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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Geno
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Geno

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Since: 03-15-04
From: Toronto, Ontario, Canada

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Posted on 04-02-04 07:55 AM, in Super Kario World [Screenshots] Link
I meant the 8x8 tile "sets", the 4-kilobyte .bin's. And Kario, would you mind if you told us the game(s) you ripped these from? I actually want some of these GFX.

And my name's gENO in the quote?
Geno

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Posted on 04-03-04 03:30 AM, in Super Demo World: Discussion Link
Originally posted by Cold as Ice X5
On the 99th level of Boo's tower.. I couldn't get through a certain part.. Are those the blocks that you need fire to destroy or is there another way to get past this part?


I believe you need to fall down to 95 or something like that through another passage, get the P-Switch there, and carry it up the giant 5-floor chain. To hold an item climbing a vine tile, throw it up near the vine tile so it can hit you while you're climbing, and catch while climbing. You probably know this, but this is just for the public.
Geno

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Posted on 04-03-04 03:37 AM, in Postlayout help/request thread. Link
Cpubasic: Quote me and see how the marquee is made. Very simple... There should be a basic HTML "effect" tutorial thingy.

YOUR TEXT GOES HERE
Geno

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Posted on 04-03-04 03:55 AM, in Favorite mario character Link
Bow wow? You mean Poochy from YI, right?

I'd say Geno from Super Mario RPG, owned by Square. (How did he appear in Superstar Saga then? )
Geno

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Posted on 04-03-04 09:11 AM, in JAMH: Near Completion Edition [Screenshots] Link
I'm not offering to beta test, because chances are, someone else that posted earlier will get the job.

Very nice, though I've seen most of these graphics in earlier screenshots. I like the candy swirl skull rides, and that heart palace is awesome.
Geno

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Posted on 04-04-04 02:34 AM, in Postlayout help/request thread. Link
Hopefully this new layout isn't too annoying. Just sit back, relax, and watch the gibberish fly by. After the second paragraph, you get to see something secret!
Geno

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Posted on 04-04-04 08:02 AM, in Pipe Sound [Custom Block Request] Link
Originally posted by skateboarder11
Originally posted by Jesper
I came up with another request just five minutes ago, so I'll add mine here.

The special "jump on me and you go to coin world" note block from SMB3?


I know a way to do this...

1: Insert the "Warp" block
2: Place it underneath a note block, high enough so you have to jump while bouncing to reach the warp.


That would be quite glitchy. You could reach it normally for some strange effects, and note blocks don't bounce Mario very high.

You could steal the green boingy sprite's maximum height code and do the teleport block thing above it at the top of the screen, or you could just change the bounce height code for the same thing.
Geno

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Posted on 04-04-04 08:58 AM, in DwOry: "The best levels" EASTER Edition [Screenshots, download] Link
SMWExpert, how did he talk bossy? All he said was a hack announcement and he posted two links.

And yes, you need to optimize this hack a lot. Don't make it glitchy at all, make it look good. If it doesn't and you think it looks interesting, chances are it will affect the gameplay. And maybe change the palettes around a little. They look very SMW-ish, and that's never a good thing for custom graphics...
Geno

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Posted on 04-15-04 06:29 AM, in Two Questions : Title Screen and Monty Moles Link
Multiple paths can actually be good appearing one or two times in a hack, but I think there should be more than one path to the end, because it will be kinda annoying to explore a tight maze. Try to put multiple paths in caves more, and make few or no dead ends. Think about the player, not your fun designing and playtesting. Of course, that is important too... And if you're going to have Mario constricted vertically, don't jam enemies in, especially Spike Tops.
Geno

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Posted on 04-15-04 07:47 AM, in tile layer pro help Link
For the palette, TLP just goes with its default SNES one, you would have to import the KSS palette into it. You can't do anything about the unorganized tiles, you have to assemble it, which is quite annoying sometimes. Just think of it as a jugsaw puzzle without the jigsaw.
Geno

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Posted on 04-15-04 08:20 AM, in Few Questions [Issue] Link
Some stuff needs GFX editing, learn that from the various tutorials.
Warning- long post ramble ahead... kind of/

1. Designation is as simple as clicking the red level tile in the toolbar (the thing with the little icons). Moving is even easier, you select the 16x16 editor and just drag and drop.

2.In GFX27.bin and GFX28.bin (correct me if I'm wrong), the title screen graphics data can be accessed in GB format, which means to simply set the mode of your GFX editor to
Game Boy (not GBA). Be sure you don't mess up other GB format stuff though, like the border thingy in overworld gameplay. Edit what you think is the SUPER MARIO WORLDtm logo, the TM is by far the easiest to find.

3. Open up GFX00.bin, edit what you see in the space about 8 8x8 tiles right of the big unused X.

4. It's your choice to replace the tile with a red one, but you can just make an event directly following the normal exit event to make the tiles behave differently when the secret is triggered. Otherwise, just click that same red level icon to make the secret exit direction option the direction your secret path is going to be.

5. Only Bouche has professionally made and released a patch for SMW custom music, which is just SMAS music with a YI star theme (that caped baby Mario). I think MajinBlueDragon is going for a release too. Do not bug Bouche, he doesn't hack SMW anymore. Don't put too much pressure on MajinBlueDragon either, just let them both be and use what the SPC hackers give you. DW3 can be gotten from a web source, the link was on the old board.

6. Hmm... emphasize and possibly show a screenshot. It could be that you didn't do the Map16, a common mistake. You have to assemble the tiles through Map16, something not fun at all. You could want to stop by at KT15X's tutorial for further information on it, if that is your problem.
Geno

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Posted on 04-15-04 08:23 AM, in tile layer pro help Link
You could probably find the palette in a ZSNES save state (.zst) of the game in the level or area you want to rip from. One of the palettes in the state should have the one you're looking for, because that's how the game loads the graphics with these colors. I'm not sure how you scroll through the .zst palettes, though. I have about no experience with TLP, I use YY-CHR.
Geno

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Posted on 04-17-04 06:25 PM, in JAMH: Chugging right along [Screenshots] Link
This gets the feeling of oil out right away! The only suggestion I have is to make the level slippery, which will make it feel more like oil. You probably took note of that already though...
Geno

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Posted on 04-17-04 06:27 PM, in PSD Screen shots Link
Do you mean the screenshots for some hacks that make every pixel round? Then simply go to the ZSNES video filters, and check "Eagle engine". This only works in fullscreen.
Geno

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Posted on 04-18-04 07:05 AM, in SMW: Event question Link
I also remember that there is an issue about destroying switch palaces (probably castle too) in the event numbers 70 to 77. Event 0 was once questioned about, but FuSoYa used it in DWTLC normally, that should confirm that it's working. And 77 is 120 in hex. Just don't say "77", we're not COMPLETE hexadecimal geeks.
Geno

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Posted on 04-18-04 07:56 AM, in Mario on Guitar!! Link
Wow, that is impressive! The sounds are really realistic, though the ending "flagpole fanfare" got slow at one part.

And from the "Video Game Sheet Music" link in the originally posted link, I've been learning to play the SMB theme on my Alto Saxophone!
Geno

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Posted on 04-20-04 08:26 PM, in internal gfx trouble Link
You can edit all the GFX in SMW, except the Reznor spinning Mode7 thingy and Larry and
Iggy's lava floaty platforms.

And why is the title "internal gfx trouble"?
Geno

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Posted on 04-20-04 08:28 PM, in yoshi island level editor Link
Well, I remember someone (I think HyperHacker) offered to make a YI editor based on information from various people like Kenny3900 and Iggy Koopa. I haven't heard of any progress though.
Geno

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Posted on 04-25-04 05:26 AM, in Overworld Level & Direction ASM Hack? Link
No, there are two exits in Bowser's Castle in DW:TLC. The Bowser Finish thing is not a "normal" event with the 16x16 tiles and 8x8 tiles. It just displays the credits and such, and there is no ASM used for that. The other two exits are a key and keyhole, the secret exit, and the "super secret" star, which is a goal point (normal exit trigger).
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Acmlm's Board - I2 Archive - - Posts by Geno


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