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Acmlm's Board - I2 Archive - - Posts by asdf |
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asdf Cukeman Level: 28 Posts: 281/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by HyperHacker The downside to sharing info is that sometimes, when you do it, the middle to high-class hackers expect you to use it. Just look at SMW. HDMA has been released, which is all fine and dandy. However, some people nearly demand that HDMA be used in a hack. Oh, and n00b/Middle Class wars. The common middle class are the ones that start the most trouble, ironically. They fail to tolerate the n00bs, who are just trying their best (although if there is ignorance running amok, there may be a problem). Here are some of the things the middle class bitch about. - OMG NO SCREENIES DIE This is the worst argument ever. First off, it's screenshots, not screenies. But more importantly, some people may be asking for input. If someone were to make an eccentric hack and post screenshots of the hack, people might judge the hack on the quirks alone ("that's a stupid idea"). Sure, most people are pretty nice, but that doesn't change the fact that many n00bs are afraid of criticism. Sure, screenshots are a good hook, but I pity anyone who needs an image to orgasm over a hack. Sometimes, the best of the best might post hack info without screenshots, usually if they want to tease their audience. And do people complain about that? Noooooooooooo...granted, there is a level of respect involved, but that's judging people by their postcount or their join date. They're just fucking numbers. I remember there was this one SMW hacker who came out of nowhere. He was new, and he has respect. Are the simple-minded not similar? Is it wrong to complain about a hack not having screenshots? In summary, when a n00b posts hack info with no screenshots, it's either a placeholder (tolerate it) or a topic to gather opinions before they start. - MY EYES!!!!!!! AUUUGHHH!!!! A SEIZURE!!!!! THOSE COLORS SUCK!!!!!!!! Seriously, if you get a seizure from looking at bright colors, you need to see a doctor. Now. There are some scenarios in which the colors are horrible, but this is merely a case of standards being too high. Unless there is a strobe effect or something, this is just a dumb comment. More as they come to me (or you) - UNORIGINAL!!! So? It's merely inspiration. Hell, why don't we lynch all users who make grass worlds in Mario hacks for ripping off the first hack of that game (however shitty it may be)? Besides, the "unoriginal" hacker might add a twist or two of their own to the "borrowed" idea. For example, some recent "hacking fad" in SMW right now seems to be elemental worlds. While one hacker might have an ice plain world, another might have an ice mountain or ice lake world. While one might have a standard grass world for their...uhh...grass world, another might save it for later for a plant world riddled with overgrowth. Simply put, the same idea done by two different hacks will not give the same result. (edited by asdf on 10-07-05 01:37 AM) |
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asdf Cukeman Level: 28 Posts: 282/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Now, now, The Kins, not even a n00b would do something like that. On top of that, I was talking about bright colors that are not flashing. | |||
asdf Cukeman Level: 28 Posts: 283/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Repost from an earlier thread... 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. The level will end automatically after killing four of them. |
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asdf Cukeman Level: 28 Posts: 284/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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These look very impressive. 9-3 in particular. Hopefully, this version won't be as buggy as the last version. Nice job. | |||
asdf Cukeman Level: 28 Posts: 285/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Blank topic lol | |||
asdf Cukeman Level: 28 Posts: 286/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Looks very good. Keep in mind that there were other problems with such "minus worlds" as well. I'd also like to see the "Game Genie" worlds that can be "unlocked" with game genie codes, in particular, the 12 or so string of levels given from ZIGPSK. There's a page on it on GameFAQs. Oh, and the original 0-1, although only accessable via Game Genie, was an underwater castle level with many dead ends. (edited by asdf on 10-20-05 04:35 AM) |
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asdf Cukeman Level: 28 Posts: 287/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Hotel Horror - Good design, but the ghost house GFX kind of ruins it. Blue Switch Area - Ice level. Very cool. Ruined Ruins - I could've sworn Scrap Brain 3's palette had more grey in the background, but it's still fine the way it is Bombs and Bullets - Where have I seen those great tiles before? Temple of Fire - Cool. Rhino-Oil - Nothing wrong here. Starlight Tower - Damn, that's amazing! Especially the outside. It looks odd because of the JPG format, but it should look better in game. (edited by asdf on 10-20-05 03:38 PM) |
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asdf Cukeman Level: 28 Posts: 288/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by Shane -26- You should've seen me when I was playtesting the original release. Hell, I can even spot some errors in these screenshots. Like here, for example. The far right pipe is floating. Or here, where there is a small error on the far right. |
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asdf Cukeman Level: 28 Posts: 289/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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They're all very nice, except for the snowy Ghost Plain one. It just looks...annoying. Like scanlines have been added or something. Also, fix the instant-death causing munchers in the pipe levels. |
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asdf Cukeman Level: 28 Posts: 290/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Camera? I thought it was a sniper rifle. 01 - Great, no problems here. 02 - The tides make it look weird with the background. 03 - Same. 04 - Background is plain, but good otherwise. 05 - Odd lava. 06 - This has great potential, but for some reason (probably the brightness) I just don't like it. 07 - If I didn't know any better I'd say the background caught STDs 08 - See above. 09 - See above. The linked logs look great. 10 - Nothing much to say here. 11 - The "invisible paths" look strange, as does the world. Cool, though. 12 - Very nice! The top right reveals minor blandness, but it doesn't matter much. 13 - Great design. (edited by asdf on 10-22-05 04:22 AM) |
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asdf Cukeman Level: 28 Posts: 291/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by Santa Claus The problem is, as I've stated many times before, HDMA requires a whole new clean ROM. It can get fairly complicated to re-do everything, even with imprort/export options |
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asdf Cukeman Level: 28 Posts: 292/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Whoa there. I can usually understand n00b-talk, but that doesn't make any sense. I can't think of any reason why it would appear messed up in BOTH places, unless he made screwy GFX or ExGFX. Which sprite is it? Translation: "Okay, when I try to insert a sprite in Lunar Magic, it appears in many pieces. The same thing happens in-game. Why does this happen?" |
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asdf Cukeman Level: 28 Posts: 293/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by peter_ac Yes, but now, you can have both a Cheep-Cheep and a Pirhana Plant in the same level without doing something horribly creative with the tiles like I have done. Even so, making it look right was truly an accident. And as an added bonus, the potential rare glitching with Pirhana Plants is fixed. (edited by asdf on 10-26-05 02:07 PM) |
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asdf Cukeman Level: 28 Posts: 294/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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You know me, you know what I did, and you know what I am going to do if I get picked. | |||
asdf Cukeman Level: 28 Posts: 295/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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It's a screen filter. They look good in the case of something like JJ's graphics, but tilesets that use more colors nearby could look ugly. | |||
asdf Cukeman Level: 28 Posts: 296/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Perhaps streetlamps or some other light could work. Perhaps something to be added onto the bricks, such as a regular window or some other window. | |||
asdf Cukeman Level: 28 Posts: 297/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Personally, I don't like FCEU Ultra. Too many undocumented features. My personal choice is NNNesterJ. Hell, the original Nester worked at full speed on my Pentium 1, so maybe that's why I like it. Gameboy emulation also worked at full speed with BGB, although SNES (ZSNES) and Genesis (Gens) were slightly slow at times (not by much, though). | |||
asdf Cukeman Level: 28 Posts: 298/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Fast Autoscroll does not stop at the end of levels. It keeps on scrolling, even if there is nothing past the final screen with objects on it. In fact, it will scroll PAST screen 1F into the Layer 2 Data, leaving a nice hole in the level. If you are playing a Layer 2 level and it goes by screen F, you will go through the Layer 2 part of the level on Layer 1. And when that runs out, you are suddenly blocked by something invisible as the screen scrolls past the layer 2 data (leaving a hole as before) and are killed! Very strange. Any idea why this happens, or is it just faulty programming? NOTE: You can make the player stay on screen in fast autoscrolling levels with boost or movement blocks. |
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asdf Cukeman Level: 28 Posts: 299/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Freewebs is a good bet, although it's slow. Angelfire is also a good choice. | |||
asdf Cukeman Level: 28 Posts: 300/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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Originally posted by SoNotNormal *signature *screenshots And to insert a palette, in Lunar Magic, go File -> Palettes -> Import Level Palette from File... and select the palette that will be used. |
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Acmlm's Board - I2 Archive - - Posts by asdf |