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

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Since: 03-15-04
From: Columbia City Indiana

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Posted on 06-27-05 02:54 AM, in Super Metroid Editor? Link
Against your wishes, I am going to link you to Zophar's Domain, home of the best working Super Metroid editor available.

http://jathys.zophar.net/smile/index.html


-edit-

A google search of 'Super Metroid editor' gave me a link to this same editor, and it was the very first link.



(edited by Chickenlump on 06-26-05 05:56 PM)
Chickenlump

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Posted on 06-27-05 02:59 AM, in Super Metroid Editor? Link
This is the last bit of help I can give on the subject, a little more searching brought me to this.
http://jathys.zophar.net/smile_help/index.html

-edited to sound...better -


(edited by Chickenlump on 06-26-05 06:00 PM)
(edited by Chickenlump on 06-26-05 06:03 PM)
Chickenlump

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Posted on 06-27-05 05:17 AM, in Question. Also, pic from game Link
Originally posted by BaNd

I loved whoever made the hack with the orange cliff and sun. I can't find the topic to see who made it. Was it Forte?


Nope, it was Keikonium.

The thread is a little ways down on the first page titled: "Super Mario Era: Bowser's Revenge Overworld [ss"

http://board.acmlm.org/thread.php?id=15106

As for your screens, blue is good, but MANY more shades of blue would be better.
Chickenlump

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Posted on 06-27-05 05:24 AM, in Game question Link
Arrrr me matey, the game you be lookin' fer be called Haunting, Staring Polterguy

http://emunalysis.iwebland.com/sega/haunting/

Fun game, fun game indeed.
Chickenlump

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Posted on 06-27-05 05:31 AM, in Game question Link
You are welcome, sir.
I didn't own a genesis untill last year, but I did play the game quite a bit at a friend's house when it first came out. It was always that, or Altered Beast.

If you are going to emulate it, I must insist you use the newly released version of Kega Fusion, it leaves very little to be desired when it comes to Sega emulation.

Homepage - http://www.eidolons-inn.net/tiki-index.php?page=Kega
File - http://www.eidolons-inn.net/tiki-download_file.php?fileId=207
Chickenlump

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Posted on 06-27-05 06:08 AM, in Best Game Competition - FINALS (Voting ends at 11:59p on Friday, July 22) Link
SMB3 fo sho.

I have fond memories of the 80's movie The Wizard and SMB3.




HE TOUCHED MY BREAST!


Anyway, Melee is great indeed, but SMB3 has been played by many more people than Melee, not just because of it's age, but because of it's gameplay type. I can get my mom to play SMB3 with me for hours, but she won't touch Melee, or any fighting game for that matter.
Chickenlump

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Posted on 06-27-05 06:15 PM, in Mario 64 - Amazing Stuff Link
The sky and all the other textures are pretty much perfect, and flying around at top speed is something I wanted to do to this area for a long time.
I never could do that wall jumping trick to get on the castle.

If there ever is an editor for this game, I'm putting some stairs or something leading up there. Just because.

[off topic]
For those who didn't know, there are some High Res Texture projects going on (even if it's not really hacking) for Mario 64 among other games.
http://emutalk.net/forumdisplay.php?f=110
[/off topic]
Chickenlump

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Posted on 06-27-05 06:25 PM, in RIP Tigger Link
That is terrible indeed, the man was oozing with talent.
Tigger was O.K. but Gargamel was and still is my absolute favorite.
I've vowed to name my first born son Gargamel, because it is the coolest name, and it's only been used ONCE in all of history to my knowledge.
If it's a girl though... maybe Gargette...

They still make Winnie the Pooh cartoons and movies still don't they?
He shall be hard to replace.
Chickenlump

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Posted on 06-27-05 08:34 PM, in New screen from my SMW hack Link
--What do I use to view the RAM?

http://www.zophar.net/snes.html

Download the emulator named "Geiger


(edited by Chickenlump on 06-27-05 11:35 AM)
Chickenlump

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Posted on 06-28-05 03:15 AM, in Best Game Competition - FINALS (Voting ends at 11:59p on Friday, July 22) Link
Originally posted by Zerodius
There's people here that said that SMB3 is the best game ever becease it was featured in a movie... WTF?!?


Wrong.
I mentioned that I enjoyed the fact that it was in a movie, not that it should win BECAUSE it was in a movie. Nowhere in my post did I say it was the best game ever because it was in a movie.

I enjoy platforming games a bit more than fighting game for various reasons. My choosing SMB3 over Melee stems from my enjoyment of sidescrolling type platform games like SMB3.

Part of nostolgia is the feelings you get when playing a game you enjoyed. I played both and I have more nostolgia for SMB3. They are both games, and both give me happy memories playing them, but I had a better time playing SMB3 when it came out than I did with Melee.

Originally posted by Zerodius
The question here is: Which game is the BEST, not which game had the most impact!

Rather, I feel it that we should choose which is the best GAME.


I enjoyed SMB3 because I feel it's a superior GAME. I look past the shiny new graphics and sounds and bam-zow special effects, and see that I did and still do have more fun playing it.

Chickenlump

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Posted on 06-28-05 11:34 PM, in Temporal Flux Release Link
Check tile solidity between the two rooms, although you may have connected them, tile solidity must also be changed.

(this is assuming that this is your problem of course )

In this picture, you see that I have Tile Solidity turned on. The red areas are completely solid, and you cannot walk there. You can, and usually have to, change this to fit your new areas.


In this picture, I connected the two rooms, and changed the area to be non solid and walkable, allowing free movement between the two maps (I also changed the scroll boundaries, which is a bit harder to see here).


Hope this helps out some.
Chickenlump

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Posted on 06-28-05 11:39 PM, in Temporal Flux Release Link
Oh, I never thought about that. I wonder if changing the map size to encompass the two rooms make the X and Y coords different (meaning that the new map size must be taken into account and the events X and Y coords must be changed as well, for screen scrolling and sprite placement and movement) Well, that all made sense in my head anyway .
I'll have a look-see here after a bit.
Chickenlump

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Posted on 06-28-05 11:45 PM, in check out my overworld.... Link
Originally posted by Sonicandtails
Can you guys stop posting Overworlds all of a sudden? Its really annoying and it spoils hacks...Stop showing them!


Feel free not to click on the threads and read through them then.
I see no problem with wanting feedback from works-in-progress.

I have no problem with longer paths to stretch out an area, and the stars are quite nicely done.
The moon is OK looking, but try tweaking or taking out the white looking dots, or halo looking effect on the outside of it to give it better contrast to the darker night sky. The moon itself has good artwork, but the white dots are placed unevenly around it and kind of ruin the effect (In my opinion anyways ).
Chickenlump

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Posted on 06-29-05 12:05 AM, in The upcoming Nintendo videogames Link
The superb DS is nothing more than a n64 "with pepper" and the double screen is... something like... you avoiding a press in the start button to look the gaming status, or whatever. Ouch.

I sort of understand this, sort of...
Everyone has their own opinion on the two screens, but not having to pause the action to get to a subscreen, or have optional componants such as maps, stats and info not cluttering up the main playing screen is a pretty sweet idea really. More time playing the games, and less screen clutter = a very cool-beans experience from the games I've played.

The only 'bad' thing about the N64 was it's cartridge medium really (I personally love cartridges, not as easily destroyed just by dropping them or laying them face down on just about any surface). I loved the N64, and the idea of having that type of quality in a handheld is pretty darned cool.


Chickenlump

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Posted on 06-30-05 04:46 AM, in Mario 64 - Amazing Stuff Link
Originally posted by HyperHacker

405FB0 - first file after l1


This appears to be objects, object properties and x,y coods for the objects in the levels.
Messing around I have moved Gates around and changed the properties of the bridge in this following picture.



Change offset 405A8E to 44 and watch this bridge spin around for awhile, it's quite humorous (for reasons beyond my understanding ).

----------------EDIT-------------------

Oh cool, it controlls enemies and bosses as well.
Change offset 405C4B to 02 to have the Bomb Boss appear on Act 2 (It was originally 01 for Act 1).


Change offset 405C4A to change the image of the boss (some values crash things up of course).
A value of 6B let me fight the Wooden Log of Doom boss!



(edited by Chickenlump on 06-29-05 08:51 PM)
(edited by Chickenlump on 06-29-05 09:15 PM)
Chickenlump

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Posted on 06-30-05 06:44 AM, in Mario 64 - Amazing Stuff Link
Originally posted by Tanookirby
That's really cool. Can you show us a video of the bridge spinning around?


I've never logged anything to a video file before, it's best seen by just opening a hex editor, go to address 405A8E and change it's value to 44 and play the game in your emulator. The bridge spins, but don't touch or go near it, the game freezes (not sure why yet).
Chickenlump

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Posted on 06-30-05 06:57 AM, in Mario 64 - Amazing Stuff Link
I use the hex editor XVI32.
It's simple and it works.
The Log still acts like the Bomb Boss, it's just...a log...
It's fun to pick it up and just CHUCK that log...
Chickenlump

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Posted on 06-30-05 10:25 AM, in Mario 64 - Amazing Stuff Link
From what I have toyed with (not much), enemy and object x,y,z coords, level Act. # that they appear (like the bomb boss only appears in the first act), interaction/action properties for the objects (teeter bridge) and a few other things I've forgotten or didn't write down. I think coins and trees are placed in the level through this file as well, though I've had limited sucess with finding and editing them.
Chickenlump

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Posted on 06-30-05 09:46 PM, in Mario 64 - Amazing Stuff Link
Super Mario 64 (U) [!].v64 is the ROM I'm using, it's size is:
8.00 MB (8,388,608 bytes). I'll be sure to post this each time I contribute something, however minor.

I have all weekend to poke around and make some lists. Hyperhacker found the file though, I'm just exploring and trying to document it.

Great job on the Bob-omb Battlefield demo, it's quite interesting!
I sort of know where the Boss's X,Y,Z coords are, so I'm going to try to set him at the start of the level (making lists is going to be tedious otherwise...climb the mountain...climb the mountain...tear the hair out...climb the mountain...).

Have a fun vacation.
Chickenlump

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Posted on 06-30-05 10:57 PM, in Mario 64 - Amazing Stuff Link
I'll just continue to edit this post as I find stuff (unless it's unrelated to objects).

ROM version used:
Super Mario 64 (U) [!].v64
8.00 MB (8,388,608 bytes).
===================================
THE LIST
===================================
Teeter Bridge: 405A8E - Movement or action properties
Koopa the Quick's Flag Pole: 405C17 - Act # this will appear
Koopa the Quick's Flag Pole: 405C1D - Positioning related
Bomb Boss: 405C4A - Image Modifier
Bomb Boss: 405C4B - Act this will appear
Koopa the Quick: 405C62 - Image Modifier
Koopa the Quick: 405C63 - Act # this will appear
===================================
END LIST
===================================

Let's see, 12 bytes long
Koopa the Quick:
--------------------------------------
Byte 1:
Byte 2:
Byte 3:
Byte 4:
Byte 5:
Byte 6: Image Modifier (originally 68)
Byte 7: Act # Appearance (originally 02)
Byte 8:
Byte 9:
Byte 10:
Byte 11:
Byte 12:

If any mod sees this, perhaps this could be sticked? I think this is progressing fairly well and would remain fairly active.



(edited by Chickenlump on 06-30-05 02:01 PM)
(edited by Chickenlump on 06-30-05 02:36 PM)
(edited by Chickenlump on 06-30-05 03:15 PM)
(edited by Chickenlump on 06-30-05 03:19 PM)
(edited by Chickenlump on 06-30-05 04:05 PM)
(edited by Chickenlump on 06-30-05 04:07 PM)
(edited by Chickenlump on 06-30-05 04:21 PM)
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