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

Cukeman
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Posted on 08-05-05 02:11 AM, in SMB and TLL Beta Testing Link
I can test either one. I have plenty of time on my hands.
asdf

Cukeman
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Posted on 08-12-05 09:16 PM, in Unused Layer 3 image? Link
Damn! We have to get a list of all the unused/unknown sprites and brute force the hell out of the unused ones. While we're on the subject of Lunar Magic tricks, here is another cool thing I remember from a while back: How to use Reznor in a regular level (with only a few minor glitches, but nothing major or anything that could be worked around).

SP3 = 25
SP4 = 22
Sprite Index = 0E

Now, insert sprite A9. It may look a little messy, but ignore it. Now, turn on sprite data (hex code, 5 on the keyboard). You should see the location. Adjust the X-Location of the sprite to add Reznors. In short, place four side by side, and you will have four Reznors. It'll show up in the game. There are a few quirks, though.

1. The fireballs it shoots are Mario's fireballs. Also, the hit radius is about the same size as the Mario fireballs! This gives some insight into how Reznor might have been intended to be implemented.
2. The rotating wooden block is non-existant. Just like when Reznor is shown during the enemy credits at the end of the game!
3. When the ground is supposed to vanish, the location where the blocks are located normally becomes unwalkable. The graphics remain unchanged, however. You can combat this by not having anything in that spot, although this could make having hazards a pain in the ass to do without frustrating your player.
4. Sometimes, the last Reznor gets stuck on the screen after it is killed. This might just be from having sprite buoyancy on, however.

Here's an image (excuse the lousy Mario GFX and the custom Fireballs)




(edited by asdf on 08-12-05 12:17 PM)
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asdf

Cukeman
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Posted on 08-18-05 09:54 PM, in some new screenies (warning: blood) Link
01. Damn, that Goomba and that Flower are awesome.
02. Nothing wrong here, although I though the L looked a little odd.
03. The pirhana looks odd, but it's manageable. Excellent otherwise.
04. Nice job with the blue Dino monsters.
05. That pallette is sexy, as is the rain. The autoscroll could get annoying, though.
06. Words cannot describe how awesome this shot is.
07. Pretty good.
08. Too damn good.
09. Heh, if you're going to have something like that, you need more blood. Great and unique. Reminds me of the tower in Mario's Insane Rampage (not a SMW hack, for those who are asking, it's a Zelda Classic quest).
10. Nice.
asdf

Cukeman
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Posted on 08-19-05 11:24 PM, in I am stuck for ideas...a little help, please? Link
The second world in my hack is going to be a fire based forest world. However, I am unsure as to what to do for the "secondary level type." That's second (main) type of level found in the world. In this case, the first type is the fire forest. The secondary level type has to be something that could be associated with the main type, or it'll clash. Those two level types are the ones used most often in the world, usually alongside the typical underground and castle levels. I'm doing this to keep things interesting, sort of like the original SMW.

The fire forest world is a like forest world, except it has a lot of fire based enemies in it. The levels already in it are an introductary forest level, another forest level with lava, and a "fire plains" type level with pirhana plants and generated bullets as the only enemies (no, I'm not making fire plains the secondary level type). Any ideas?


(edited by asdf on 08-19-05 02:25 PM)
(edited by asdf on 08-19-05 02:25 PM)
asdf

Cukeman
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Posted on 08-20-05 10:56 AM, in Some kind of large find!!! COME QUICK!!! Link
You shittin' us? If not, wow.

Number three looks like the Yoshi fireball. Also, right above the circled "Mario Hat", you can see what appears to be a section of the Bowser overworld sprite.

The first of the "don't mind this" almost looks like a fire flower. The bottom right resembles a Swooper if you look at it straight, but when you look at it from an angle, it looks like a jumping fish. Might have been something like that fish from SMB2.
asdf

Cukeman
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Posted on 08-20-05 11:14 AM, in I am stuck for ideas...a little help, please? Link
SoNotNormal: The first idea is okay, except the overworld ground there is red. Although a swapped level from the primary type (like 4-6 in SMB3) could work, especially because of the way my "lava" looks. The second is probably the best idea yet (my current one is canyon), although the graphics for that could be a pain to draw. The third is a nice idea for a later world, since I don't want to waste the best ideas right away.

JaCory: Don't want to force stuff like that down too early, although it's good.

Remember that I need level types, not level themes. Although both are helpful for me.
asdf

Cukeman
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Posted on 08-22-05 09:39 AM, in Pipe Colouring Problem Link
Yeah, you can thank Nintendo and their crappily coded vertical level memory map for that one. Remember Donut Secret 1? After using the power balloon, the pipes turn from orange to green. In fact, if you go up just right distance, the pipes will have only turned partially green.

Speaking of which, someone with a lot of hacking skill needs to make a patch that fixes the vertical memory map.


(edited by asdf on 08-22-05 12:39 AM)
(edited by asdf on 08-22-05 12:39 AM)
asdf

Cukeman
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Posted on 08-23-05 07:20 AM, in LM Bug (or not) - Side Exit sprite Link
Here's another idea. Being able to give "names" to your ExGFX files. When you have as much ExGFX as I have (oh, I'd say over 100), it can be very difficult to remember what is in every ExGFX file. Or worse, it can be a major pain in the ass to find a particular ExGFX file. Thus, .xsc files. These would be files like .dsc .msc and .ssc, only they would be used to give your ExGFX custom names. For example, if you had a sand cave tileset in ExGFX97.bin, you could put some data into the .xsc file to specify its contents. When you open your hack in Lunar Magic, you'll know that ExGFX97.bin contains a sand cave tileset. So if you forget and don't have the tileset on any levels, you can easily look at the list and remember.


(edited by asdf on 08-22-05 10:21 PM)
asdf

Cukeman
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Posted on 08-24-05 12:42 AM, in ...And Now Golden Yoshi Presents...The SMW2+ Complete Version! Link
Hmm...where's the fifth flower in 1-7? I've found the three in the monkey area, the one in the secret area with the flower, blob and two flashing eggs, and the one in the final area, but I can't find that last one. I figure it's in the Tap-Tap area, but sprite problems make it finicky.
asdf

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Posted on 08-24-05 02:10 AM, in ...And Now Golden Yoshi Presents...The SMW2+ Complete Version! Link
That did it, thanks. But now, it's BUG TIME!!!!



1-8. Watermelon in mouth, I fluttered to the right while firing to get the nearby 1UP Cloud. All is going well until I hit it then...OH MY GOD!!!

asdf

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Posted on 08-24-05 05:31 AM, in ...And Now Golden Yoshi Presents...The SMW2+ Complete Version! Link
Nope, not corrupted and it was unmodified. I tried again without the watermelon and it happened again. It seems to occur because there are too many red bullets on screen at once, but even then it's semi-random.
asdf

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Posted on 08-24-05 05:35 AM, in SMA - hack pics inside Link
Originally posted by Zachio
Nice Hack. I'd love to try it soon.

About a host, use www.geocities.com.


No. Just. No. That's the worst host you can use. Freewebs or Angelfire is better.
asdf

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Posted on 08-24-05 07:17 AM, in SMA - hack pics inside Link
Originally posted by HyperHacker
No you haven't.
Originally posted by Tatrion
the moving hole is to make it slightly more dangerous

How? Either you fall in the hole and die, or you fall on the spikes and die.


But if you're powered up, a fall on the spikes doesn't necessarily mean death. You can still recover. Although the hole does look odd.
asdf

Cukeman
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Posted on 08-25-05 06:44 AM, in The ExGFX Workshop Link
REQUEST: Tree root tiles for the foreground, but there's a small catch. They need to fit into my Flame Forest underground tiles' ExGFX file (unreleased). It's basically set up like the regular tiles are in the original Mario World, so it needs to fit in about half an ExGFX file. Irregular-shaped objects are the only things I am bad at drawing. Oh, and I can handle recoloring, if you care to know.

If you're wondering, the Flame Forest ground is nothing more than a heavy modification of the SMW Forest ground tiles with the regular/cave dirt tiles for the dirt. It sports dark brown for dirt. The ground is orangish in the land levels and reddish in the underground levels.

Technical notes: Three palettes are being used in there, 2, 3, and 4 (fear the unaffected status bar). I could cut that down to two if I could find a better background (currently, I'm using my SMB3 1-5), but nothing seems to fit. If you absolutely need the palette to do stuff, I could arrange something.

EDIT: Since you don't seem to be responding, here's what the tiles look like.



(edited by asdf on 09-01-05 04:40 PM)
asdf

Cukeman
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Posted on 08-25-05 09:33 AM, in Beta Stuff in SMB & SMB2j? Link
Very interesting. I put that Cactus into my SMB2j SMW tileset without even realizing it was unused. I even updated it a little by adding "thorns" Beta ground 1 looks like the SMB1 ground without that odd "boarder" surrounding it. EDIT: I checked my ExGFX again, and I also put that tile in there! Beta ground 2 looks like the regular ground of SMB2j.

EDIT 3: And it turns out that I have all three beta tiles in that ExGFX file. Incidently, the way I set it up may very well be what they were planning to do with it (placing it underneath the first set of ground tiles).

As for that image, you can see that the world is X-1. And treetop levels are on X-3 in the original! Perhaps there was going to be a treetop world, and underground world, a water world, etc. instead of having a bunch of land worlds with some of those thrown around with castle levels at every X-4


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(edited by asdf on 08-25-05 12:49 AM)
asdf

Cukeman
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Posted on 08-25-05 10:53 AM, in SMW: Super Mario Land 2, 6 Golden Coins Link
Originally posted by Shadow
Hey this is coming along great! I really felt I was playing SML2.How you did the spike worm?? It acts exactly like a Kirby's game enemy! I think you should animate the bunny ears when his floating! This is great pal! Keep it up! Hint:To make that Moon levels, just make the level a water level and that's it!


Actually, if I remember correctly, the friction of the "water" on Moon Zone 2 was less than the water on the other zones. Moon Zone 1 didn't have the swimming effect, although it had less gravity. There is an anti-gravity block, but BMF said it was an old ASM hack and it may conflict with other things.
asdf

Cukeman
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Posted on 08-25-05 12:41 PM, in Join the HDMA Revolution! Link
Wow, I'd never thought SMW hacking would go this far. Before you know it, we'll be dealing with Mode 7 effects. Just how extreme can the wavy effects get? Is stuff like the lava effect the limit, or can you go as far as the fuzzy effect from Yoshi's Island (even if it's just an illusion)?
asdf

Cukeman
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Posted on 08-26-05 06:03 AM, in Unused Layer 3 image? Link
Originally posted by HyperHacker
That first pic must have been made while the SNES was still in development. 4 backgrounds, sprite scaling? (Sure, it CAN use 4 BGs, but nobody does, because the colours would suck. SMW doesn't.)

Also, check out the bottom left screenshot in the second image. Cloud rings!


If I remember correctly, Mario Kart uses all four layers, and it looks fine. Sukasa, they probably got rid of the beta overworld because they couldn't find a way to make the level icons look right while still retaining the same layout.
asdf

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Posted on 08-26-05 12:51 PM, in Super Mario Bros. DX Released! Link
Just started playing, and this is very impressive! Those Toad houses are neat, but there's a minor oddity with the Yoshi one. If you jump below him, you'll end the level without him. =/

Another oddity: Entering the pipe in 1-2 creates a quick fade to white effect. It goes black again, then it freezes. Nope, not corrupted.

More bugs.

The ball 'n chains in A-1 are screwed up.
Lakitu's cloud is still there, it's just invisible.
The Princess has sunburn.


(edited by asdf on 08-26-05 03:53 AM)
(edited by asdf on 08-26-05 03:53 AM)
(edited by asdf on 08-26-05 03:55 AM)
(edited by asdf on 08-26-05 04:10 AM)
asdf

Cukeman
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Posted on 08-26-05 01:18 PM, in Super Mario Bros. DX Released! Link
1-2 in SMB1. The pipe at the start (the one that makes you enter the level) Other bugs I've found...

- Your edit of the Bowser Battle music trigger code (don't know what to call it) causes the SMB1 Castle music to play throughout the second and third phases. You made it so that the music does not change. But you forgot to do the same to the zooming phase (causes Pipe Maze to play) and the "HELP!!!" sound (causing the castle music to play)

Notice anything wrong in this image of SMB1 2-1?



Screenshot of the messed up Ball 'n Chain



Screenshot of the invisible cloud



EDIT X: Yet another bug! During the ending when Mario, Peach, Yoshi and the eggs arrive, Mario does not walk graphically! He glides with his legs in this position. This also shows the sunburned Princess.



More fun with graphical glitches!






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