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

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Posted on 05-03-04 11:46 PM, in Kirby's Adventure Data? Link
I'm only replying for two reasons.

1) This needs to be bumped (eh... it's only about 2 weeks)
2) I'd like the see the additional data you've found with Dan's help.

Before the boards fell, I posted up some data for Kirby's Adventure. I'd like to see how much people have found now (with addresses).

I'm printing off the document about KSS that uses the same format as KA. Hopefully I'll be able to figure out a few things on my own as well.

*forgot everything else was going to say about this*
Ice Ranger

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Posted on 05-04-04 12:01 AM, in A reminder to those with 'supar l33t h4x0rz' Link
I've been reading this thread (saw the Dhark Daiz's sig first and checked this out).

SMW hacks really only need one thing: good level design. Why most (and why I don't download them anymore hardly) SMW hacks suck is because the level design is horrible. I don't need to specific, but let's just say, glitches. When editing any game, make sure you know how the game is supposed function. I lot of coins through a hill won't overlap it like you think. It's going to cut right into it.

That's my biggest complaint.

Golden Yoshi, BMF, and the Japanese hacks are the best ones I've seen (and the only ones I really download). I know to expect good level design with Golden Yoshi and I've been keeping an eye on BMF's hack as well (looks really good). The Japanese hacks are all about new graphics (if the graphics are better than level design, I still love the graphics of those guys hacks).

Man, I'm just on a big rant like some others... I'll just post this and be done.


Make a SMW hack you are proud of. If you are, others may. Trying to whip something together to say "hey, I'm a hacker" is not going to be something I want to play.

Side note, the last SMW hack I played was in February from the Japanese guys, the one before that was The Legend Continues.
Ice Ranger

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Posted on 05-04-04 10:04 PM, in What does your desktop look like when you're hacking? Link
I'm finally going to do this. I think this is probally the most windows I've had open for hacking (a SNES game anyway). Notice that SMILE isn't even open.

Super Metroid Hacking

Ignore some of the notes in the notepad, I realized part of it was incorrect this morning.

EDIT: Just copy and paste this instead. I forgot that geocities doesn't allow doing something like that either.

http://www.geocities.com/bjb138/desktop.JPG


(edited by Chill Penguin on 05-04-04 01:06 PM)
Ice Ranger

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Posted on 05-04-04 10:13 PM, in how can I change the smb1 title screen? Link
When using FCEU-d from DragonEyeStudios.net, you can view the tiles with the PPU viewer. Scroll the mouse over the tiles and you'll see hex values. Figure out how a set of tiles are put together from left to right writing down the hex values and you should be able to find where it's located. Since the tiles look a lot the same (might be hard to tell), you might change the title graphics to letters or something you easily tell the difference between. This will make writing the values easier. The main advantage of this is, you can modify the tiles and have a completely different looking title screen.

*Note*
This is a general technique I've used for quite a few games that works. It should work theoritically. I've done this with Faxanadu and that is step by step how I did it (the second time). If I'm wrong about SMB1, then this should work on some other games.
Ice Ranger

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Posted on 05-05-04 07:46 PM, in Roms > Carts Link
Except for not game boy * games, I'd prefer the roms. I burned everything off on a couple of CD-"roms" and plug it in a friends computer a long with a couple of controllers (which is no longer a problem as you can see). Frame skipping doesn't bother me, it's barely noticable on my computer. I have the video output to the TV so it looks more like the original. I have better than factory speakers so my sound is pretty good now too.

I agree though that it is not 100% like the console, but it probably never will be. The fact that emulators let you play without cleaning the carts when they've sat on a shelf for months is also extremely helpful. The benefits far outweigh the downfalls.

Oh, about the GB thing, I have a game boy color (living in the dark ages still ). On trips (where I don't drive and I don't like the people I have around) I play that. Once I get an SP, I'm getting the flash cart for all those GBA roms I have.
Ice Ranger

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Posted on 06-03-04 08:53 PM, in SMILE version 0.1 is here Link
Maybe this'll be enough stuff to get the Super Metroid hackers to come back out. I'll finish my current hack using this and I'm starting on another one utilizing the door editor. Just as a note, just changing which enemies appear in a room could cause the game to crash as well as changing certain properties or just cause them to not show up (just revert back to the original). If you hacked any Door exits with SABS, you might want to change them back and use SMILE (it gives more options such as scroll and won't make the game glitch *I still need to do that*).

Also, the new BTS option is a drop box. You can use that to give shotable blocks the respawning properties as well as give doors different $XX props (open the door editor to figure it out). Read Jathys txt file for the door help. The BTS drag and drop option will only *as far as I know* allow you to give doors the $XX values that are already in the room. Try to add $05 to a room that only goes up to $04, you get an overflow error when you try to edit it (by trying to enter through it in SMILE).

There are limitations, but not near as many as there used to be. Enjoy this one.
Ice Ranger

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Posted on 06-10-04 07:34 PM, in The Legend of Zelda: Dark Prophecy Suggestion Thread Link
My guess is A Link To The Past for SNES since he said the thing about the gfx not being changed. Also, he's already worked on one SNES Zelda hack.

As for suggestions, I'm clueless... change the price of flippers?
Ice Ranger

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Posted on 06-20-04 10:44 PM, in Surprise: Red Coin Quest: Public demo release! Link
This has got to be the best thing I've seen since Mario Adventure and FuSoYa's SMW hack.

I only found one bug so far. In the stage you collect coins to have the red coin appear, if you head back to the left (the beginning) after collecting some coins, the meter shoots back up to the 70-something you have to collect. I knew something was up when I had 40-something left and had collected everything within the stage.. heh... Hammer Luigi.

Some suggestions I'm sure you're already working on.

Make Raccoon, Hammer, Takooni(?sp), Frog Luigi, look more like Luigi. I keep thinking their Mario (except Raccoon, because he's green).

Level design is really good, mixed with the ASM, makes it even better. Heh... think you might get in a magazine for this one as well.
Ice Ranger

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Posted on 06-21-04 01:02 AM, in Surprise: Red Coin Quest: Public demo release! Link
Will a certain number of red coins have to be collected before continueing to the next world? If not, what will be the point of finishing every level for the red coin?

I know, they're stupid questions. My thoughts were, you collected so many coins you get a different "code" or something after beating the game. Unless the first question I had was answered "yes".

Sorry for my 2nd most Engrish post.
Ice Ranger

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Posted on 06-22-04 03:07 AM, in Surprise: Red Coin Quest: Public demo release! Link
This is to make sure you can encounter the bug with the coin counter starting over that I mentioned earlier. You must go through a door first. The first brick in the level, immediately to the left of it, the counter starts over (decided I better clarify that). The reason the glitch with moving block occurs is it switches to gfx of the big ? block at the bottom right of the level. I only encountered it after I hit it.
Ice Ranger

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Posted on 10-25-04 05:56 AM, in SURPRISE! Super Mario Odyssey Demo v0.2! Link
Yes! After all the screenshots and ASM changes, I've wanted to get ahold of this for a long time. About to download it now. Looks even better than the last time I saw screenshots.
Ice Ranger

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Posted on 10-30-04 12:25 AM, in Super Metroid-R un-iced (again!) Link
OMG!!! It's continued on? Yes it has. With the recent concern, I decided during my free hours, I'll try to mess with it. I did a few hours work yesterday and the day before (acutally, quite a bit this week). As always, Maridia and the Wrecked Ship need the most work. The game play style will be looked into further and make sure it's not too difficult. Anyone want to beta test, tell me. Since I started this before SMILE had PLM and door support, I didn't want to start from scrtach again, so I modified a few areas to be able to still give some of the benefits of editing doors and PLMs. The main reason for the announcement of this, I haven't given up and don't plan on it. The only help I need is how to edit the compressed gfx [logo, backgrounds] (PM me about that, I need explicit help with using decompression tools).

If anyone has been following this, it's been going on for a good while now (first release of SMILE). If everything works out, this should be out by the Summer of 2005 complete.

[sidenote] I tried posted this on TEK, but the server was down (I'll post it there soon too).
Ice Ranger

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Posted on 11-01-04 02:17 AM, in Super Metroid-R un-iced (again!) Link
Heh... the motivation to do this hasn't been there, but whenever I started posting again, people brought it up again and I decided to start again. I had to work this weekend, but next week I should be able to get a lot more done. Any takers to be beta testers on this? I need to know how everything is sofar (I think a lot is different from the last beta release (spring 04 or winter 03). I don't know, but either way, a lot has been changed. The one thing I will not correct is how the map doesn't line up (I'd hack it out completely, but I'm not sure which graphics are used for the map in the upper right yet).

PM me with any questions or answers to questions or requests I've had.
Ice Ranger

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Posted on 11-01-04 02:41 AM, in Trying to change "SMW" Mario into "SMB1" Mario Link
Surprisingly, I really like how it looks so far. If you create custom "8-bit looking" graphics for Mario's spin jump, and finish making every thing mix better (get rid of the original SMW gfx completely... might take awhile) I'd like to see it finished. How are the cape and yoshi going to work though?
Ice Ranger

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Posted on 11-01-04 11:49 PM, in Super Metroid-R un-iced (again!) Link
I can't get on IRC anymore (I don't have a personal internet connection). I'll PM you the link or send you the IPS patch via email. But do tell about the top-right map editing (it should still look correct except for a few screens ... those don't line up, but I didn't figure it was a big deal). And I haven't heard anything from Jathys since this summer.
Ice Ranger

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Posted on 11-02-04 09:45 PM, in Super Metroid-R un-iced (again!) Link
I've sent three out. Screen shots will be put up whenever I figure out what's different now than the last release. I've sent betas out to the three that requested, that should be enough for now.

EDIT: Geocities doesn't like the Mac too much. I'll e-mail them if I can to you.


(edited by Chill Penguin on 11-02-04 03:06 PM)
Ice Ranger

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Posted on 11-07-04 10:41 PM, in Trying to change "SMW" Mario into "SMB1" Mario Link
Ooo... tell me that the ? blocks fade in and out just like SMB1. Also, when will the 8-bit Yoshi gfx screen shots be out? Will the entire game be only SMB1 or just use the SMB1 gfx (if so, the game will be easy will all the enhancements Mario gets in SMW)?
Ice Ranger

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Posted on 11-25-04 12:13 AM, in Temporal Flux Release Link
Originally posted by Someguy
I may be alittle dull for this but what was that hint?


Heh... after I saw the time link, I found Evil Peer to be incredible by fooling many.

From the TIME link with italics around the key words making the difference:

This is a teaser patch for my upcoming release, Temporal Flux. I strongly recommend viewing this patch in ZSNES. The patch should be applied to the US release of Chrono Trigger.

Non-Headered ROM:
http://evilpeer.net/crypt/tftease.zip

Headered ROM:
http://evilpeer.net/crypt/tftease.headered.zip

If you downloaded the ROM from the internet, yours is probably headered. The full release of Temporal Flux will only work with non-headered ROMs.

Screenshots would sort of ruin the point of the patch, so I chose two of the least effective shots I possibly could.

http://evilpeer.net/crypt/tftease00.png
http://evilpeer.net/crypt/tftease01.png

This is the secret project I have made vague references to. I have been working on it for a year and approximately 1500 man-hours.

Barring unforseen circumstances, I will release Temporal Flux on November 24th, 2004. I will not be commenting or answering questions for this until then.

---End

Nice word usage . Great utility Evil Peer. Can't wait to see what comes from this release. *something besides drunk Chrono text hacks *

EDIT: Why respond to someguy? I'm an editor for the college paper .


(edited by Chill Penguin on 11-24-04 03:14 PM)
Ice Ranger

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Posted on 12-01-04 10:48 PM, in yi graphics Link
Originally posted by BMF54123
Originally posted by andres27
don't say "use lunar compress or ycompress"
Well, then, I doubt you're going to get many replies...


Maybe someone should explain how to use lunar compress or ycompress with explicit instructions so it's understood on how to use them for decompressing the graphics. Heh... depending on what they will be used for, take screenshots and copy and paste them into some kind of paint program (though I doubt they'll be used for just looking at ). My guess is you want to change the graphics on YI into something else rather than use YI gfx on other games.

*NOTE* Explicit directions for lunar compress or ycompress would be the best way to reply since the guy probably doesn't know how to use them.
Ice Ranger

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Posted on 12-07-04 09:28 AM, in Yoshi's New Isle demo 2!!! [Download] Link
This is really good. I got to 1-7 before I started having any problems. I'm glad it's not extremely difficult, but more than the original. Staying on the cloud is really hard because the cloud will continue moving even if you run into a wall. I'll try it a few more times before I have to give it a break. How far does this demo go?
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