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

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Posted on 01-22-05 06:07 AM, in How do I edit music and sounds in smb1 nes. Link
With a lot of hair pulling... I've tried SMB music hacking before, it's really not all that worth it. Music hacking is a pain in the rear to begin with, SMB takes it to a new level of pain though. It has to have one of the most difficult music engines out. You can feel free to try, but worry about graphics and level design first. Once you have all of that done, then try music.
Dr. Mario

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Posted on 01-22-05 06:13 AM, in Catnip Dreams - a home-baked GBA hentai game by Kawachan [DEMO] Link
Originally posted by Kitten Yiffer
Originally posted by Rain
But...CT music?
...
It's kinda fitting, at least it's better than having "Do the mario" music there.


*thinks about it for a second* Actually... *thinks about it a little more* Wait! No! That's gross! Just taking the phrase "Do the Mario" out of context is gross... Nice game by the way, I think I got Larry Laffer too.
Dr. Mario

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Posted on 01-25-05 03:00 AM, in SMB3DX Surprise Demo! Link
Okay... panda suit is freaking fun... like that's all there is to it. The Boomerang suit is nice, the Mouser suit is pretty cool... but the Panda suit is freaking amazingly fun.
Dr. Mario

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Posted on 01-26-05 01:31 AM, in Anyone done straight up graphic hacks for SMB1 Link
Yeah, I've definately seen these done before. They're allright, but I dunno... if you're going to do a GFX only hack, I think there should be a bit more effort put in it than just ripping the GFX from other games. If you really work at it, you can seriously make a GFX-Only hack have a specific feeling to it and it would be extremely effective. Besides, it would definately take SOME level editing to pull off a true SMB2 style graphics hack for SMB, because the ground would have to have 2 layers, grass and dirt. That would also limit the amount of items in the game... but actually that would completely solve a problem I was having when I was making a SMB hack...


(edited by Dr. Mario on 01-25-05 04:38 PM)
Dr. Mario

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Posted on 01-26-05 02:14 AM, in An idea for people making SMB1 hacks Link
This isn't anything TOO amazing or anything, but it could be pretty useful if you're sick of the 8x8 repeating tile grounds in SMB1:

Today I came up with a pretty fun idea to make a new stlye of ground for SMB1. I used the trees for the ground and changed them into more of a ground looking item, that way you don't have the repeating block ground, you have something more like SMB2 or SMW. The only downside is that you have less items to work with in the level, but if done properly, you can hve two different types of grounds in the game.




(edited by Dr. Mario on 01-25-05 05:14 PM)
Dr. Mario

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Posted on 01-26-05 03:28 AM, in An idea for people making SMB1 hacks Link
Not really, I mean you definately won't have trees anymore, but you can still use the tree objects in tree levels, and even if you didn't it just gets rid of the trees. I'm not really seeing what you're saying here.
Dr. Mario

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Posted on 01-27-05 12:39 PM, in Anyone done straight up graphic hacks for SMB1 Link
Originally posted by Alexa
XD at that image.


BMF54123: Indeed they can. Someone recently made a Castlevania GFX hack (with a small tidbit of level hacking to make it work right) and it does look like a new game. Just imagine if you have both excellent graphics and beautiful levels


Wow thanks for the compliment on the Castlevania hack. Once I get some time away from school, you'll get the new levels and such. I promise.

On a SMB1 note... HOLY CRAP! The Screen Parasyte posted is freaking awesome, I mean it's just SMW/SMB2J graphics... which I'm sure I can do, but still... dag yo...


(edited by Dr. Mario on 01-27-05 03:39 AM)
Dr. Mario

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Posted on 01-28-05 02:01 AM, in Access the lost levels In Super Mario World (NES) Link
There's a thread I made a long while back that has a hex value you can input to actually unlock every level in the game.
Dr. Mario

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Posted on 01-28-05 02:03 AM, in Castlevania: Orchestra of Despair UPDATE Link
I loaded up Orchestra of Despair today and I didn't realize it, but I already have a couple of levels finished. I'm not posting any screens untill the hack is finished, but I only have like 2 more levels to finish up and it's all done (well along with getting all of the GFX back in the game. The copy I was working on was messed up so I had to use a backup, but I just need to copy and paste a few things.) I think the biggest thing I have to thank for this is Dan's editor Stake and it's Level export and import feature. That made it really easy for my backup to be up to date.

Some info about the hack:
-While the levels aren't being designed to make the game harder, I am adding some more challenge in the rooms that you fight bosses in. When I was testing level 1 I actually almost got killed by the boss.

-All the graphics from my CastleVania GFX only hack are going to be in the game, plus new sprites, and a new area (the Library)

-The game features an impressively large cast of about 30 monsters
Dr. Mario

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Posted on 01-28-05 03:00 AM, in Castlevania: Orchestra of Despair UPDATE Link
Don't use TLP first off, use YY-CHR, I will never stop singing that program's praises.
In YY-CHR you have to keep hitting the minus key where the title screen is untill the picture lines up correctly and then you can look for the sprites.
Dr. Mario

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Posted on 01-28-05 03:52 AM, in Castlevania: Orchestra of Despair UPDATE Link
Yeah, I figured you can with TLP, I was just advising him to try out YY-CHR. Once you get accustomed to it, I think it's far more effiecient. Onto the game though. I'm releasing a public Beta. The levels aren't done, and I want to know about any bugs, and any suggestions anyone might have for level designs.

If anyone REALLY needs screens I can post a few if you ask, but I actually got into the game so I didn't really take a decent amount.

Here's the IPS http://www.geocities.com/andrewmarsh13/CVOoDBeta.zip
Dr. Mario

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Posted on 01-28-05 04:09 AM, in Castlevania: Orchestra of Despair UPDATE Link
Can we make a new thread about TLP concerns? (I mean unless there already is one or something, to tell you the truth I don't even look at the stickied messages anymore) and stick to the topic.
Dr. Mario

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Posted on 01-28-05 05:13 AM, in Looking for someone that knows a lot about SMB1's data Link
And I mean a lot, because I already know a fair share of it and I'm having trouble. I don't even know if I'm going to do a new SMB1 hack or not, but if I do I'm looking to permanently change all the ground into something better and non repeating. I found the data for the acutal 8x8 ground tiles somewhere in $0C00 (I don't remember the exact offset, but it's arranged like B4 B6 B5 B7) but I can't seem to find where it makes the blocks repeat totally, I just want the bottom two tiles to repeat. I'm thinking that there has to be some piece of data that tells the ground what to repeat and I'm not having any luck finding it. If anyone has any clues of where that piece of data might be located, let me know.
Dr. Mario

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Posted on 01-28-05 06:21 AM, in Looking for someone that knows a lot about SMB1's data Link
Damn that's rediculous. I really have to stop thinking about going back to this game... stick with ones that don't suck to hack.
Dr. Mario

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Posted on 01-28-05 09:49 AM, in Castlevania: Orchestra of Despair UPDATE Link
I'll be more than glad to start a new one if we can stop talking about it in the thread about my demo release lol SERIOUSLY THOUGH, I decided to post a couple of screens of stuff in the demo and stuff that has been improved on.


The first boss fight



Some Clock Tower stuff

Updates from after the demo release:


The Tunnel areas have a blocky looking part where it gets dark, this is the smoother new version


New Death fight


(edited by Dr. Mario on 01-28-05 12:51 AM)
Dr. Mario

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Posted on 01-28-05 10:01 AM, in Favorite Tile Editors and why the are useful Link
Seeing how the post about my Castlevania hack got flooded with people talking about Tile Editors, I decided to make a thread about it.

The tile editor I always use is YY-CHR. If you're pretty good at freehanding then it has everything that any other editor has. Though it's not built in you can have an arrange window by opening up another instance of YY-CHR. That was you have two windows open, one with the rom in it and another with a blank slate that you can copy and paste from the rom or bitmap files. It's also very easy to create custom palletes, and import palletes from save states. Tile Molester is allright, it has a lot of tools, but I'm more of a fan of doing things free hand.


(edited by Dr. Mario on 01-28-05 01:01 AM)
Dr. Mario

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Posted on 01-28-05 10:08 AM, in Favorite Tile Editors and why the are useful Link
I still don't see why people use TLP. That's what I started on, and I could never go back to it. It's just so weak compared to all the other editors out there.
Dr. Mario

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Posted on 01-28-05 10:12 AM, in Castlevania: Orchestra of Despair UPDATE Link
Thanks, I decided to make the green tops on them when I realized that the green color set I used for the floors had a touch of grey in it, so it fit in. Sadly the giant doors never open. I just put them at the ends of levels to spice them up a bit (normally they just have a normal sized door)
Dr. Mario

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Posted on 01-31-05 01:19 AM, in Castlevania: Orchestra of Despair UPDATE Link
Here's the Version 1 release of the hack! it's for the PRG 1 version of the ROM I believe So gets to downloading and tell me what you think of the game!

http://www.geocities.com/andrewmarsh13/CVOoD.zip
Dr. Mario

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Posted on 02-06-05 11:36 PM, in Castlevania: Orchestra of Despair UPDATE Link
Allright, give me a chance to release the most recent version (I had to fix a problem in level 2...) and I'll definately be all about that.
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