Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Atma X
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
User Post
Atma X

Bandit
Level: 43

Posts: 1/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-17-04 04:03 AM, in Screenshots of Super Mario's Quest Link
Originally posted by Lemon Kirby
Nice...
Your status bars in the first three pics: BLEAH!!!
Reserve box in 4th: It's the second best!
Reserve box in 5th: Awesome! (The fire flower is awesome also!)
Reserve boxes in rest: : Not to bad!
OWs: Too bland. Long straight paths are too bland. So are places with a box-like shape.
Castle: Woah... Some of the best ExGFX I've seen... Don't release them, or all hacks will have them!
Switch palace: The blocks are too... Freaky. They just don't look good to me.
Screenie 3: Make the back color blue or something... It just looks too off-key.
First 2 pics: Great! *exept for their above comment*

Oh, and by the way: This thread is getting a little off topic here...



Do you think I should acually lock my hack to restrict my graphics? (only the 16x16 tiles though, since savestates can be opened in a tile editor to grab the 8x8 tiles and palettes)

Or should I just leave it open for anyone to use?
(I'm very generous and don't really mind people using my gfx, but Lemon Kirby does make a good point, [it's highlighted in yellow]).

BTW, the Castle gfx come from CV4 (Part 2 of Level 5)

I was thinking of replacing the Standard Castle Entrances with this, but I'm not sure yet.


(edited by Atma X on 12-05-04 03:55 AM)
(edited by Atma X on 12-05-04 05:40 AM)
(edited by Atma X on 12-05-04 06:17 AM)
Atma X

Bandit
Level: 43

Posts: 2/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-17-04 04:19 AM, in Snes 8bpp Graphics mode? Link
Could this be possible to use in SMW, or any Snes game for that matter.
(I already know that you currently can't do it in SMW)

I was looking around in Tile Ed 2002, and I noticed that there is an Snes 8bpp mode, which allows all 256 colors to be used as 1 palette, instead of being split up into 16 palettes, which allows only 16 colors per palette.

I figured out how the different "bpp" numbers work.
1bpp is 2 colors
2bpp is 4 colors
3bpp is 8 colors
4bpp is 16 colors
5bpp would be 32 colors
6bpp would be 64 colors
7bpp would be 128 colors
and finally...
8bpp is 256 colors

Why would Tile ED 2002 have an Snes 8bpp option if it can't be used, or could it?
Atma X

Bandit
Level: 43

Posts: 3/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-17-04 07:11 AM, in Screenshots of Super Mario's Quest Link
Originally posted by Geno
Welcome back, Atma! Replace it, I beg of you. It look very, VERY awesome.

If there are any graphics you don't want to release, you could make a rule that if it is stolen, you would lock your hack.


Thanks for the welcoming, I'm glad to be back, even though I have to start my posts all over, and same with everyone else, oh well

I think if there is something that I really don't wan't anyone to use, it would be my
Mario GFX that I am currently working on (I've barely started though).

It's based off of some old Mario toys that I still happen to have.

Here's a preview of what it would look like

Does it look too realistic, or does it look like it would be good to use?

It would be a lot of work though, especially since there's only 1 position (kind of 2, because his looking up in one of them), and the arms need moving.



(edited by Atma X on 03-16-04 10:31 PM)
Atma X

Bandit
Level: 43

Posts: 4/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-17-04 08:27 AM, in Screenshots of Super Mario's Quest Link
Yes it has been quite difficult, but it barely works, I've also had to fix them up a little after I shrunk them.

The good thing about it is that it really looks like Mario (in every way), it looks cartoony enough, but realistic at the same time.

Tell me the things that you don't like about it, so I can compare the differences a little better.
Be completly honest.

I wonder if there's a way (through ASM) to make Mario's graphics shrink in size (by half) when played in the game, allowing more room for his gfx.
In other words, Mario's gfx would look like it's made of something like Mega pixels, but it would actually be shunken down Pixels to allow for more gfx space.

I highly doubt that's even possible though.
Atma X

Bandit
Level: 43

Posts: 5/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-17-04 11:52 PM, in Snes 8bpp Graphics mode? Link
That sucks, oh well, I figured it wasn't very possible anyway, I was just curious about it.
Atma X

Bandit
Level: 43

Posts: 6/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 12:00 AM, in Super Mario World - new hacks Link
Maybe he didn't see the "Custom Level Palettes" option, and was trying to use similar colors that were already there.
Atma X

Bandit
Level: 43

Posts: 7/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 12:11 AM, in The Lunar Magic Codes Documentary Link
Originally posted by Mario Mario
There's also a really old code for back when the Overworld Editor was hidden.
Type Chelsea in the main window and press Ctrl-O to open the Overworld Editor.

Unfortunately the shortcut only works after you type the code, so you can't always use Ctrl-O to open the editor.



You used to be able to open it with Ctrl+O with out typing in Chelsea first, I think it was in LM v1.30 - LM v1.51 (somewhere around there).

I figured this out when I was going to save a level using Ctrl+I, and I accedently hit Ctrl+O some of the times.
Atma X

Bandit
Level: 43

Posts: 8/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 12:17 AM, in Mario OV sprite in LM? Link
I've never noticed this before because it has never acually happened to me yet, but I'll be sure to notice it if it does.


(edited by Atma X on 03-17-04 03:18 PM)
Atma X

Bandit
Level: 43

Posts: 9/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 12:36 AM, in Message from an old wannabe-Mario-hacker Link
Looks interesting, I never played it though. The levels look challenging, very Mario-like, and mysterious.

And now that ExGfx can be used, that could be updated, but it doesn't have to, a game isn't everything because of graphics.


(edited by Atma X on 03-17-04 03:37 PM)
Atma X

Bandit
Level: 43

Posts: 10/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 01:06 AM, in *Cracks whip* Faster, dangit! Link
There are three different sprites that smash Layer 2.

(Keep in mind that "Layer 2 Smash Sprite 1 and 2" don't work at all in a few screens, I think "Layer 2 Smash Sprite 2" doesn't work when Mario is in screens 4, A, & B, and maybe somewhere past that, but I haven't tested it past that point, just avoid placing it at the edges of the screens (the ones that do work) that surround screens 4, A, & B, so you can't see it suddenly boost back up to the top of the screen)

Layer 2 Smash Sprite 1: This Layer 2 smash sprite doesn't smash down as far as "Layer 2 Smash Sprite 2" does, and I can't remember if it moves Layer 2 down a little, and then pauses before smashing. I'll check when I get home. It also speeds up a lot as you progress through the level. (Like it does in Wendy's Castle)

Layer 2 Smash Sprite 2: This one is lot like the first one, but it goes down further, and I know for sure that this one moves Layer 2 down a little and then pauses, before it actually smashes.

Layer 2 Smash Sprite 3: This one is not like the others. It moves Layer 2 down without any hesitation, but it moves Layer 2 down slowly, and up really fast, this one would be perfect, if the speeds were switched.


(edited by Atma X on 03-17-04 04:10 PM)
Atma X

Bandit
Level: 43

Posts: 11/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 01:14 AM, in *Cracks whip* Faster, dangit! Link
I should have previewed it before posting, but I fixed it.
Atma X

Bandit
Level: 43

Posts: 12/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 08:30 AM, in Overworld editing Link
If you have any more questions about the Overworld, ask away, I know how to work everything in the OV Editor.

I don't feel like writing a full tutorial right now (because I'm tired and want to get to bed right now, and I'm not feeling that well either), but I'll do it in a couple days.


(edited by Atma X on 03-17-04 11:30 PM)
Atma X

Bandit
Level: 43

Posts: 13/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 08:50 AM, in Mario OV sprite in LM? Link
Woo Hoo! it works, and it is activated by holidays for sure.

Holidays that fall on a certian day in the week won't do anything because the date changes each year (such as Thanksgiving, Good Friday, Easter, etc.).

Holidays that I've tried:

Holloween:
Still Just Mario

Christmas:
Mario riding Red Yoshi

Valentines:
Still Just Mario

St. Patrick's Day:
Luigi

April Fools Day:
Mario riding Green Yoshi

4th of July (American Independance Day):
Still Just Mario


(edited by Atma X on 03-17-04 11:51 PM)
Atma X

Bandit
Level: 43

Posts: 14/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-18-04 09:01 AM, in Overworld editing Link
Oh really. You want to test that?!!
I only got very good responses to the "Custom Animation and Custom Palette" tutorials that I wrote, and yes they were very clear and easy to understand.

[Edited]
I wasn't trying to attack you earlier, but you really deserved what I said. You said the same kind of things about my hack, that was said about your's (and mine wasn't even anything like your's, your's sucked ass completely, and I didn't even comment on it, untill now), and then bitched about it and tried to cover up by saying that you did it on purpose. What kind of idiot would produce crap on purpose and get offended when people don't like it. If your going to give criticism (criticism that wasn't even useful or helpful in any way, just offensive), then you better be able to take some.


(edited by Atma X on 03-18-04 12:02 AM)
(edited by Atma X on 03-18-04 12:04 AM)
(edited by Atma X on 03-18-04 04:15 PM)
Atma X

Bandit
Level: 43

Posts: 15/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-19-04 01:27 AM, in Overworld editing Link
Yea, it definitely looks a lot better with ExGfx. Just keep in mind that when Mario passes through a "Standard Exit", the graphics don't get reloaded until he goes into a level, and back out. Use Pipes and Stars to reload the graphics when changing from one OV area to another. And also be aware that while in 2 Player mode, the Graphics don't reload when you switch between players.

It should be easy to understand, but here's a clear example anyway. If Mario was in the Main OV Screen, and Luigi was in Vanilla Dome, the graphics wouldn't reload (after Luigi's turn) when it becomes Mario's turn again, or vise-versa (From Mario's to Luigi's turn). Instead, it would still be using Vanilla Dome's graphics (from when it was previously Luigi's turn) for the Main OV area
(which would now be Mario's Turn), or vise-versa.


(edited by Atma X on 03-18-04 04:27 PM)
(edited by Atma X on 03-18-04 06:52 PM)
Atma X

Bandit
Level: 43

Posts: 16/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-19-04 02:25 AM, in Overworld ExGFX request Link
SMB3 World 1? Sure I'll make it for you.


(edited by Atma X on 03-18-04 06:35 PM)
Atma X

Bandit
Level: 43

Posts: 17/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-19-04 08:13 AM, in JAMH: SS Archive Link
I like the whole Candy & Card idea (and what ever else is to come that follows these kind of ideas).

It looks very good, you have a creative sense of level/gfx desing.
Atma X

Bandit
Level: 43

Posts: 18/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-19-04 08:31 AM, in JAMH: SS Archive Link
Originally posted by Weasel
Some people in here need to take a lesson. This is what an innovative hack looks like. OMG NO RIPPED GRAPHICS FROM SMAS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

It looks very very good



Yea that's another good thing about this one. A lot of the other hacks seem to have way too many SMAS & SMW2 YI gfx used in them, a little is ok, but practically recreating Mario 1, 2, 3 or SMW2 YI with different level layouts is starting to get old.


(edited by Atma X on 03-18-04 11:32 PM)
Atma X

Bandit
Level: 43

Posts: 19/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-20-04 01:05 AM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
I copied all of Bouche's notes from one of the Threads.
It had all of the Pattern Pointers (as Bouche calls them), but it didn't seem to have the actuall Data for the Music.
The if your not sure what the Pattern Pointers are, the're the things that tell the game how to play different parts of a song in a certain order.

Example: A lot of songs have an intro that is only played once, but the rest of the song is looped. So the Pattern Pointers are what tells the game to play each part of the song in a defined order (the defined order is created by the Pattern Pointers of course).


Edited:
If anybody wants the notes that I picked up from Bouche, you can get them here. http://www.freewebs.com/atmasdomain/SMW%20Song%20Patten%20Pointers.rtf.

(It's got the entire Thread, but only I bothered to get Bouche's posts, since his were the only ones with any Music Editing info)


(edited by Atma X on 03-19-04 08:08 PM)
Atma X

Bandit
Level: 43

Posts: 20/801
EXP: 553639
For next: 11407

Since: 03-16-04
From: Derrière vous!!!

Since last post: 43 days
Last activity: 14 days
Posted on 03-20-04 01:22 AM, in CUSTOM MUSIC - IN MARIO WORLD [ASM] Link
Yes, but you can't load in new music with only the Pattern Pointers, you also need the Data for the Music itself.

You need the Music's Data for the song, and the Pattern Pointers to confirm how the song is played.

(I did actually mess with the Pattern Pointers myself, and tested more that 1 song, and it really did play the song in different orders, so it does work right).


(edited by Atma X on 03-19-04 04:29 PM)
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
Acmlm's Board - I2 Archive - - Posts by Atma X


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.040 seconds.