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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 08-26-05 01:44 PM, in Super Mario Bros. DX Released! Link
And another! In 3-1 of the lost levels, you can jump over the flag at the end. Now, that's all fine and dandy, but it leads to this.


The layer priority effects stand through.

4-3 in TLL: The bullets start firing too late into the level and continue firing after you've finished it.


Another one I forgot to mention earlier: In 8-4, the block for the "wrong" sound effect is visible.



And if you insist on going the wrong way for long enough, you reach this.



Touching that takes you back to the start of the level.

Here's one without an image. You can jump over the flag in other levels, such as 2-2 of the lost levels.


(edited by asdf on 08-26-05 04:53 AM)
(edited by asdf on 08-26-05 04:54 AM)
(edited by asdf on 08-26-05 04:56 AM)
asdf

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Posted on 08-26-05 02:04 PM, in Super Mario Bros. DX Released! Link
Yeah, I noticed that too.

Speaking of those water levels, check out the funkiness that went down in 9-2.



Look at the pipes! They float!



Here's a screenshot of the golden rain Keikonium mentioned.



This next one just looks odd.




(edited by asdf on 08-26-05 05:08 AM)
(edited by asdf on 08-26-05 05:09 AM)
asdf

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Posted on 08-29-05 12:10 PM, in Super Mario Bros. Deluxe Screenshots Link
Or maybe even set the amount of time the cloud is active for about half a second so that the player has no time to get on it. Still, the fireball and coin could cause problems.
asdf

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Posted on 09-01-05 12:03 AM, in Another New Hack Link

I'm not to happy with the way this overworld turned out so i might change it. If everyone else likes it, then i might keep it



Damn! Those graphics are arse. The square edges are slightly screwed, but it doesn't matter except to those who have eyes that are...well...nazis. Also, lower the mushroom one tile (cut off the black part at the bottom) and show it again, might look a little better. Everything else kicks ass as well, keep up the good work.


(edited by asdf on 08-31-05 03:04 PM)
asdf

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Posted on 09-02-05 02:46 AM, in Super Mario World: Mario and Luigi's Double Trouble! first demo release (SS are included) Link
Originally posted by Glyph Phoenix
You connected Mushroom platforms. They're mushrooms. They shouldn't be..


Feathers don't give you the ability to fly in real life, so they should be like that in Mario. Same goes for mushrooms making you bigger. And while we're at it, why don't we get rid of Yoshi, because the dinosaurs died out a long time ago?

The connected mushrooms look good, although you should put some "filler tiles" below it to make it look less ugly. Other than that, it looks very impressive.
asdf

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Posted on 09-02-05 02:51 PM, in Should 1ups be abandoned? Link
I only have 1-Up Bonuses from (Dragon Coins). Many have obvious locations early on, but later on they will get get tricky to reach. Sometimes you'll have to pull a trick or two off to reach them. They only respawn after restarting a saved game as well, so it isn't that bad.

And don't make hacks ridiculously hard. That just pisses people off. Hell, screw the lives system. Mario Adventure (not SMW, but whatever) did it, and it turned out great. All a lives system does in ridiculously difficult games that can set you back is promote anger as well as the involentary shout out of profanities.
asdf

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Posted on 09-05-05 02:51 AM, in Bowser's Return Complete Link
Bugs LOL


Look at the pretty yellow line!


HDMA effects cancel upon completion of the level. Although it looks cool here, the underwater effects could get screwed up.


Hmmm...this is an underground section fourth level if I remember correctly. Take a Buzzy Beetle...


It screws up as you go up


And comes out like this.

Screenshotless bug : I could provide one, but it'd be redundaunt. You tried to get rid of the Mario Start screen. But if you look closely, you can see a faint outline of it when starting a level.


Underground ruins, grass does not fade out correctly.

Pirhana Island levels annoyance: Some of the plants instantly kill you, while others simply harm you. There is no graphical difference. This just pisses me off.


Screenshot of the dolphin bug in Crystal Caves that dark ludwig mentioned (taken from the demo version, but it still serves the same purpose). NOTE: There were capes in the Demo version, that's why I have one


(edited by asdf on 09-04-05 05:51 PM)
(edited by asdf on 09-04-05 05:52 PM)
(edited by asdf on 09-04-05 05:54 PM)
(edited by asdf on 09-04-05 08:08 PM)
asdf

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Posted on 09-05-05 04:08 AM, in Bowser's Return Complete Link
More bugs LOL


Aquatic Ambience: Nice water effect. Nice forced suicide, too (go over the ceiling where the key is to see this)

Aquatic Ambience: Wow, this is a bitch to reproduce. Sometimes when you hit the jellyfish, Mario spazes out during the shrinking animation. One good method to see this happen is to pick up the key and get hit by the jellyfish at the same time. Couldn't get a screenshot of this, but I saw it happen with my own eyes.

EDIT: Ah, here we go.



That's what it looks like.

Aquatic Ambience: After completing the level, the Layer 3 fish appear from nowhere and get stuck on the screen.


(edited by asdf on 09-04-05 07:09 PM)
(edited by asdf on 09-04-05 07:25 PM)
asdf

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Posted on 09-05-05 04:31 AM, in Bowser's Return Complete Link

Crystal Mine 3, messed up layer priority screenshot


I've heard of hollow rocks, but this is ridiculous! (you can jump right through the sloped ceiling behind Mario)

Crystal Mine 3 again: I won't post this one in image form for the sake of those people who seem to get seizures easily (you know who you are), but after completing the level, the waterfalls flash red and blue. This also happens in other levels, but it just look annoying here. Also applies to CM5 and CM6.


(edited by asdf on 09-04-05 07:40 PM)
(edited by asdf on 09-04-05 07:43 PM)
(edited by asdf on 09-04-05 07:43 PM)
(edited by asdf on 09-04-05 07:44 PM)
(edited by asdf on 09-04-05 09:31 PM)
asdf

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Posted on 09-05-05 05:05 AM, in Bowser's Return Complete Link
Originally posted by HyperHacker

Damn shame, I was looking forward to seeing more. Why are the good hacks always unbeatable?


Don't know, maybe because they try to overload people too early.

Crystal Mine 4: An INCREDIBLY sexy way of crossing to the other side of that tricky jump (took me a couple of minutes to figure it out, but I pulled it off on the first try), but the weaker players might find it hard. I apologize for this choppy gif, but it was the best I could do.



Basically, you jump on the Chuck, get into the waterfall, allow him to run off the edge, drop down and bounce off his head to the other waterfall. Easier than it sounds. Keep it though, I liked it.


(edited by asdf on 09-04-05 08:05 PM)
(edited by asdf on 09-04-05 08:06 PM)
asdf

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Posted on 09-05-05 05:45 AM, in Bowser's Return Complete Link
Mountain Valley 1

Aw, hell naw!


Green stomp stars (gray in MV2).


Attack of the green mouthed koopas! For comparison, here are the koopas in the overworld and MV2's underground section



Layer priority error!


Lava? More like INSTANT KILL BLOCKS (because the shell survives down there.
asdf

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Posted on 09-05-05 06:22 AM, in Bowser's Return Complete Link
Eh, I'm just a bug nazi. But the good thing is I can spot just about any error.


Floating grass in MV3. Also, although the HDMA effect is sexy, the water scrolls WAY too fast. It made me dizzy.


When entering the Forest Ruin, this bit of madness happens at the beginning.


Lakitu sure seems to get into some wacky situations. This time, in Green Forest 1.


Haunted Valley, you can walk into the slopes


(edited by asdf on 09-04-05 09:24 PM)
asdf

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Posted on 09-05-05 06:47 AM, in Bowser's Return Complete Link
Originally posted by AP
Originally posted by Link2004
You know this hack looks great, but these bugs reported here is sure is turning me off from playing this hack. (even though most are nitpicking. Who ever heard of a PERFECT hack?)

Well, it would be a lot better if (at least most of) those graphics bugs were fixed in the hack rather than be just left there.
Excluding the graphical glitches, I think this is a very satisfying and wonderful hack so far. The challenge may be high, but so far I think this is a pretty fun hack. You've done a really awesome job, Ice Man.


Agreed. But for now, here's some more graphical glitch madness.


Underwater Diving 1. If you take a dip below the bottom of the screen you can get there.

Underwater Diving 2: The FG/BG postion is set too high, so the screen starts up higher than you are and scrolls down as you exit the pipe at the start.


Unless that's orange makeup, we have a little bit of insanity going on.

Also, after beating Wendy, the Waterfalls in the background flash red and blue, but it isn't as drastic as in Crystal Mine.


Now I'm afraid to use a mop.

1-1 Winter Edition

Shouldn't there be a secret area here?


Use your eyes for once. I'm sure you don't need my help on this one.


(edited by asdf on 09-04-05 09:48 PM)
(edited by asdf on 09-04-05 09:54 PM)
asdf

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Posted on 09-06-05 04:33 AM, in Experience the HDMA Revolution! [Release] Link
Excellent work! Downloading it now...

EDIT: A clean, unmodifed SMW ROM? Layer priority madness? People aren't gonna be too happy about these technicalities. And by that, I mean it's going to be more trouble than its worth for people already doing a hack. Very nice, though.


(edited by asdf on 09-05-05 07:37 PM)
(edited by asdf on 09-05-05 07:37 PM)
asdf

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Posted on 09-07-05 01:40 AM, in Bowser's Return? Link
Originally posted by AP

EDIT 2: Hmmmm...who chose "No way, this hack sucks"?


Probably some retard who can't handle the Paratroopa chains. Speaking of which, he fixed the one in Crystal Mine 2. Instead of the 16 some odd green Paratroopas in a row, it's more like 3 or 4 ones consisting of 2-3 Red Paratroopas, with some ground in between. If you can't handle ones as short as those, then I'm afraid all hope is lost for you.

And yes, do release the hack. By the way, you still haven't fixed the problem in the Pirhana Island levels where some of the munchers only harm you, while others cause instant death.

Heh, this is the second hack I've gotten unreleased due to mass-bug finding.
asdf

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Posted on 09-08-05 08:00 AM, in The New Super Mario Bros Show´s story Link
Originally posted by Caboose -1
Mott: No crap the story doesn't affect gameplay.


Actually, it can. It's just a matter of being creative enough.
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Posted on 09-14-05 10:04 AM, in Why do you emulate? Link
- Free
- Don't need to go to sparse garage sales or discount media stores (incidently, there are none where I live)
- No need to worry about retarded corruption that is seemingly automatic in old games. Especially in the case of Donkey Kong Country, where my game did it 99% of the time after being turned off (it could survive, but it was unlikely). Not to mention that the 2-Player modes usually returned a blue screen stating that there was "unauthorized accessories", "foreign material" or something like that.
- ROM hacks
- Messing around with PAR codes without needing to buy one
- Not having to hook up an old system
- Reliving old games
- Save states

Originally posted by HyperHacker

And if you play SMW hacks, it's pretty much required.


Hell, just about any hack is that difficult

- Fast forward
- Slow down
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Posted on 09-15-05 10:50 AM, in SMW Remix. What do you think I should do? Link
Originally posted by yoshi master
I think you shouldn't because a few hacks also have elements. It's just not original any more.


So what? Everybody uses grass worlds, water worlds and cave worlds and nobody complains about those.

Oh yeah, don't use light or dark, those aren't versatile enough to be interesting. Ideas...

Earth
Water
Plant
Ice
Electric
Poison
Wind
Fire

asdf

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Posted on 09-16-05 03:48 AM, in Last information on Bowser's Return Link
Originally posted by fabio
Wow, adding HMDA made the hack even cooler. The screenshots with HMDA are my favorite screenshots. Do you have a date for a release?


It already had HDMA.

Oh yeah, shove the old Mountain Valley 3 HDMA back in there somewhere (fix up the warp-speed water, though), I liked that effect. By the way, the mist effect in the castle looks...odd.
asdf

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Posted on 09-16-05 09:26 AM, in Last information on Bowser's Return Link
Originally posted by fabio

It does? I don't remember any levels that I played that had HDMA. I've played up to Crystal Mines 3 on the old one. I doubt I'll play it again but the newer version is coming out soon.


Of course it did! The sky in many levels is an example of HDMA. The first big HDMA example was in Mountain Valley 3 (or Aquatic Ambience, depending on the paths you take)
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