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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 05-07-04 03:39 AM, in Just finished my new intro video but...ahhhhh!!! Link
Yes I have checked the time limit and it was set to 666 WAY MORE THAN ENOUGH TIME BEFORE THE "DEATH SPOT".

Anyway i recorded it again and still mario died at about the same spot but this time he was farther over so I have ruled out that the spot he gets killed at is the boarder of a screen.

IF SOME ONE COULD DOWNLOAD MY ROM (sorry about caps) and watch the intro video to see what I mean that would be great. I have the intro level elsewhere in the game and it works fine. Also the backround scrolls in the inro level but not in the other one.

The IPS is at my site. It is locked so I wont do much good to people who need LM to see the properties of the level and the only people I would give it out to unlocked are FuSoYa and Kirby ATW because they have helped me so much.
Keikonium
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Posted on 05-07-04 03:44 AM, in Just finished my new intro video but...ahhhhh!!! Link
its up. Please don't copy my level designs and all that stuff. especially the tree things (the intro level and else where)


(edited by playstation3 on 05-06-04 06:56 PM)
Keikonium
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Posted on 05-07-04 04:06 AM, in Lunar Magic Version 1.62 Released! Link
Originally posted by cpubasic13
I was wondering...

I usually open up my hack to edit the overworld. I usually use the unhacked SMW for a reference to see how they sometimes do stuff. But... when I open up the original SMW, I press the Overworld Editor in LM and it shows the overworld I was just editing, not the original SMW overworld! I have to exit LM in order to change the overworld. Could this be fixed?


I am so glad it does this because if it wasn't for this happening I would have ended up doing an ENTIRE overworld agian (level placement and everything). But in your case just open up 2 LM (without opening ROM on either one) and then open ROM on one and then other Rom on other Then open overworlds on both and you can easly flip back and fourth.
Keikonium
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Posted on 05-07-04 07:18 AM, in Just finished my new intro video but...ahhhhh!!! Link
Your just way way way to good at hacking this game FuSoYa. I figured it out I had the time bypassed like you said and it only gave me 66 seconds which explains why I died at the same area both times when I recorded the video. I have gotten my intro done and am uploading my IPS to my site now.


Has anyone downloaded my hack yet? If so what do you think? and is there anything I should change. I know its not done and the events are a bit screwy but I'm still in the process.

Thanks again to everyone.
Keikonium
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Posted on 05-09-04 02:52 AM, in Just finished my new intro video but...ahhhhh!!! Link
Its still there and I have uploaded the version with the working intro video. And I know its kind of glitchy. I have created 2 more levels, and from now on when I upload a version it will be locked.

KK Craw it should work now (its a freewebs so if your server or comp or whatever doesn't really like of support it i will post a link.

http://www.freewebs.com/playstation4/Super%20Super%20World.ips


(edited by playstation3 on 05-08-04 05:54 PM)
Keikonium
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Posted on 05-10-04 03:21 AM, in Suggestion for LM Link
I was going to make a topic like this but since this is here I will post here.

I think that Fu should add a 8x8 and 16x16 editor to the OW. Or at least something that allows you to get graphics into it like the SMB3 pyramid, palm trees etc. without using ExGFX. But I know he is done with LM so it wont happen.
Keikonium
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Posted on 05-11-04 12:23 AM, in 2 questions about graphics and ROMS. Link
1. Can I and if so how do I extract NES Graphics using YY-CHR. I want to put the graphic of the old thwomp into my SMW hack. And if I can't put NES graphics into my SNES hack --go to #2--

2. Where can I download SMAS (Super Mario All Stars). I had it on my computer but I accidentally deleted it. This may not be aloud to be asked here and if its not tell me and I will edit it out. If anyone has it though would you be so kind as to send it to me? qq_12344@hotmail.com (preferably in a ZIP)

Thanks to anyone who can help.
Keikonium
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Posted on 05-11-04 03:35 AM, in 2 questions about graphics and ROMS. Link
1. Yes I gave up on the NES GFX for SMB3 but there are still some GFX from NES that look good.

2. I knew a post with the www.google.com link would come up

3. These are just some GFX that I might use in my hack as soon as ExGFX works for me:



Here is what I plan I this GFX doing. The only thing is I have no idea how to do this!

1. The weird tube shaped things at the top (both of them) are to be ledges. One upside down and one like the normal ground.

2. The fire/grass thing is to be a bush.
The tube that goes around the "M capsule" can be another ground object.

3. The "M capsule" is to be a mushroom (preferably only the ones that 'sit' there and not the invisible ones or the ones that come out of boxes.

4. The cloud is to be just a cloud

5. The upside down drill is to be a spike

6. The block beside the drill is to be a solide concrete block

7. The tree is to go on the Overworld map

8. The SMB3 block beside the tree is to be a concrete block

9. The arrow block is to be a concrete block or if possible actually act like the SMB3 arrow block.

10. The object beside the arrow block is to be a pipe

11. The ladder is to be a vine

12. The "stump" thing beside the ladder is to be a concrete block

13. The palm trees are to go on the OW map

14. The block beside the Palm trees is to be a concrete block

15. The crate is to act like a crate (but to be used in normal levels)

16. The 'ledge' that is right under the pipe is to be a pipe/bone/log object

17. The two huge SMB3 blocks are to act like the huge SMB3 blocks.

18. The 'well was put there by mistake but if you want to put it on an overworld that would be fine

19. The 'ledge under the pipe/bone/log object is to be a normal ledge or ground object.

A link to download the file (if you want) is DOWNLOAD



(edited by playstation3 on 05-10-04 06:36 PM)
Keikonium
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Posted on 05-13-04 07:51 AM, in Palettes and YY-CHR Link
I have replaced the mega mole with another spirit that has NONE of the same colours as the mega mole. The new spirit works fine but the colours are all messed up when viewd in the game and in LM. I can get the colours to look normal in LM by changing the pallet but it makes all the other colours of the level messed up. Pretty much the new spirit is a giant turtal and its all red, yellow, blue etc. How do I fix this?

EDIT: if any MODS can change the post title to how pallet is supposed to be spelled that would be great.


(edited by playstation3 on 05-12-04 10:53 PM)
Keikonium
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Posted on 05-15-04 09:13 PM, in Question about levels and hex editor Link
1. Using a hex editor, can you increase the number of levels aloud on the OW map?

2. Can you increase the amount of characters that are aloud in the levels name?

3. Can you increase the number of exits and where they lead? For example if I had an area that looked like this:

U
|
|
o-------U
|
|
U

o = level

- and | = paths

U = pipe



Could I have that one level have an exit that would go up, down, and right?

4. NOT using a hex editor, is it possible to add or make new mario paths (the green and blue ones that indicate where Mario goes)?

Thanks, I didn't see any of these in the Help File either (I actually only looked up making new Mario Paths so just tell me if the others are in there)
Keikonium
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Posted on 05-16-04 03:24 AM, in Question about levels and hex editor Link
Okay thanks Fu.

ASM seems to be needed for everything I need to do! Oh well thanks
Keikonium
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Posted on 05-16-04 06:46 PM, in Startin' a new hack (screenies) Link
What ever you do do NOT REPLACE THE MEGA MOLE WITH A TURTLE!!! I have done this in my hack I just need to get the pallet right. Mines more of a turtle with spikes however. Thanks BTW that Lakitu is really cool how do you do ASM anyway?
Keikonium
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Posted on 05-17-04 05:59 AM, in What happened to my Ghost House!! Link
In my hack I have a ghost huse up on a hill. The way that the house works is you have to try and get out by going down, so the entrance is at the top of the level and it is a virtical level. the backround does that messed up thing. I moved the entire level down one screen but some of the blocks would freeze the game when touched. whaqt is going on?

BTW the backround is still messed up! All the original stats of the ghost house are there except for the fact that it is a vertical level.

So my question is, is it possible to have a virtical ghost house?


(edited by playstation3 on 05-16-04 09:01 PM)
(edited by playstation3 on 05-16-04 09:03 PM)
Keikonium
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Posted on 05-17-04 06:09 AM, in What happened to my Ghost House!! Link
okay I see now. I acidentally hit a key and it posted my post before I was done.

Anyway, thanks for the info, I will try and fix that.


Since I can't post agian I will post here

I have tried both of the things that you suggested Kyouji but both didn't work. In one ( the layer 2 thing) it cut off half my level (!!!) and the intro to the ghost house, the backrond had the weird 'objects' on it.

Then I tried the scroll thing but the screen would scroll, so that didn't work. Right now I have gotten rid of the 'freeze blocks' now the only thing I need fixed is the backround. I have fixed this problem before by just moving the entire level up or down one screen, but when I do it with the GH it leaves the weird BG and sometimes make the freeze blocks.

Any advice from anyone this has happened to would be great! Thanks


(edited by playstation3 on 05-16-04 09:48 PM)
Keikonium
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Posted on 05-17-04 06:12 AM, in How Do I Change Mario's Sprite? Link
Download a program called YY-chr and you can edit mostly anything you want with it. For a deeper explination wait for an experienced poster to reply.

BTW if you new at this I wouldn't recommend editing spirits right off the bat.
Keikonium
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Posted on 05-18-04 06:30 AM, in A Bundle ExGFX Roms Link
This really doesn't have a whole lot to do with this post but is there any way to transfer an ENTIRE group of edited 16x16 tiles from one ROM to another?

So my post has something to do with the topic:

Famicom X I think that would be a good idea. If some experienced hackers would take the original UNMODIFIED rom and inserted the ExGfx from the ExGfx workshop into those Roms without editing anything else. That way people like me can create ROMs with ExGFX even if we do not know how to inset them. For me lunar magic just messes up. I wont get into it.

If someone can answer my question, thanks.
Keikonium
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Posted on 05-22-04 01:35 AM, in What is happening to level 22!!! Link
I was editing level 22 (its weird because every exit except for one in that level leads to a level that looks exactly like 22) Anyway I made it really cool and all, it shows up fine in lunar magic and it has the exact same properties as a forest level I already have in the game. My problem is when I play it. It shows up all messed up with alot of blue turn blocks (the light blue ones). The look of the level changed about 3 times when playing it in ZSNES even though all I did was edit the levels that looked exacly like 22. BTW all the '22' levels worked fine before I edited it. Anyone know what is happening?

Also, doesn't have anything to do with this queation but, is there another program like block tool that has a block that will allow you to go off screen on the left (or right) and reapper on the right (or left)?

And how did FuSoYa make those pipes that you can go down but not change levels?

Thanks
Keikonium
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Posted on 05-27-04 01:25 AM, in One block wide exit enabled pipes (Block request) Link
I had this huge post about what to do but I forgot to log in so I lost it. Anyway this is pretty much what it said:

take the vertical 1 tile pipes and have 2 blank tiles. Now make each tile have 1 side of the pipe. Set the pipes to act like a left and right pipe. there you go. Hopefully thats clear. I will get a screen shot (because this is what I did) if you want to see what it looks like and don't understand what I just said.
Keikonium
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Posted on 05-27-04 06:34 AM, in Custom Block idea: Gravity Blocks Link
I was honestly just think about this today while playing megaman!! I think it was megaman 5 for NES and there is this level that when you pass arrows mega man flips upside down. I thought it would be cool to do that in SMW.
Keikonium
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Posted on 05-27-04 06:38 AM, in One block wide exit enabled pipes (Block request) Link
It looks normal if you just have a 1 tile vertical small pipe but only when you enter with little mario. And yes I know about the invisible wall thing but hey at least you can only see about a pixel or two of mario when he enters.
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