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

Koopa
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Posted on 10-16-05 11:21 PM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Originally posted by Bio
Smallhacker forgot to count the unused level that you can acess by the overworld and the one orginaly used by star road


No he didn't.
LM's Overworld editor has access to levels 0-24 (37) and 101-13B (59). That's 96 levels that you can access from the Overworld. And since you can't use 0 as a level, that's actually 95.


(edited by Kailieann on 10-16-05 02:22 PM)
(edited by Kailieann on 10-16-05 02:23 PM)
Kailieann

Koopa
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Posted on 10-17-05 05:33 AM, in Overworld Border Palette. . Link
hmm.. well, most of the peach part is palette 1 color 9, but it looks like the border shadows and the bit of peach behind Mario is a different palette.

My advice is to just copy a clean SMW rom and start changing colors.
Kailieann

Koopa
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Posted on 10-17-05 09:13 AM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Originally posted by skateboarder11
You can use 0 as a level, though... provided you don't have Bonus stars in your hack...


But will the game accept any major changes? I tried adding a goal sphere once to see if it could break an endless bonus game, but the sphere didn't even show up.
Kailieann

Koopa
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Posted on 10-18-05 05:03 AM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Originally posted by BMF98567


HAHAHAHAHAHAHA no. How do you plan on changing ALL the GFX like that? Passing the Special World only changes the overworld palette and a small section of enemy graphics.


To be fair, a reasonably similar effect (at least for the map portion) could be achieved using 6x6 event tiles.
I'm not saying the screens are legit, I'm just saying that that particular portion of your argument is slightly flawed.
Kailieann

Koopa
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Posted on 10-18-05 05:46 PM, in Question looking for answer... Link
There isn't any option I can find for ExGFX in the Overworld, and I seem to recall the helpfile saying the Overworld wasn't ExGFX compatible. You have to edit the existing graphics.

Demo World TLC certainly looks like it uses more tiles than the game offers, but I haven't actually counted them so I could be wrong.
Kailieann

Koopa
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Posted on 10-18-05 05:49 PM, in Super Mario Bros World Link
There's a few SMB2 graphics in Luigi's Adventure.
Kailieann

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Posted on 10-18-05 05:51 PM, in Question looking for answer... Link
Boy did I ever completely miss that.

Well, that'll certainly be useful.
Kailieann

Koopa
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Posted on 10-18-05 06:07 PM, in Project 0 or Project 1? Link
Okay, so I have this idea for a hack.
Actually I have several, but one at a time, right?

Anyways, I'm being pretty methodical about it. The first step is creating the general custom blocks I want to use in this hack (we'll call it Project 1) that I (or others) may also be able to use in other hacks.
The second step is an ASM overhaul to change the core functions that I want altered, which, if my custom block attempts are any indication, is going to require an amount of help.

In the meantime I'm also actually planning out the game. I've already decided what worlds I want, and which submaps I want to use for them. So far I also know what I want to do with 43 of the levels (I may be able to cut out a few of those if I can recycle the Star Road levels).
I've also been going through my game collection, tagging the ones I want to rip graphics from.

Anyways, once the core ASM is done, I'll move on to the actual level creation part, releasing a few demos along the way (probably at the respective ends of Worlds 1, 3, and 5).

And then, once I've finally finished all of that, I'll add the finishing touches and release it.

So here's the problem. That's all gonna take a while, and I kinda want to just get in it.

So here's the question. Should I stick with Project 1 and see it through, or should I set it slightly aside, doing a little work now and then, while at the same time plowing through a less complicated Project 0, just to scratch my 'ZOMG I MAEK HAK' itch?


(edited by Kailieann on 10-18-05 09:08 AM)
Kailieann

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Posted on 10-19-05 03:49 AM, in help plz Link
Press ctrl+i, hit enter.
Kailieann

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Posted on 10-19-05 03:52 AM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
Originally posted by Zachio
He said SIMILAR, not same...


"he".

*points at layout* female.
Kailieann

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Posted on 10-19-05 04:01 AM, in Super mario world Super land. (Fake Hack with poorly edited images) Link
I did. But since the thread author isn't likely to return anyway, I wanted to correct Zachio before it was closed.

As for the user colors, they change for me every time I reload the page, so I fail to see how anyone can keep track of them.


(edited by Kailieann on 10-18-05 07:04 PM)
Kailieann

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Posted on 10-19-05 04:57 AM, in help plz Link
I don't trust the toolbar button. It never seems to work for me. Stick with ctrl+i.
Kailieann

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Posted on 10-21-05 04:35 AM, in TSRP2 - Screens & Status Link
Huh. Second Reality 1 was how I wound up here in the first place.

I never did find that damn secret exit in the Starlight zone.

Now, as for the screens...
Since I liked the original so much, I really want this one to be as good as humanly possible, so I'm going to be brutally honest about what needs to be changed. Please keep in mind that I'm trying to help you improve it, not insult the work you've done so far.

I have to agree with the majority vote that Hotel Horror doesn't do much for me. The original ghost house graphics definately need to go, for a start.
The chairs need to look more like chairs and less like upside-down 4s, and unless it's an obstacle, the table needs to be recolored so that it looks like it's actually in the background and not closer to the screen than Mario.
As for the TV, there's not really anything that looks right there. It's just floating on top of the table without a shred of perspective. There's no real border between the screen and the edges (though that may have more to do with the jpeg color bleeding than anything else), and for an old-style TV, the screen is too square. As for the static itself, the white is too bright and the black is too dark. The contrast is just hard to look at.
And, just to clarify, it's not really a bad TV, it just doesn't mesh with the background.
I like the concept of the level, but the graphics need an overhaul.

For the Blue Switch Area, I have to agree with HyperHacker that the background needs to have something on the upper half of the screen, but other than that it looks fantastic.

Ruined Ruins... first of all, let me start by saying that purple is my favorite color.
And now that we've established that.. lose the purple. Or at least the layer 1 purple. It's just too much on top of all the purple in the background.

Bombs and Bullets looks great. My only suggestion is to vary the rocks a little. Having all the tiles line up like that makes it look too uniform. They also look a little too much like sideways UFOs, but that may just be me.

For Temple of Fire, again I agree with HyperHacker. The contrast between the sprites and the background is a bit too steep, and the normal blocks don't really go well with the rest.

Rhino Oil suffers from the same problem as Ruined Ruins. There's too much of the same colors in layers 1 and 2. Maybe make the background closer to Starlight Tower's, then it wouldn't look so much like someone spilled yellow paint all over the screen.

And finally, for Starlight Tower, I love the exterior, but with the interior, again I have to go with HyperHacker. The background just isn't working there. Also, the little clusters of x-shaped blocks scattered around layer 1 look more like graphical glitches than anything else, especially with the lack of any kind of border around them.

Once again, please don't take my criticism too harshly. I really enjoyed the original Second Reality (and technically still am, seeing as I'm only halfway through the Special world), and I can't wait to try the new one. I just want you to make it as cool as possible.
Kailieann

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Posted on 10-22-05 03:31 AM, in SMB3 Screenshots (Insectduel) Link
Originally posted by Santa Claus
Think you can cut the off-topic spoilers?


I'm pretty sure that's part of his layout.
Kailieann

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Posted on 10-23-05 08:22 AM, in Yoshi coin problem Link
It's shorthand used to denote that the following number is hexadecimal as opposed to decimal.
Kailieann

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Posted on 10-24-05 02:09 AM, in SmallHacker's Status Bar Editor Link
Perhaps you could simply change it to use the current player's palette instead.
Kailieann

Koopa
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Posted on 10-24-05 06:49 AM, in Third Exit? Link
Easy. Make a custom block that exits the level, increments the exit counter, and runs the desired event.
Blocktool already has level exit blocks, and the Memory Map link in the ROM addresses thread has the address for which event to run at the end of the level.

I guess I can't help with the exit counter, but oh well.

Why does everyone automatically reply with 'ZOMG ASM' everytime someone asks a question with a simple answer?
Kailieann

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Posted on 10-24-05 06:54 AM, in SMW ROM addresses Link
Originally posted by Glyph Phoenix
Change address x6B792 from D0 to F0
From Jonwil at the old board, this should switch ! blocks and dotted line blocks so hitting a switch makes the blocks disappear, rather than appear.


I've just been playing around with this, and I discovered that it only works for the Yellow and Green switch palace blocks.
Does anyone have something similar for the Red and Blue blocks?
Kailieann

Koopa
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Posted on 10-24-05 09:24 AM, in Third Exit? Link
Originally posted by Dark Ludwig
AFAIK, events don't happen if the type exit you took is one that has already been taken.


That's something I didn't consider.
But it shouldn't be too difficult to make it so that when you hit the 'end level' block, it unsets the 'this exit has already been taken' flag before executing the rest of the code.

Of course, tracking down the 'this exit has already been taken' flag would be... less than simple.

Still, in theory, it should work, no major ASM required. Just a couple LDA and STA commands.

Of course, you'd also have to make the main exit unset the flag, too, or else it wouldn't execute its event if you got the third exit first.

This is, of course, assuming that SMW already has a built-in failsafe that prevents it from executing the same event twice. If not then you'd have to set aside some extra memory to keep track of which events have already been done.
Kailieann

Koopa
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Posted on 10-25-05 04:31 AM, in custom text help Link
Lunar Magic doesn't have support for that, you'd have to use something else.

Try the misc text editor.
If that doesn't work, you'll have to change the tiles used yourself, and I'm afraid I can't help with that.

Or try Zachio's way. Somehow I was under the impression that the Nintendo Presents used the regular text tiles, but I may have been mistaken.


(edited by Kailieann on 10-24-05 07:32 PM)
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Acmlm's Board - I2 Archive - - Posts by Kailieann


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