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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Frank15
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Frank15

Red Koopa
Level: 19

Posts: 81/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-21-04 02:20 AM, in Magical Flowers, Digital Powers Link
Someone's must have noticed Winx Club. Really, such an underrated gem. It's about some fairies battling some witches... but that's a pretty bland description.

Bloom is an earth girl, just minding her own business, but sees another girl being attacked by a big ogre. Well... guess all ogres are big, anyway. Anyway, he's beating up on the girl, and Bloom yells to leave her alone, and attack her instead. How she intended to fight the big ogre is anyone's guess, but it turns out Bloom herself has strong fairy magic within her. Turns out the other girl was a fairy, going by Stella, who figures Bloom must be a fairy.

And so, life is normal, with Bloom going to the school of fairies, Alfea, along with Stella, and three other fairies. And an entire schoolfull of other fairies that don't matter all that much. They just go to school, and Bloom tries to understand herself: how is she a fairy? How does she use her powers? What, exactly, are her powers?

It's not all so easy for Bloom and her friends though, as the witches are evil, three in particular. Well, guess most cartoon witches are, but I guess these three witches are even eviler. Some of the others seem more affected by peer pressure, but that's for another day. These three witches, they want Bloom's power, and that really puts her in danger once the three witches learn this. Why do they want Bloom's power? They want to rule the land. Or the universe. Or all that exists. Something like that.

And that's how all goes. Or the short version of it all. Someone else must like the show, or be madly addicted to the show, or something... right?

...hello?
Frank15

Red Koopa
Level: 19

Posts: 82/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-21-04 06:32 PM, in Frank's Super Super Mario Bros. 3 Hack! Link
Bah. That's the trouble with bug testing: it doesn't help if you don't remember to fix it after finding it. I've gotten rid of most of them, but I seem to have forgotten to fix this one.

Anyway, it's fixed now. No more crashing right before the final two levels .
Frank15

Red Koopa
Level: 19

Posts: 83/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-21-04 06:36 PM, in Magical Flowers, Digital Powers Link
Originally posted by Xzion
Makes person feel like someone is actually listening.
Hey wasn't that show on FoxBox or something. Because it sound really familiar...
Forget listening. Seems hardly anyone's even looked at it. Almost as if they have a sixth sense that they're not going to like what's inside....

Anyway, yes, it's on the FoxBox.
Frank15

Red Koopa
Level: 19

Posts: 84/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-21-04 10:25 PM, in Frank's Super Super Mario Bros. 3 Hack! Link
Originally posted by Mega Luigi
The levels are some, hmmm, alone. I think a few more sprites and objects in the levels is a good idea
I'm afraid you've completely lost me.

Originally posted by Mario Maniac
Some levels remember me a lot of the originals from SMB3.
Which levels? I'd tried pretty hard for them not to look like the originals, and aside from a few parts of a few military levels, I thought I'd done pretty dang well.
Frank15

Red Koopa
Level: 19

Posts: 85/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-22-04 11:00 AM, in Magical Flowers, Digital Powers Link
Well, it does have a few superficial similarities with Sailor Moon. With a short, vague description, I could easily imagine a summary making it sound like a Sailor Moon ripoff.

They're both good shows, anyway. Don't really think Winx Club is a ripoff, though. Except possibly the transformation sequences... yeah, those had to be in the show somewhere .
Frank15

Red Koopa
Level: 19

Posts: 86/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-23-04 11:35 PM, in Mushroom Nightmare, SMB edit Link
Despite everyone else's raving over the hack, I cannot do the same. This isn't that good.

First, as others have mentioned, the enemy palettes just plain suck. The bright orange border around a lot of the enemies looks terrible. The Koopas, in particular, look awful: they're all orange, with a green or red outline, but then they go to green or red when they're hiding in their shells. And I won't even go into the sheer hideousness of the Porcupos' palette....

And while I know you are not the first to do so, changing Mario's graphics without also changing the TSA usually looks terrible. This hack is no exception. Mario tends to look entirely robotic, or something.

The level design is pretty terrible. Many of the levels are extremely similar in design to their original counterparts, like 2-1 and 2-4, save for a poorly placed block or randomly placed enemy. Speaking of which, I usually hate firebars that aren't "connected" to something: it just looks bad, and most of your firebars are just randomly in midair, for seemingly no reason. And while putting a firebar on a ? block is OK, putting one directly underneath, making said powerup impossible to collect without taking a hit, is not.

A lot of levels, particularly in World 3, seem to be a bunch of random objects thrown together, in completely random designs. Doing something like this well, in in Acmlm's game, takes a certain skill that you don't yet have. The levels are simply poorly designed.

In World 1-2 and 2-2, you exit the underground/underwater section by going up a pipe that doesn't exist, right beside the flagpole. Not good.
Frank15

Red Koopa
Level: 19

Posts: 87/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-27-04 10:52 PM, in 2 Hacks In'Da Works (Screen Shots Inside...) Link
Wow. Someone else has decided to tackle The Bugs Bunny Crazy Castle. I was wondering if we'd ever get a second hack for the game . I'm not too crazy over your pipe level palette, though. The other two look OK, though.

A word of caution if you're going to change the levels: Yosemite Sam, Daffy Duck, and Wile E. Coyote all share a palette, yet they normally use their own palette from the others. If all three are in the same level, the palette used for Wile E. Coyote takes precedence over the other two, and all three will share his palette. If only Yosemite Sam and Daffy Duck share a level, without the coyote, then Yosemite Sam will borrow Daffy's palette.

It's just a little warning for you, so you can either work on making sure that Daffy Duck looks all right with Wile E.'s palette, or Yosemite Sam looks OK with Daffy's or Wile E.'s palette. Or you could just limit one of the three in any level, but that might limit what you want to accomplish.
Frank15

Red Koopa
Level: 19

Posts: 88/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-29-04 08:56 PM, in Super Mario Brothers 3 Hacking Questions Link
Another tricky point about those objects that extend to the ground: it's not mentioned anywhere, but the object number for the ground has to be lower than the object number for the object that goes to the ground.

Most, but not all, of the objects go in order from left to right, so the safest way to handle it is to get an object from the end of a level to use as the object that reaches for the ground, and to make the ground an object from the beginning of the level.
Frank15

Red Koopa
Level: 19

Posts: 89/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-31-04 02:17 AM, in EggVine - v0.81 released Link
I'm not sure if anyone's figured it out, but I have an idea what that second unknown value in the header is for... or at least party, if not fully.

Setting that value from 32 to 63 makes the chomp rocks brown--the kind that "remember" where you left them when you travel off-screen. Other values make the chomp rocks the normal "grey" type--the kind that forget where you left them when you travel off-screen, and will return to their original position.

Might be useful for some of you, and as far as I can find in these threads, there's been no mention of this....
Frank15

Red Koopa
Level: 19

Posts: 90/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-03-04 02:26 AM, in SMB3 Workshop - Public Alpha Link
Originally posted by 46
They do display properly in the editors, but in running the rom, most of the enemies just don't show up at all. That frustration is a big reason why I haven't touched the game in over 3 years. Maybe it's just that I fell way behind in keeping up with what's been going on.
Dealing with the enemies in vertical levels is tr
Frank15

Red Koopa
Level: 19

Posts: 91/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-03-04 07:22 AM, in SMB3 Workshop - Public Alpha Link
Originally posted by hukka
I'm guessing SMB3 wants the enemies sorted vertically on vertical levels, whereas M3I always seems to sort them by their horizontal position. At least I hope it's as simple as that :oP
Close. It's actually determined by both horizontal and vertical position, namely, by the tens digit of the vertical position.

All enemies at vertical position 00-0F must be from lowest to highest number, left to right. All enemies at vertical position 10-1F must still be lowest going left to right, but must numerically come after all enemies in a vertical position from 00-0F, regardless of their horizontal positions. All enemies at vertical position 20-2F must come after the enemies from 00-1F, and all such enemies must go left to right. The enemies work just like that in vertical levels.

It's a pain in Mario Improvement, and impossible in the Discombobulator. Plus, if you need to edit the level later, you must remember to use Mario Improvement only, and you must remember to turn off the "automatically sort enemies" feature. Easy to forget that, and as such, easy to be forced to annoyedly sort all the enemies all over again.
Frank15

Red Koopa
Level: 19

Posts: 92/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-06-04 11:22 AM, in Pears: The Forgotten Fruit Link
Everyone loves apples... heck, if you ask someone to think of a word that starts with A, what word will they probably come up with? Apple. Everyone loves those tasty treats, either alone, or as juice, or in pies, or a number of other ways.

Then you have pears. They... exist. Some people eat them. Some juice companies dilute other juices with pear juice to save money. And... that's about it.

If you think about it, apples and pears are fairly similar, as opposed to apples and bananas, or apples and oranges, which are more different. But apples and pears... they're practically siblings. And it's apparent that their mom played favorites, favoring the apple of her eye, and looked at her other child, the pear, like some disease. Pears are like the poor man's apple.

How, or why, did this happen, anyway? Don't get me wrong--I prefer apples to pears, myself--but still, how did this happen? Certainly, there must be some people out there who prefer the pear to its more popular sister. Right?

Heck, just about every fruit is more popular. Berries are cute, sweet, and juicy: pears are stringly and slimy. Pineapples are tangy and exotic: pears are lifeless and bland.

Heck, lemons are more popular than pears! No one eats lemons, but everyone uses lemons for everything else: lemonade, lemon tarts, lemon donuts, lemon pies, lemon sherbet, lemon Pine-Sol, lemon vehicles... it just goes on and on! And what do pears get? Pear... in a tin can!

Even prunes, for goodness sake! Old people like prunes, at least, but still, no one appreciates the poor pear. Even we like prunes more, mostly joking about the prunes, making fun of prunes... but we never take the time to make fun of pears. They just exist, and we couldn't care less.

In short, pears suck. But you still have to feel a little bad for the poor--ooh, lemon! *Knocks the pear out of the way to see the lemon.*
Frank15

Red Koopa
Level: 19

Posts: 93/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-06-04 01:40 PM, in Frank's Super Super Mario Bros. 3 Hack! Link
Originally posted by 46
I downloaded the game 4 days ago and still had that same problem. I edited the map on my own so that I could just walk to those last 2 levels without a pipe.
Bah... I know I fixed this, so I'm not sure why it's not working... I'm guessing I did something wrong creating the patch, or there was a problem uploading the fixed file, or something... I'll need to take care of that.

Anyway, I'm glad you liked the hack . I was trying to get it challenging without it being unfair.

I'm not sure how 7-12 worked for you... earlier versions had no enemies in that level, thanks to a glitch in Mario Improvement. That's been fixed, though I'm not even sure the "fixed" version's downloadable, as I'm not even sure if the proper patch is the one that's downloadable....
Frank15

Red Koopa
Level: 19

Posts: 94/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-07-04 01:48 AM, in Pears: The Forgotten Fruit Link
Watermelons are great. They're also fairly popular: that's why I wasn't talking about them.

Pears... who the heck ever mentions pears, or eats pears, though? Even raisins, people use in cookies, or they make fun of how awful they taste... but no one does that with pears. They're truly neglected.
Frank15

Red Koopa
Level: 19

Posts: 95/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-07-04 02:45 AM, in Pears: The Forgotten Fruit Link
Originally posted by HyperHacker
Originally posted by Legion
Fuck pears.
I would but I can't find the hole LOLOLOLOLOOLOLOLOL!!!!!111!1tehone!1
There is no hole. There is a stem, though... apparently, pears are male .
Frank15

Red Koopa
Level: 19

Posts: 96/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-07-04 12:44 PM, in Frank's Super Super Mario Bros. 3 Hack! Link
Originally posted by 46
But another level that didn't seem right was 3-6. I either completely missed something or there was some patching error, but I needed a p-wing to get through that. And when I got hit with the p-wing, I used a cloud and a save state.
Where is the problem, exactly? Is it any particular part of the level, or an area you need to use the P-wing for, or... I'm not sure. I just played through 3-6 just fine starting the level small.

Originally posted by 46
I also didn't understand the "3-8" hint that you stuck in the end of 7-10.
There's something well hidden in 3-8
Frank15

Red Koopa
Level: 19

Posts: 97/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 09-09-04 01:03 AM, in Frank's Super Super Mario Bros. 3 Hack! Link
I've re-uploaded the file. The last pipe before Bowser definitely works, assuming something dumb doesn't go awry here.

In the 3-10 coin heaven, there was supposed to be a wall between the two sections. I had a bit of trouble with this area, admittedly, and at some point, for some reason, the wall seemed to have disappeared. It's back up, again.

I'm not sure what could've been wrong with 3-9... everything seemed to work just fine for me there.
Frank15

Red Koopa
Level: 19

Posts: 98/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 01-04-05 03:44 AM, in The Ultimate Zombies Ate My Neighbors! Link
A hack that's been in the making for a long, long time. Or specifically, about 21 months. But it's here!

http://www.geocities.com/plinko50000/zamn.zip

Copy and paste, you know that drill. Many of the levels were made last year... then I hit a bit of a block, lack of more level ideas. Originally, this was a project with Stanley Decker, except I had disappeared from the Internet for a while, and then he disappeared, and in any event... well, that's then. This hack is now, here, and available for play.

The hack changes the 55 levels of the game. Different levels, same graphics, same objective: save the victims. Some new challenges await with the new levels, though....







(edited by Frank15 on 01-12-05 04:53 AM)
Frank15

Red Koopa
Level: 19

Posts: 99/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 01-04-05 04:32 AM, in The Ultimate Zombies Ate My Neighbors! Link
Hmm... neon white walls? Slowed down? This is new to me. I've tried the patch myself to check that it worked correctly, and it does. Not sure what the problem might be....
Frank15

Red Koopa
Level: 19

Posts: 100/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 01-06-05 08:05 AM, in The Ultimate Zombies Ate My Neighbors! Link
That's OK. I was somewhat not satisfied not having all the levels edited back when... this has all the levels changed, though I'll readily admit that it's somewhat unpolished, namely with the titles being the same and the credit level being minimally changed.
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