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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 10-27-04 12:25 AM, in t3h pwnery RPG code. [screenshot inside] Link
So what exactly is this for? Making SMW a RPG? Or is this extending the message boxes like they are in YI? Because if its for message boxes that would be awesome!
Keikonium
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Posted on 10-27-04 04:48 PM, in t3h pwnery RPG code. [screenshot inside] Link
Somthing like getting different options when picking up power-ups would be pretty cool. Like you need to hold in "Select" when picking up a mushroom to make you jump farther, but not pressing select would just get you a normal mushroom. Or, like BMF's item shop, you could buy completly new power-ups:

High Jump Mushroom - Feather
Death Mushroom - Mushroom
Ice Melon (like YI) - Fire flower

I think the new power-up idea would be really cool. Like if you bought the death mushroom, it would appear in the "changing item" sprite that you put in that transparent box.
Keikonium
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Posted on 10-28-04 12:03 AM, in The sprite hackers workshop! Link
Okay, I will make the first post and hopefully someone can help me:

Could I get the exact sprite code to transform sprite 12 into the poison mushroom from SMB1 in SMAS? (Im to lazy to do it my self)

Any help would be great.
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Posted on 10-28-04 12:08 AM, in Do the people at Nintendo use editors to make their games? Link
Please dont flame if you think this is a stupid question.

I have always wondered if the people at nintendo, saga, sony etc. use editors to make their games. Or do they use something else like hex, ASM, or maby something completly different. So does any one know what they use to create their games (like SMW)?
Keikonium
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Posted on 10-28-04 12:19 AM, in Do the people at Nintendo use editors to make their games? Link
Well, I figured they did it all through a hex type system because with gameshark the memory editor shows hex. I just thought that if we figured out exactly how they made their games then someone (on this board) could create a whole new game based off an existing game engine (like Perfect Dark ---> Goldeneye).
Keikonium
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Posted on 10-28-04 06:26 AM, in The sprite hackers workshop! Link
Hey, that would be really great Mikeyk! Now I remeber a while back you created that didn't you. And if you dont mind, if I could look at that game in hex and just copy the sprite 17 code over to my hack (I know how to do all that stuff just the figuring out the code part confuses me). Credit will be given. And thanks.

EDIT:

You might need my email. Keikonium@hotmail.com


(edited by Keikonium on 10-27-04 09:45 PM)
Keikonium
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Posted on 10-28-04 06:34 AM, in Do the people at Nintendo use editors to make their games? Link
Ah, I see now. So they pretty much used everything (editors, asm [sort-of], and other programs [custom made]). I am getting more in to hex editing so as soon as my new computer comes, Perfect Dark will (hopefully) be getting a bit of ROM editing by me. I have awesome ideas for changing the weapons clip, mag, properties, look, acts like settings, so thanks to the person who posted that perfect dark link.


(edited by Keikonium on 10-27-04 09:34 PM)
Keikonium
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Posted on 10-28-04 07:01 AM, in Do the people at Nintendo use editors to make their games? Link
Well, I wasn't talking about editing the levels, just the text of the guns. I have gameshark codes that can do it all for me. I found some interesting PD info that will be posted in a thread in about 2 seconds about editing the levels (via GS)!!! And the link that DurfarC provided has some AMAZING shots of retextured GE levels and an amazing PD like gun.
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Posted on 10-28-04 07:04 AM, in Some interesting PD gameshark codes for editing levels [HUGE POST!] Link
I doubt this will be very useful to many people but just playing the solo missions in multi is AMAZING!!!

The following is the information I received from the PD hacker, and is presumably copyrighted to him:


You need the 50 line long hires enabler to get codes working in hires with
an Equalizer:
F1000204 27BD
F1000206 FFE4
F1000208 AFA8
F100020A 0014
F100020C AFA9
F100020E 0018
F1000210 3C1A
F1000212 A075
F1000214 375A
F1000216 C000
F1000218 3C08
F100021A A07C
F100021C 3508
F100021E 5C00
F1000220 241B
F1000222 0180
F1000224 8D09
F1000226 0000
F1000228 237B
F100022A FFFF
F100022C AF49
F100022E 0000
F1000230 2108
F1000232 0004
F1000234 1F60
F1000236 FFFB
F1000238 235A
F100023A 0004
F100023C 8FA9
F100023E 0018
F1000240 8FA8
F1000242 0014
F1000244 27BD
F1000246 001C
F1000248 3C1A
F100024A A075
F100024C 375A
F100024E C000
F1000250 0340
F1000252 0008
F1000254 0000
F1000256 0000
81000204 3C1A
81000206 A075
81000208 375A
8100020A C000
8100020C 0340
8100020E 0008
81000210 0000
81000212 0000

As for the rest:

_______________________________________________________________

Keikonium
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Posted on 10-28-04 07:08 AM, in The sprite hackers workshop! Link
To bad there wasn't a file transfer system thru PM's at this board

And kratos, I dont think it would be to hard to create a custom block with this would it? Im sure block tool has got something that would make this process easier, even tho ASM will probably be required.
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Posted on 10-29-04 07:27 AM, in JAMH: Final Overworld (hopefully) Link
Well, if anyone figures out how to do overworld animations, then you could have the water tile right below the cliff shimmer and wave abit reflecting the cliff side. That would look really cool if done correctlt

And your overworld is very well done. Love the new graphics especially the castle!
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Posted on 10-31-04 02:49 AM, in Screenshot of new Hack + Question about Overworld Link
I like the Submap so far but there are a few glitches that really need to be fixed:

1. The 'hills' that are just left of mario and the first level have no bottom. Fix that.
2. Right under the top of castle 5 there is something there. Whatever it is get rid of it.
3. For that water fall create a wall tile that can be placed beside it so it creates a black line around it. like this: | |
4. Please change the hills colour of the ones that are that lighter green. To me it doesn't look good.
5. WHY ARE THE WATER TILES UPSIDE DOWN!!! Please change that (easy mistake dont worry)
6. In the top right cornor I can see a bottom part of a cliff. However, when you look a bit left I can see water on both sides.

As soon as this stuff gets fixed, this submap will look VERY cool. When I first saw it it reminded me of a SMB3 submap.
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Posted on 10-31-04 06:39 AM, in Having trouble finding the title screen in LM Link
Just open your ROM and type in this exact word exactly as shown: Chelsea

Caps for the C and then lower case. You open the ROM and then just type. There is no box or anything (well there is but its under File-->Emulator but just ignore that.)
Keikonium
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Posted on 10-31-04 06:39 PM, in Screenshot of new Hack + Question about Overworld Link
Dark Ludwig: Yah, post 777

NHY: That update on the Marie Plains is 100% better. Just the water and the top right cliff bottom need to be changed. That ghost looks so cool good job. That title screen looks really good (I think that the fuzziness makes it look better but I can't judge cause I haven't seen the crisp version).

Arron Islands: Everything looks pretty good with this submap except for a few things:

1. Yoshi's house doesn't really look that great on the hill. Ii know they did that with a star in the original but to me it doesn't look that great (change or no change doesn't really matter)
2. the cliff bottom above that level in the water just looks odd. try to go with the curves of the top of the land but with water tiles. Tthe cliff bottom is flat while the top is curved. Make them the same. Everything else looks really good to me

BTW, is arron islands supposed to be the top of the cliffs from marie plains? If it is then you did a pretty good job doing it. The only thing is the right most cliff bottom in marie plains doesn't match up with anything in arron islands. Either get rid of the cliff bottom or make a small island in arron islands.

You did a VERY good job on these and I think if your levels are as good as the overworlds then your hack will be great! Excellent job
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Posted on 11-02-04 01:03 AM, in Mario is Missing 2 Revived Link
1. Luigi looks odd for some reason. Shorter than usual? Aanyway, the BG looks good but the FG, not so much. The platform is a pink color, the SMB3 blocks need to be blue or something (just change them), and the flower is messed up.

2. This doesn't look like the same hack. The status bar has changed, mario has chaned to pink, and the blocks mario is standing on dont really look that great. The BG however is VERY cool!

3. Blocks dont look good and luigi looks dark with no shading

4. Why have those transparent blocks? get rid of them. everything else is good as long as yoshis tounge doesn't mess up because of the castle sprites.

5. Tthis is only the 4th hack I have seen with changed OW boarder graphics (including mine) good job. However, the START square needs some palette help. Make it use the same palette as the mushroom that you have behind the cloud. The overworld is a bit square aswell. But other than that it looks good!

6. Oh god, please change charging chucks head. It doesn't look that great.

Fix this stuff and it will be MUCH better.
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Posted on 11-02-04 01:22 AM, in File Name Spellchecker Link
I need a program that will spellcheck the filename of a file (jpg files if that makes a difference). Sso if this kind of a program exits, could you please post a link or something? Thanks
Keikonium
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Posted on 11-02-04 06:11 AM, in Blocks that Change into the Next Block in the Map16 [Issue] Link
Well, they work for me and they are on the 4th page (the one thats tileset specific). Make sure you know what the next block is supposed to be so you know for sure if its working or not.
Keikonium
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Posted on 11-02-04 06:49 AM, in File Name Spellchecker Link
okay, I will try what you said Jesper. Its just that I have 2000+ files that need to be spell checked and I dont feel like going through each one. And yes I agree with the system32 stuff, but I need it just for one folder. So thanks again
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Posted on 11-02-04 07:17 AM, in Blocks that Change into the Next Block in the Map16 [Issue] Link
Glad you got it to work. What I meant by tileset specific was the page that, when you have ghost set enabled, none of the graphics will show up when castle set is on. I am pretty sure its page 4 (3 if you count the first as 0).

And you made a kill all sprites block! very cool. Does/is it supposed to kill all sprites on screen or in the entire level? I would make it like the SMB2 pow that you find in the first level.
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Posted on 11-02-04 07:31 AM, in Uma Thurman Link
Originally posted by HyperHacker
HyperHacker's Post


*gives you 100 bucks*
What? why did I just do that...

Anyway, uma isn't hot. Ya, this is completly useless post. Anyone still post here...?
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