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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 10-10-04 11:36 PM, in Sprite 16X16 tile map editor problem... Link
Try Sprite Paint. I can't provide a link, but look in the Noob thread or something for it. The reason you can change in LM is because if sprite hacking ever happened (which it has) you can make it look good in LM. Nnow with sprite paint it can look just like that in the game.
Keikonium
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Posted on 10-10-04 11:43 PM, in Yoshi's New Isle Update [SS] Link
Your hack looks VERY good!! This will be a hack I will try out (the 2nd [or third] YI hack I will try). And where in the game is that snow ball used!!? Ii have never seen it before.
Keikonium
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Posted on 10-10-04 11:46 PM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Would anyone mind ripping me (and assembling) the YI pine tree BG? I have tried about 3 times to rip it, and each time I have had no luck assembling it. It seems to use alot of flipped tiles and mirrored tiles. Also the tiles are scattered in the file. So if anyone has this BG or doesn't mind ripping it that would be great. Thanks.
Keikonium
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Posted on 10-11-04 12:01 AM, in A Theory I am testing... Link
I had also thought of this before but I thought that it wouldn't be possible. If you think about it, Ii doubt that each song is only a line or two of hex. So if you wanted a SMW2 song in replace of a SMW song, it wouldn't sound the same. I think that songs have "layers" aswell and that YI uses them all, while SMW doesn't. I am not 100% sure on this, but if you find some data from a song, change one byte and see how the song is affected. I have done this in SMB1 and SMB3 for the NES and I can make some cool remixes, so it may work in SMW. I can't wait untill Solar Soundtrack is finished.

btw, Blackhole hows that program coming along?
Keikonium
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Posted on 10-11-04 04:45 AM, in New to Firefox and need some help. Link
I just downloaded fire fox and it seems to be alot better than IE. Its a bit slow on my computer compared to IE, and it pops up with alot of security warnings, but it looks 1000% better. I just wanted to have an IE type setup. Here is a shot of my firefox:

Firefox Image

Now, how do I move the google bar to below the buttons, and address bar? I also need to get rid of the unused bar that is already below that. Thanks for any help.

Also, what is a great theme to use for this browser?
Keikonium
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Posted on 10-12-04 03:05 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Thanks Hidden Mario. The Tree BG is in level 4-5 (Mildes Fort pretty sure it 4-5). Also, if you could, ripping the BG from 4-1 would be great too. I know how to rip from YI, and have been for a while now, but the tree BG is just making me angry. So if you could rip the either one that would be great. Thanks.
Keikonium
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Posted on 10-12-04 03:19 AM, in A Theory I am testing... Link
I read what you said, and its pretty much all made sence to me. Tthe only thing that didn't was you talking about converting. You said that you couldn't take an MP3, convert to a WAV, and then use your doc to get that file into the game. Now, if that file had the same (or around the same) number of bytes/bits why wouldn't it be possible? I really want to get only two songs into my hack, and that would be the:

1. YI Cave Music
2. YI Music often used in forest levels (that do-do-do-do-do do-do-do-do-do song)
3. And if possible, the theme song from Zelda.

Would any of those be possible? I heard somewhere on this board that you could make a command that can point to unused portion of the ROM and put your song data there.


Okay, now is there any ROMs that have other music in them, and that is the ONLY CHANGE?? So that all the levels, OW, graphics etc. are the same as the original? Because If so, I may beable to figure out where the music data is located. I did this with a locked/unlocked ROM, and figured out how to lock/unlock each rom. Thought it may work with music.
Keikonium
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Posted on 10-12-04 05:49 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Palettes are no problem at all. I have a program that helps me with makeing the exact same palette found in YI. I have some BG's that have 3 rows of palette so 2 isn't really a problem. Its just the ripping and assembling it in the 16x16 editor thats the problem.
Keikonium
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Posted on 10-12-04 06:11 AM, in Some screens of my hack: SME [no demo] Link
You want some overworld shots? Well, here is the entire OW (Edit: Layer 1 disabled so no secreats are reveled), and all the submaps. The picture is large so it will be a link:

Click Here

Here are the areas as indicated by the numbers (BTW, my hack looks best when the monitor is at full brightness):

1. Chestnut Island (3 lvls+1)
2. Plains (2 lvls+2)
3. Seafoam Islands (5 lvls+1)
4. Sunnyside (6 lvls)
5. Plum Island (6 lvls+1...)
6. Hidden Submap (10 lvls+1)
7. Bowsers World (9 lvls+2)
8. Submerged Cave (6 lvls+1)
9. Submap (forgot name) (7 lvls)
10. Petrified Forest (11 lvls+1)
11. Special World (6 lvls)
*12. Ghostly Waters (4 lvls)

* The left-topmost area on the main overworld.

There are approximatly 79 levels in my hack give or take one or two. The +1, +2 are the levels from Special World that go with each world. You would have to play the hack to fully understand what I mean. I have some secret levels that, as of now, are only accessable by cheats, but most will not be that way in the final version (only 1 will...). Hopefully you like this OW, I have changed it 3 times already.


(edited by Keikonium on 10-11-04 09:13 PM)
Keikonium
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Posted on 10-13-04 12:05 AM, in Some screens of my hack: SME [no demo] Link
Thanks once again everyone.

Kratos Aurion:

Thanks for pointing that out. I will try and fix that. You are talking about the sunnyside (4) connecting to the forest right?

Juggling Joker:

Whats wrong with my message box! I personally like it, and thats what counts right?

Darkmatt:

Thanks!

Mariokoolguy:

That is true, I probably shouldn't have said them all because now when the demo comes out people will know where all the worlds are.

Aioria:

Glad you liked the levels. And the flames are sprites, but Im in the process of making them so you dont squish them when jumped on like they do now.

The lava cave, you will understand when you see the events. It has tall pillars that rise up so you can progress through the levels. I could make a lake but then it wouldn't give the effect of a deep pit. I will try it and show a shot sometime today tho.
Yes the bowsers map is a bit empyt, but its only because I have layer 1 disabled. I have skulls leading to bowsers place and mushrooms from SMB3. They are on layer 1 so you can't see them in the shots. This is the same with every submap. It will look better believe me.

EDIT:

Here is a shot of three submaps. Aioria the lava one shows the events so you can see what I was trying to do there. Click Here


(edited by Keikonium on 10-12-04 06:41 PM)
Keikonium
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Posted on 10-13-04 12:17 AM, in Screenies of my new hack! (demo coming soon) Link
1st Shot:
- The vine is messed up.
- The level below mario cuts off part of the cliff. Not really a big deal.
- The level to the left of mario has plant parts below it.
- There is a plant part on the plant farthest left.
- Its going to look weird going right at marios current position. He goes down a cliff and will just keep walking....

2nd Shot:
- The hills need some work (palette work and what Aioria explained)
- The fish just look odd. Are they custom made?

3rd Shot:
- Looks good.
- The vine is messed up tho.

4th Shot:
- All is good except for "?" box palette.
- The lamp needs to be a bit darker its to bright to make it look like its in the BG.

5th Shot:
- Coins look odd everything else is good.
Keikonium
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Posted on 10-13-04 06:19 AM, in Possible to change title screen to use 16 colours? Link
Is it possible to make the title screen use 16 colours instead of just the 4? I am really frustrated with having to use 4 colors (1 being transparent, and one being black outline, which leaves me with now 2) So Is it possible by bypassing something or changing some bytes? Thanks for any help at all.
Keikonium
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Posted on 10-13-04 07:10 AM, in Possible to change title screen to use 16 colours? Link
At least thats good to know. I am just having a problem with the palettes showing correct in LM but not in the game. It seems that I can only use palettes 5 and 7. I thought I should beable to use palettes 5-7. So this is limiting. Also, the way I have it set up makes it so I would have to use palettes 3-7. I have the exact same title from SMAS (except the All*STARS part and World is replaced with Era) and this title uses 4bit (if thats 16 coulors). So the "Super" Part overlaps the "Mario Era" part. This is the reason Ii need 4bit.
Keikonium
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Posted on 10-13-04 11:59 PM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Its a program called Object Desktop (made by Stardock) and it has a widget that will tell you the RGB value of whatever colour your mouse is hovering over. You just need to Print Screen on the BG that you want the colours for, open it in paint, zoom in, and hover over a colour. Its ALOT easier than guessing.
Keikonium
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Posted on 10-14-04 06:03 AM, in Whats your favorite font? Link
I dont really have a favourite font but the one I use most often for titles, text on pictures etc. would be Zachary:

This font is cool too:


You can find these, and about 12000 others at 1001 Free Fonts


(edited by Keikonium on 10-13-04 09:04 PM)
Keikonium
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Posted on 10-14-04 06:11 AM, in Windows Media Player 10 Link
I hate WMP. With the amount of songs that I have that it needs to load, and because my computer is so slow, I have to use a program that uses very little system resources. This is also why I can't use Winamp, it loads to slow and skips on my computer. I prefer using Foobar2000, its really quick and doesn't skip when it plays.
Keikonium
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Posted on 10-14-04 06:36 AM, in How would I go about making my own custom blocks? Link
First off I want to know if this is possible:
I want to make a block that will at first just be a normal multi-coin block but at the end of the coins, a power-up will pop out. If possible, the power-up will depend on the amount of coins poped out.

So mario stands under the block, hits it 2 times to make two coins pop out. This would result in a fire flower (0= nothing, 1= mushroom 2= fire flower 3= leaf 4= star 5= my custom power-up 6= nothing 7= nothing etc).

So it would be like a cross between the changing item and the coin block.

The only thing is, I know it requires ASM, but where do I program it? Do I use that menu in block tool? Do I start from scratch in a hex editor?

And are there any docs that explain how to create custom blocks? Thanks
Keikonium
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Posted on 10-16-04 07:29 AM, in Found code for gravity and jumping. Link
So let me get this straight:
Pull horizontally makes mario move horizontally without or with moving him first? Or does it just make you go faster when moving?

For reverse gravity is that mean that up is down and down is up? If so SOMEONE MAKE IT A CUSTOM BLOCK FOR ME!!!

And for disabled gravity, can you move at all?
Keikonium
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Posted on 10-16-04 07:36 AM, in A new hack ? Link
My hack also has some french in it too (seeing as french is my second language). I have Isle Rivere, Fantome Maison etc. Its only for one submap tho. Aalso your hack looks quite good. Just listen to what everyone else said and it will turn out good! *downloads*
Keikonium
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Posted on 10-16-04 07:43 AM, in Possible to change title screen to use 16 colours? Link
HyperHacker, thats what I am doing right now. My title looks 100000% better and sort of reminds me of the "Bonus" from YI.

The problem I am having with this is making the title follow mario. I have it at the perfect hight but I have tried using sprites to make it scroll and it didn't work. BTW, I was using it on layer two because I didn't see any layer 1 scroll sprites.

So does anyone know exactly how to set it up (layer's, properties, sprites etc.)? Thnaks in advance. And a demo is almost ready, probably by the end of the month or maby even the end of next week!
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Acmlm's Board - I2 Archive - - Posts by Keikonium


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