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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Keikonium
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Keikonium
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Posted on 09-03-04 11:23 PM, in 2 level demo: Mario's Return Link
This hack is pretty cool, I loved that title screen demo! Using that shell like that was awesome!!

I played Yoshi's Fortress (first level) and got both exits.

****spoiler****


I got the boo blocks over to that wall, and got up to get the key. It revealed the star to the left of the castle. The thing is, the star doesn't work right. I can't warp on it, enter it, I can't interact with it in anyway.

****end spoiler****

Overall its a good hack, I can't wait to see some more levels!
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Posted on 09-04-04 02:08 AM, in Gtk2 Super Mario Editor Link
Im sorry I can't provide any links or anything, but is this for SMW? Your thinking about making an editor that will rivial LM? Good luck too, you! If you need some data you can go to the SMW board (right below this one) and there is a thread with some memory locations. Not sure if thats what you need, but its good for hacking.

Can you provide abit more information on what your trying to do here?
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Posted on 09-04-04 03:53 AM, in SMW2+ Demo 2 Released! Link
Awesome! *downloads*

I will edit this post (if not many people post) saying what I thought of this hack. I can't wait to get to that fire cave type level!! Good job and keep up the good work!!
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Posted on 09-04-04 03:57 AM, in The first one Link
I got every nintendo system except gamecube (bought a PS2 instead but I was thinking about getting the cube soon...), Virtual boy (what ever that is...?), gameboy advance, and gameboy advance SP.

I dont like handhelds so I wont be getting either of those...
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Posted on 09-04-04 05:35 AM, in Weird Game Genie code for SMB Link
Turn off your speaker

But really, I think if you take that code, and put it into ZSNES, it will tell you the location in the ROM that the code refers to. I know that this is a NES game, but I still think it might work. At zophars there may be a program that you input a GG code and it will tell you the location in...hex? Just search around there, Im pretty sure there is one.

Were you trying out this code on the real game and then hacked a rom of it? Cause you do know all the little variations that you can get from one code right? Like the letter swapping, A-->K O-->P etc etc.

**EDIT:**

While trying out some game genie codes looking for a no music code I came across some interesting ones:

KKGAAE - Slow Music In Black Emptyness

Okay, I just stole these from a site. Lots of music and SFX ones...

SFX Codes

NAGNAG-new sound for stomping
NAGNAK-Many SFX different.
NAGYAG-Many SFX different.
NZZNZG-Many SFX different.
NAGNIG-Stomping FX different.
NAGNZG-Hitting block FX different.
NAGNLG-Stomp FX different.
AAGNAG-Stomp FX different. Freezes.
EAGNAG-Block, stomp FX different.
NOGNAG-Go down pipe FX different.
PAGNAG, NGGNAG, NTGNAG-Many FX different.
AXINAL-Jump FX different.
AUINAL-No jump FX. Also a behavioral code.
AVINAL-Jump and fire FX are different.
PVINAL-Jump, fire, and powerup FX are different.

Music Codes

NGGNAY-creates interesting music from all songs (loops several notes and
plays various bass parts over this)
NIGNAY-takes the DrumMix (explained later) and inserts pauses into it
YAGNAY-plays briefly some of the end-game music and then stops-only works
occaisonally
OGGNAY, XGGNAY, UGGNAY, KGGNAY, EGGNAY-All of these are similar to NGGNAY,
but each is different from the rest.
STAPTO-Music stops immediately.
PPPPPP-Various tunes are switched around.
EGXNAY-Drums are off-time. Also a graphics code.
YYYVYU-When you stomp an enemy, music goes through several variations.
KOTAGE-No sound at all.
PIPPPP-Plays invincibility music constantly.
PAPPPP-Loops normal music constantly.
POZPIS-When you interact with blocks, enemies, the music screws up.
NAGNAN-Music skips.
NYGNAG-Music skips.
AGGNAY, ZGGNAY-One instrument plays some wrong notes on a sine wave.
GGGNAY-Same as AGGNAY but with banjo sound.
POTPIE-Freezes with great grinding noise.
EOPOPE-No music. Also a graphics code.
APPPPP, PPPPPP, TPPPPP-Mixed-up music.
EPPPPP, LPPPPP, SPPPPP, NPPPPP-Weird music.
ZPPPPP, GPPPPP, VPPPPP-No music.
XPPPPP, UPPPPP-Underwater music.
KPPPPP-Fortress music.
SKINIT-Between-level music.
UNVUXV-Repeating music.
STOPPP-Starman music.
TGOOIG-Remixes on the fly.
YGOOIG, TAOOIG, TPOOIG, TZOOIG, TLOOIG, TYOOIG-These all do fantastic
remixing which depends on what Mario does!
EPONLY-Fragmented music; some instruments off-time.
PISNLY-Music stops immediately.
NZXNLY-Trance remix.
NLXNLY-Similar remix.
AEENLY, ZEANLY-Sound effect music freakout!
NVXNLY, SEXNLY, XXXNLY, Adds a short-decay instrument (like a terrible synth
banjo sound) playing the melody.
OZXNAY, NZXNAY, EPXNAY, APXNAY-All these make the drums off-time in various
ways.
PPPNLY-Music starts and stops frequently.
EPPNLY, APONAY, TVYNLY, EPONLY-All these make the melody off-time and the
music starts and stops.
PPENLY, NZANLY, NZENLY-All these make the bass strange.
ZLLNLY, NZYNLY, NTXNLY, NYXNLY, NZNNLY, NZXNPY, NZXNZY-All these codes make
really cool remixes of the music with extra drums.
ZOANLY, ZXENLY-The melody is turned off.
NUNNLY, YVYNLY, VNNNLY, UUUNLY-If the Mario/duck hunt cart is in, these will
first make weird slow interpretive ballad music and then go into a warped
duck hunt with the coolest music you've ever heard!!! If the cartridge of
just Mario is in, that ballad music will continue.
NANNLY, PZZNAY-Drums off-time, melody slow/off.
YLYNLY, GINNLY-Music skips frequently.
NSXNLY, NNXNLY, SUXNLY-Adds a pure, no decay sine wave (like a synthesized
clarinet) playing the melody.
NUXNLY, NXXNLY, IOXNLY-Adds another melody sounding more like an oboe.
TZXNLY, NIXNLY, NGXNLY-Every instrument is odd or skipping.
NZXNUY, NZXNOY, NZXNSY-Makes one note more prominent.
EPONAY, EPONEY-Strange fragments of all songs and instruments.
NEXNLY-Soft clarinet melody.
NZONLY, NZPNLY-Strange transitions between sections of music.
NIGNAY-Start/stop minimal music.
PPONAY-Fragments of normal music.
YEANLY-Like ZEANLY.
YVONNE-Makes great noise.
AIPPAT, EIPPAT-Drums occasionally stop. Also a new world code.
AIZPAT-Music starts/stops and drums cut out. Also a new world code.
ATINAL-Music replaced by grinding noise.
ETINAL-Similar to ATINAL.
OTINAL-This and *TINAL replaces the music with different noises.
AEINAL-Music and SFX freak out.
APINAL-Constant grinding.
AGINAL-Different constant grinding.
ASINAL-Wonderful musical freakouts triggered by jumping. Freezes.
ATINZL-Hum and hiss.
TVVOAE-Altered underwater music.
ZZAYGN-Great warped music.

**Last Edit Promise...**

Here is a link to the program I was talking about as well as a write up:

Game Genie Thingy

What it does:

This program allows you to open an NES rom and type a game genie code. The program converts it to a hex address and puts a value into it. The change is permanant, so be sure to make a backup before you start adding cheat codes.

Hope some of this stuff helps


(edited by Keikonium on 09-03-04 08:43 PM)
(edited by Keikonium on 09-03-04 08:56 PM)
Keikonium
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Posted on 09-04-04 05:47 AM, in super mario bros 3 music Link
Originally posted by Kratos Aurion
Oh be quiet, smallhacker. He can have Mario 3 music in his hack if he wants, and he can not release it until he gets it if he wants. You just seem to want to get a higher post count for no reason as of late =/ I can't count all the nonsensical things I've seen in craziness that have nothing to do with anything. But, this is neither the time nor the place for a large rant, so I'll stop here.


I think that he was probably referring to the fact that BrooklynMario just got a link to the hack. So if he said he was going to relaese a demo soon, it would have maby one level...and it would be a level put up pretty quick...Or amby because BrooklynMario's post was all caps...

Or maby Im wrong all together...who knows. I hope to see a hack, not a demo, but maby some shots of what you have done so far BrooklynMario.
Keikonium
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Posted on 09-04-04 06:13 AM, in Weird Game Genie code for SMB Link
No problem. I know that the ZSNES doesn't play nes games, I was just saying that you could insert the code, and look at the address. Now that I think about it, what I said made no sense.

So glad I could help. Now just take that program, insert ZPPPPP and it will make no music...but why would you want no music anyway? I would use one of the remix codes, that would give the hack (if the remixes sounded good) a nice special touch.
Keikonium
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Posted on 09-04-04 06:22 AM, in Making luigi an inverted mario. Link
I was just thinking, would it be possible to make luigi use mario's palette, but make it a flipped over version? I would also, possibly, need the controls to be flipped aswell. I have a great level idea, and figured this would be a bit easier than making the game load a different table for mario.

Would this at least be possible? Thanks.

EDIT:

Wait, even better would be a custom block that flips graphics and controls when touched. It would need to be a block that you can go through tho. And say I had it before a pit, it would make mario fall to the sky so he could walk on the ceiling.


(edited by Keikonium on 09-03-04 09:23 PM)
Keikonium
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Posted on 09-04-04 06:29 AM, in Making luigi an inverted mario. Link
Thats what Im trying to do, reverse gravity. I know that in the nes mega man 4 (6?) game on a stage you could hit these arrows to make mega man walk on the ceiling. I figured it may be possible in SMW. I know in SMB3 (SMAS version) some buzzy beatles walk on the ceiling, then fall to attack mario...

Maby slightly copying this code and coding it into a block or something may work.

EDIT:

When fighting bowser, after the three stages his floting ship flips over, so even copying that code aswell, and making it apply to mario (maby other sprites) would be possible...


(edited by Keikonium on 09-03-04 09:31 PM)
Keikonium
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Posted on 09-04-04 09:12 AM, in MarioXWorldSER Complete! Link
Just completed this hack (67 exits), totally amazing!! The one level in bowsers would, the bottom left cave/forest level was my favourite!! Those huge tree trunks were amazing!

I just have a few problems:

1. After I beat bowser, alot of the enemies have bad palettes, and the 'yosh's house' screen has gliched peach and eggs.

2. When i come back to the game, I dont have all my levels beat up to bowsers place. I try to enter a castle with L+R but it wont let me...how am I supposed to save?

3. Theres a level with YI cave GFX, and SMB3 shining water that is REALLY glitchy. You can get stuck in and uder the land that sits on water, and the fish jumping around dont help

Thats about it, I may find more but hopefully not!

BTW, how many exits are in this game?
Keikonium
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Posted on 09-04-04 09:19 AM, in Weird Game Genie code for SMB Link
Originally posted by HyperHacker
Originally posted by HyperHacker
I'm ripping sound effects.

Music gets in the way. Woo, 1500th post.


oh...

well good luck to you

And Shadic, I am on win98 here to and it works fine... If you want some graphics codes, just go to GameFaqs.com and look up the game genie codes for this game. Thats where I *cough*stole*cough* this list from
Keikonium
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Posted on 09-04-04 09:25 AM, in SMW2+ Demo 2 Released! Link
I was testing the hack out, but I couldn't even get it to load. I tried three things:

1. Patch it to a version 1.0 ROM I d/led today.
2. Patch it to a version 1.1 ROM I d/led monthes ago
3. Patch it to a version 1.1 ROM I d/led today

I knew the last one wouldn't work but it was worth a shot

I can get up to the part where you chose the language and then it frezes. I always patch with LIPS and haven't had trouble like this before. The size of the file was odd too. 10.5kb when it should (well I think) be more like 150-200kb.

If it isn't to much trouble, could you try IPSing it again? This hack looks good and I want to play it!
Keikonium
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Posted on 09-04-04 09:29 AM, in General SMW Hack Questions Link
Originally posted by GCNMario
Okay thanks.


Another issue I seem to notice in SMW hacks is at the end of the level. When the background fades out during the score, some of the other custom backgrounds do NOT fade. Is that also an issue with the palette, new backgrounds using some of the palettes that don't fade, or because the people didn't use colors used to fade with the background?


This has bothered me in alot of hacks also. Its not just the BG, but sometimes the FG aswell. I think its just the use of palettes that the game wasn't going to use for FG or BG palettes, so the game didn't program them to fade. I think its the palettes farther to the right that make this happen but I may be wrong...

BTW, all these questions were great, I had wondered about all of these my self. Especially the castle destruction sceens. You can edit those thru a tile editor so if you just want to change the look you can. But what mario does would require some asm...
Keikonium
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Posted on 09-04-04 05:58 PM, in MarioXWorldSER Complete! Link
Yep, I have 80 exits as well. I have EVERY red dot having two exits so I figure I missed some in some ghost house or something. So you have 84 exits akmlm...I figure it probably goes from 85-90, maby up to 100.
Keikonium
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Posted on 09-04-04 06:03 PM, in SMW2+ Demo 2 Released! Link
Really?! I d/led the american version. Also, the one I have in cartridge, has a language select screen, but its the american (canadian) version. I know that it is because it would be able to play on my snes if it were PAL...but I will d/led another version and see if that works
Keikonium
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Posted on 09-05-04 03:09 AM, in MarioXWorldSER Complete! Link
Akmlm, is the ? level openable by getting the impossible to get key, unless you cheat and fly up there?

I did get it, but nothing happened....

And I found it strange that those wings were in that ship level, and I can't find one yoshi in the game...Game genie time!!

BTW, I got 81 exits now. I missed a ghost house
Keikonium
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Posted on 09-05-04 03:10 AM, in . Link
WTH?

Your going to get in trouble for this you know. I hope I dont because I posted here..
Keikonium
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Posted on 09-05-04 03:14 AM, in SMW2+ Demo 2 Released! Link
Originally posted by Golden Yoshi
The one with the language select is actually the European version. That file should be called Yoshi's Island V (1.0) (E).zip. You need Yoshi's Island V (1.0) (U).zip.

And no, YI patches have very small sizes. I've noticed that about some other ips's I've beta tested. It's very convenient. I don't need to re-patch it, since my beta testers didn't have that problem.

Let me know if you have any more problems getting it to work.


Oh crap, your right. I confused the two letters for the opposite. I got the 1.0 U version anyway, and have patched it. Alls good and it works fine. Haven't played to much because Im in the process of making my new OW, so I will post some comments later on.

I guess thats great that the patches are so small, easy transport
Keikonium
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Posted on 09-05-04 03:25 AM, in MarioXWorldSER Complete! Link
The key is in bowsers castle. Its pretty hard to find, I actually found it by accident. I really can't give you a guide on how to get to it, because I was just going through the first door I would see. I am pretty sure it was in a pipe with a giant T above it. When you play by going in the front door and following the path, you will see what i mean. The key didn't do anything for me anyway.... Akmlm, is it supposed to?

Edit: Okay, I just tried every pipe, but I couldn't find the key...maby it wasint in bowsers castle..

When I loaded my game up, I only had 79 exits, so I must have forgot to save. And The level I said I missed wasn't a ghost house, it was a level after the ghost house. Its in the bottom left cornor of the main overworld. The land its on has the SMB3 mushrooms.

EDIT 2:

Does anyone know the game genie code to put a yoshi egg, or baby yoshi in your item box? Or any code at all that will get a yoshi? Like every box has a yoshi or something like that. Thnaks and good luck finding the rest of the exits. I just found another one in a ghost house In the forest, another exit in the ghost hose leads to the level directly below it.


(edited by Keikonium on 09-04-04 06:51 PM)
(edited by Keikonium on 09-04-04 08:34 PM)
Keikonium
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Posted on 09-05-04 10:54 PM, in Help Wanted! [GFX ASM Issue] Link
Not Sure about any of those except number 6. Open up your graphics file in a tile editing program and go down to where the pipes, gray cement block, yoshi coin, bullet bill shooter etc are stored. The lines are over to the right in this area. If you open LM and look at this file, you will see where this section ends.

BTW, you could have opened up an unedited SMW rom and looked

And if your looking for where they are stored in the rom (hex or whaterver) I have no clue.


About the save thing:

In my hack, I made a level with some custom graphics, blocks etc and made it so you have to hit a block so that it saves your game. The only thing with this is it does the completed level SFX. If only I had a block that when touched would exit the level (as if you pressed start and select) and then the black save box would come up...
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