that thread here: I was thinking about a hack in which the Koopa Troopas are like the classic (SMB & SMB3) ones (stomp on them, wait long enough and they come back from their shells as regular, shelled Koopa Troopas). I did read of a way of making Koopas not pop out of their shells when stomped, but the shells aren't like the classic Koopas. Perhaps this can be done by using some of the Buzzy Beetle code for the Koopa Troopas, since SMW Buzzy Beetles are like their classic counterparts, which are like the classic Koopa Troopas. Maybe some people would like to use the classic Koopa Troopas for their hacks (like peter_ac's ) (edited by AP on 10-27-05 04:31 PM) |
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AP Panser Level: 22 Posts: 325/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Well, I'd love to beta test the much better version of this hack. This was already near-perfect looking (except for the Koopa chains and Layer priority errors), and I'm sure this would be the perfect SMW hack, now that the hack has been greatly improved. Email me at smbhacks@gmail.com. (edited by AP on 10-27-05 06:14 PM) |
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AP Panser Level: 22 Posts: 326/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Originally posted by KailieannOriginally posted by AP I don't think making the classic Koopas would be as easy as using MWR (unless you were able to do so with MWR). I tried to make the Koopa Troopas like the classic ones with MWR, but I was unsucessful. |
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AP Panser Level: 22 Posts: 327/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Thank you Ice Man. But, would you rather have comments, bugs, and/or criticism about the hack in this thread, in another, by PM, or e-mail? | |||
AP Panser Level: 22 Posts: 328/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Well, even though I'm beta testing Bowser's Return, I would like to beta test SMBDX and TTLDX, too. Email me at smbhacks@gmail.com. | |||
AP Panser Level: 22 Posts: 329/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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To change the attribute of a level (like make it ground, underground, castle, or water), go to Edit, select Edit Header, and change the Attribute setting. | |||
AP Panser Level: 22 Posts: 330/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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That'd be good news if the SMB1 source link wasn't dead. When I try to click on it, it's not available. (edited by AP on 10-29-05 09:08 PM) |
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AP Panser Level: 22 Posts: 331/333 EXP: 56817 For next: 1533 Since: 08-07-05 Since last post: 6 hours Last activity: 6 hours |
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Darn, the SMB1 ASM source file has a lot of info. I think this'll be very useful. For some SMB1 hackers (like myself), this is indeed good news. (Now there needs to be a complete RAM address doc in English. ) Very good find, hamtaro126. (edited by AP on 10-30-05 09:10 PM) (edited by AP on 10-30-05 09:11 PM) |
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Acmlm's Board - I2 Archive - - Posts by AP |