Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Frank15
Pages: 1 2 3 4 5 6 7
User Post
Frank15

Red Koopa
Level: 19

Posts: 121/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-12-05 12:38 AM, in Small TMNT Hack Link
http://www.geocities.com/plinko50000/tmnt8.zip

That one's a lot easier... and I've pretty much maximized the randomness value of the enemies you get there. I promise none of the toughest enemies too early in that one, though .

Sometimes when you play around with the hex, ya' strike gold. That's what happened to me, more or less: just got lucky.

$18313-$1832A: Level 1 enemy groupings
$1832F-$18332: Level 2 enemy groupings
$18341-$18344: Level 3 enemy groupings
$18369-$1836C: Level 4 enemy groupings
$1837F-$18386: Level 5 enemy groupings
$1838F-$1839A: Level 6 enemy groupings

Each set of 4 bytes is for a different "mixing and matching" of what groups may appear in a given level. Level 1 has 6 unique patterns for all 6 areas in level 1. Level 3, on the other hand, has only one pattern used for every room in level 3.

Each "pattern" has a starting group--the group of enemies which will be there if you were to repeatedly enter and exit the area--which cannot be changed here. It's gotta' be elsewhere in the ROM, but as of now, I'm not sure how to change that. However, once the group changes from the starter group, it cannot be changed back to that group of enemies, unless that group is also in the "regular" pattern for the area for the game to choose from.

Of the 4 bytes, the fourth seems to serve no real purpose: possibly it was dummied out of the game? I'm not sure. The game will choose from one of the other three bytes, and can switch the group at any time if there's no enemy on the screen.

The third byte seems to be used more frequently than the first or second.

And the groups that correspond with the byte values: values over 07 seem to be used for special scenes or bosses, and can glitch the game if used otherwise.

00: Mouser, Flyings Purple Thing, Foot Soldier
01: Ceiling Walker, One-Eyed Flat Flying Object, Crescent Thrower, Chainsaw Maniac
02: Running Eyeball, Kamikaze Winged Missle, Fire Guy, The Frog
03: Blue Hopper, Foot Balloon, Knight, Multiplying Zombie
04: Laser Walker, Wasp, Jumping Boomerang Guy, special enemies*
05: Wall Walker, Diving Bird
06: Skill Crane Claw, Floating Bubble, Roll-Into-a-Ball Guy, The Porcupine
07: Spinning Duckie, Laser Astronaut, Weird Metal Dinosaur

*On a final note, ya' ever notice in Level 4, how even though enemy groups 3 and 4 are used, enemy group 3 is usually only seen in the shorter levels? That seems intentional: it seems many of the obstacles used in the longer sewers, like the magnets and the laser beams, become graphics glitches when used with any other enemy group besides 4, and as such, unless modified, the game's made sure that no matter what enemy group is switched to, it's always group 4, being in all the possible slots. Sneaky of them !


(edited by Frank15 on 07-11-05 03:40 PM)
Frank15

Red Koopa
Level: 19

Posts: 122/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 07-14-05 07:37 AM, in Small TMNT Hack Link
Very, very awesome! Unlike most people, this has always been my favorite Turtle game, I think mostly because of the unique enemy system used in the game. If you want to send it, my e-mail's golden_road15@hotmail.com .
Frank15

Red Koopa
Level: 19

Posts: 123/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-20-05 03:07 AM, in Mario Land Enemy/Object Data Complete! Link
Originally posted by Sonicandtails
2. Find the hard mode enemys
I may have lost my notes, but this I remember: from 80-FF are the hard mode enemies: they'll appear as nothing unless you're in hard mode, whether it's enemies or moving platforms or anything like that. Like 00 is a Goomba. 80 would be a Goomba that appears in hard mode only.
Frank15

Red Koopa
Level: 19

Posts: 124/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-21-05 05:33 PM, in Insectduel's Lost levels Vs. Megabyte's lost levels Link
First, the black stars in the first SNES snapshot look bad.

Second, I am, and always will be, a fan of the NES version. The SNES did a lot of things I didn't care for, like weaking the sound effects, and taking some of the little charms away from the NES version that made that version all the more special... point is, I'd rather play the NES version than the SNES version. Even if I could make a great Smb3 hack for All-Stars, I'd enjoy doing it with the NES version a lot more.
Frank15

Red Koopa
Level: 19

Posts: 125/126
EXP: 32228
For next: 3549

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-22-05 05:01 AM, in SMB3 The Lost levels release for SMAS Link
Originally posted by insectduel
Sure it's difficult but it takes a lot of practice. Try using a P-wing or something. This level is actually came from Acmlm's Strangebros. 3 for the NES. Even I can't beat the first time before I made this .Smc hack.
No... that's from my Super Mario Bros. 3 hack. Specifically, the second one. Specifically, a very early release of that hack when it was hardly finished. That specific level has been made easier.

For that matter, a lot of these levels seem to be based on the levels in that "old, unfinished" version of my second Super Mario Bros. 3 hack. The first fortress, the second fortress, 2-2, 3-4, that particular level having undergone a complete overhaul for the finished hack, since it really wasn't that good, anyway. Heck, 5-2 in your hack is 1-1 in my second Super Mario Bros. 3 hack, except without the bonus room.

I'm not sure if it bothers me more that I don't remember being asked for permission to use any of this, or that you credited the wrong person for a lot of these levels!
Frank15

Red Koopa
Level: 19

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

Since: 06-01-04
From: New Orleans

Since last post: 71 days
Last activity: 67 days
Posted on 08-23-05 03:02 AM, in SMB3 The Lost levels release for SMAS Link
But it wasn't Strange Mario Bros. 3 at all! Or maybe there were some levels from that, but the levels I speak of were not from Strange Mario Bros. 3, and Acmlm did not make them. I made them, and they're from a primative release of my second Super Mario Bros. 3 hack, which was NOT Strange Mario Bros. 3!
Pages: 1 2 3 4 5 6 7
Acmlm's Board - I2 Archive - - Posts by Frank15


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.019 seconds.