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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 06-02-04 07:15 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
I know how to make my own graphics, but I want to edit someone elses ExGFX to add in the boss door. I did it with YY-chr but when I open up LM the door isn't their. And I can't even get out all there exgfx so I can make a new tileset.
Keikonium
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Posted on 06-02-04 07:23 AM, in Custom Block idea: Gravity Blocks Link
it was just a thought, I do know that NES and SNES codes are different, but well anyway. Okay I was trying to beat bowser today on my hack and he flips upside down. So would it be possible (don't flame if I'm wrong) to get the coding that allows him to do that and apply it to mario and the gravity blocks? I'm no ASM hacker so im just throughing out random ideas that sound like they might work to me.
Keikonium
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Posted on 06-03-04 12:32 AM, in The ExGFX Workshop: Your #1 place for freebie ExGFX! Link
Yes I did re insert the ExGFX. When I open the exgfx in YYchr not all the tiles show up, thats the problem. I have however, put the boss door in the set, it just doesn't show in LM. I really need it for this tileset because it would be a little strange for a small door (which works) to lead to Bowser.
Keikonium
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Posted on 06-03-04 12:37 AM, in challenge, or maby it exists, for you hackers Link
I don't know if anyone has figured out how to hack layer 3 yet but if anyone has, I need just the thunder that comes with the 'activate bowser scene...' spirit (A1 or A0, can't remember). It would work great for one of the levels I have.

BTW what tools do I need for ASM (and what does that stand for) hacking?
Keikonium
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Posted on 06-03-04 06:28 AM, in challenge, or maby it exists, for you hackers Link
okay thanks, any idea about the lightening thing? And I was playing ATMA X hack and noticed that in the bowser map, he has bowser flying around but no lightening, or thunder sound. Atma, or anyone else, how is this possible? I need that for mine because when the thunder and lightening goes off it messes up my cliffs. Thanks
Keikonium
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Posted on 06-06-04 10:53 PM, in Custom Block idea: Gravity Blocks Link
How do you make the copy upside down? When I tried this, it just copied as normal, rightside up.


I think someone (not me) should make a tileset that uses the 'normal' GFX from SMW and flip them so they are upside down. Including a BG because that would complete the effect. And is there a custom block that has a vine but when you hit it the vine goes down insted of up? Because that would be REALLY useful in one of my levels. Thanks
Keikonium
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Posted on 06-06-04 10:58 PM, in challenge, or maby it exists, for you hackers Link
No its definatly your hack ATMA because it says your name when it loads up. Its called SMW ultima, The OW has weird stone like walls and a icy land in the top left corner. And none of the music has changed. When I open your hack in LM and go down to Bowser's Map he is flying around, yet there is no thunder. I have tried to find bouches hack but I can't. Someone had a link on these boards but it didn't work.

Anyway what I need is the same thunder as when you fight bowser but without the mecha koopas. The non thunder on the overworld would be nice too, but I mainly need one that lets you have thunder in levels.


(edited by playstation3 on 06-06-04 02:00 PM)
Keikonium
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Posted on 06-06-04 11:59 PM, in More screens of Mario Legends I Link
Very nice, some of the GFX like the tree tops in the first screen don't look that great but mostly everything else is pretty cool. How do you mix ExGFX? like the 14th screenshot down? Also in the screen where mario is on a boat island. Does that thing move in the water or does it just sit there? Very nice do you have a demo yet?
Keikonium
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Posted on 06-10-04 06:42 AM, in challenge, or maby it exists, for you hackers Link
Thta would be great Kyouji. Thank you everyone for helping me out with this thuder thing. So I have it as layer 3, but can I add it in or do I have to overwrite another one?
Keikonium
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Posted on 06-10-04 07:18 AM, in Sky Gradients Link
1. What is HDMA? I have heard it mentioned a few times.

2. Also how do you get BG into the game?

3. Are they considered ExGFX (I hope not because I have no room left, I don't think.)?

4. Is there an external program that I use to make the BG's?

Thanks, and couldn't you just use photoshop for the granidets (sp?) and then paste the rest of the graphics over it?

thanks.
Keikonium
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Posted on 06-13-04 05:35 AM, in SPC hacking - SMAS music format revealed! Link
So with this program you can only edit SMW music, and not put music from other games in? or can you only put music from other games in? or can you do both?

BTW is it possible to get N64 music into a SMW game? I really need to have the theme song from legend of Zelda.
Keikonium
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Posted on 06-13-04 06:34 AM, in Info about Super Super World [screenshots (BIG!)] Link
Some of you may know that I have a hack called Super Super World (SSW). It is still an early hack (only about 2-3 months work) I have a bunch of levels done, but they are scattered all over the place so I will not release a demo anytime soon. Anyway I have a preview of some screenshots of my hack. Let me know what you think of it, leave some comments:


This is a black vs white 'unknown' level. It doesn't have a name yet.

This is my overworld, I especially want to know what you think about this

These are the sub maps.

This is a level from SMB3 using all SMW GFX.

I really like this level, just take a guess as to what layer 2 is...

This is just a preview of those spikes turned into pencils. Let me know what you think

A little maze like level that uses walk through crates and blue pows...

Let me know what you think so far. For the rest of the shots go to my site (below and download the link on the home page. All comments welcome


(edited by playstation3 on 06-12-04 09:39 PM)
Keikonium
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Posted on 06-14-04 04:56 AM, in Info about Super Super World [screenshots (BIG!)] Link
Thank you very much to everyone who gave me some helpful critism. Expecially people who commented on the OW. Here are some things I have changed:

1. I made the chucks black and white to fit with the theme of the first pic. I left the BG (although not many people liked it) only because it is a forest level (doesn't look like one but it is )

2. I changed the yoshi's island submap to make it look icy, and added a lake where the ship was (the ship is still there). As soon as I learn how to insert ExGFX into the OW (please don't explain how yet) I will make the water look like ice by adding craks around the ship, and lines on the 'ice'.

3. I still haven't changed the colours of the SMB3 level yet but I will when I get around to it.

4. The crate level now has a dark cloud BG and the grass is now a ledge. I changed some stuff around in the level too.

5. The 'blue' stuff around bowser's castle was a cliff. I had it changed to red to be lava but then relized that the cliffs in vinnala dome turned red. So I just made the cliffs into land.

6. I changed the ZSNES to a different word, you will have to play (when I release a demo) to find out.

7. I can't change the lava to grey in the 5th picture because the lava and the grey blocks use the smae pallete (I can probably figure out a way though).

8. I have made some book ExGFX using ms paint, but I don't know how to get them into my game. So if someone could help me with this that would be great.

I have made a really cool level, and I will upload a pic sometime this week.

Thanks to everyone who is interested in my hack.

EDIT: Sorry to the person who thought that the first level was a forest level, but that is just a test level (much like the boss monster test room).


(edited by playstation3 on 06-13-04 07:58 PM)
Keikonium
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Posted on 06-15-04 06:42 AM, in Info about Super Super World [screenshots (BIG!)] Link
Thank you again. Yes I think I am good at making OW's as well, not that great at level design because I try and make huge, overly active levels, when I could make simple, yet unique designs and it still be good. Anyway OW design is the best part of making a hack I think . Here is a new level I have created, I need to get the B&W BG from that level in SMB3 but can't find it in the ROM (even if I could I wouldn't know what to do after that).:

(sorry these arn't edited to get rid of the LM border)


This is the yosho's island Submap tuned to ice, I still need to change the pal on the ladder and the paths, I also need to add in some ExGFX.


This island is still undergoing pal changes, but it contain's the level in the screenshot below.







EDIT: I had a lot more pics I uploaded and had descripyions for but because my post posted itself again I lost it. Anyway the pics can be found here if you want to see them: Click here to see the pics. They are at the end of the page.


(edited by playstation3 on 06-14-04 09:50 PM)
Keikonium
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Posted on 06-17-04 07:04 AM, in Having n00bish trouble with my OW Link
okay lets see here: You have a pipe (go with me on this) that you enter in the overworld, it brings you to another pipe in the overworld. When mario 'enters' the first pipe it looks like he goes in but then he reappears on or close to that same pipe he just entered. And does he all of a sudden stop on an area that he isn't supposed to stop on, above or below the pipe? If so look at this diagram:
' . ' is blank land or water
' | ' are paths
' U ' is a pipe
' M ' is Mario
' o ' is a level

Diagram 1
.......................U
........................|
........................|
........................|
.......................M

Mario goes up to enter that pipe. You have the Destiantion to enter from as "BOTTOM".

Diagram 2

.......................U
.......................M
........................|
........................|
........................|
........................o

Now Mario is supposed to appear like he is in the second diagram, but he doesn't right? Instead he appears somewhere here:

Diagram 1
.......................M <------He appears something like this?
.......................
.......................U
........................|
........................|
........................|
.......................M


If you understand this then it is because you don't have the destination exits correct. If they are both on the OW (overworld) then the Destination to use should be on the over world and smae with destiantion exit, BUT they shouldn't be the same numbers. For the first diagram the direction to enetr from should be bottom and the second should be top.


Hope this helps, it is a bit long
Keikonium
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Posted on 06-18-04 07:32 AM, in Pal Changes between LM and ROM?? Link
I have created (actually ripped) a spirit from another game and replaced an existing one. I changed the pal in LM so it looks really good, however when I play my hack, the colours are all messed up. Its as if I had never changed the pal in the first place (and I am positive I have saved). The same thing happens to me on my OW. I use the large plant looking things from forest of illusion and put them in YI map, but they turn red when I play the ROM (they are supposed to be ice blue). Does anyone know how I can fix this? I will upload a picture soon so its better to understand. Thanks
Keikonium
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Posted on 06-18-04 07:44 AM, in Pal Changes between LM and ROM?? Link
Okay for the spirit I replaced the Mega Mole (BTW does anyone know how to ADD spirits without replacing old ones OR how to asign spirits to certain pla I think it is? Like if you use underground the bat would be a bat but if you used castle it would be a different looking bat?)

And I did use pal 2. I guess I would have to change it to one above 3?
Keikonium
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Posted on 06-18-04 08:34 AM, in Pal Changes between LM and ROM?? Link
I am positive I have the correct spirit index and have changed the palette. To be clearer all I did was replace the Mega Mole GFX with a mushroom GFX. Here are the pictures:


This is what my spirit looks like in the game


He goes Up and down while sliding across the ground.


This is what the mushroom is supposed to look like. This is from LM.

And to go about changing the palette using ASM how would I do that? Using a hex editor? Is the ONLY way to get my spirit to look like it does in LM to use ASM?

EDIT: I feel so stupid. All this time I have been calling them spirits when they are called sprites. Anyway spirits sounds better


(edited by playstation3 on 06-17-04 11:37 PM)
Keikonium
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Posted on 06-18-04 03:42 PM, in Pal Changes between LM and ROM?? Link
Freewebs isn't working correctly so thats why the pictures will not show up.

Yes mario and '?' blocks are messed up with weird colours. So if I don't use Mario Palette will it work correctly? This is getting really annoying because I need this guy for one of my levels.

All I did was use YY-CHR and copy this spirits GFX overtop of the Mega Moles GFX. Then I saved and open up LM. Inserted the GFX and changed the spirits to load as the mega mole one and edited the palette. I always save so I have no idea what Im doing wrong. I see hacks all the time with different sprite GFX and the colours look fine.


BTW how do I make it so I don't use Palette 8 for the spirit?

Thanks
Keikonium
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Posted on 06-18-04 09:45 PM, in Pal Changes between LM and ROM?? Link
okay so how do other people (like Fu and Atma and the guy that made Luigi's Adventure) have replaced sprites with correct colours? Is there any possible way I can do this without ASM?

What Im trying to say is, how do I use a differnt Palette number instead of Mario's palette. The BG palette would be great.


(edited by playstation3 on 06-18-04 12:48 PM)
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