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

Lakitu
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Since: 06-27-04
From: Cordova, TN, USA

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Posted on 07-22-05 12:11 PM, in Nothing. To. Do. Link
Originally posted by Sonicandtails
See, I dont want to do a hack on an RPG, since they are my least like series. Which kills me because their are sooo many RPG editors...

Heres some games I would LOVE to make new levels for.
Solomons Key (Which DCah took over but he obviously lied about finishing it)
Any Kirby Game (Not Puzzle or Block)
Donkey Kong 1,2, or 3 (But that has GOT to be hard to hack)

Noone likes these games obviously


I don't dislike RPGs, but I get the impression that they're less hackable than, say, platformers, because of the tight storyline.
beneficii

Lakitu
Level: 36

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Posted on 07-22-05 07:00 PM, in onoes! MESIA IS A (VERY) HOT GAL! Link
Originally posted by Perma Dumbass
I go to sleep hoping my name will be alright when I wake up, and you know what it's still Perma Dumbass.


I think it fits you quite well.

Oops! Did I just flame somebody?
beneficii

Lakitu
Level: 36

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Since: 06-27-04
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Posted on 07-22-05 07:03 PM, in Expanding the Overworld Link
Originally posted by SoNotNormal
Is there anyway to add more to the overworld? Like add another submap? SInce it only starts you with 6 and the main one up top, I need one more submap. Is it possible?


Find out how the game loads worlds, make a little sub routine that has an exception for your map (if the index of the map to load is within the normal range, it should go to the tables; if not, then it should go to your map), expand the ROM and you could get it in a jiffy. Of course, Lunar Magic probably wouldn't support editing it, so you'd have to do it by hand (i.e. by hex).
beneficii

Lakitu
Level: 36

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Since: 06-27-04
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Posted on 07-22-05 07:06 PM, in Which NES emulator is the best? Link
Well, that depends on what you're trying to get with it. FCEU, LoopyNES, and NESticle do well for performance, while Nintendulator is among the most accurate and FCEUXD (SP) is designed for hackers/programmers. If you just want to play a commercial game, get one of the former, because Nintendulator is pretty slow on low-end machines; but if you're going to be trying your hand at hacking/programming, then get Nintendulator and FCEUXD (SP).
beneficii

Lakitu
Level: 36

Posts: 305/567
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Since: 06-27-04
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Posted on 07-22-05 07:08 PM, in onoes! MESIA IS A (VERY) HOT GAL! Link
Originally posted by Perma Dumbass
What do you mean it suits me I never done anything to deserve this name.


LOL, trying to find favor, Perma Dumbass (q.v. your layout)?

Anyway, uh, I think your endless requesting of the wrong kind of attention from Colleen probably has something to do with it.
beneficii

Lakitu
Level: 36

Posts: 306/567
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Since: 06-27-04
From: Cordova, TN, USA

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Posted on 07-22-05 07:19 PM, in I Wonder... Link
http://board.acmlm.org/newthread.php

If someone were to go directly to the link above and make a post, what would happen? Where would the new thread appear? I don't want to try it out, because I don't want to mess up the board, but I did get as far as getting ot the new thread screen--it basically had no forum specified and said only "Acmlm's Board - ."

EDIT: You know, I think there are many other ways of testing this out, including setting up your own forum; still, I don't know much about AcmlmBoard Programming anyway and since I can't delete my thread, I'll still stand by it.


(edited by beneficii on 07-22-05 10:22 AM)
beneficii

Lakitu
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Posted on 07-22-05 07:20 PM, in onoes! MESIA IS A (VERY) HOT GAL! Link
Originally posted by Perma Dumbass
You think, I stopped acting like that and nobody wants to change my name back to Rainbow Yoshi.

EDIT:@Argos I did they wouldn't change it.


Then your problems are insurmountable. Learn to accept the things you cannot change....
beneficii

Lakitu
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Posts: 308/567
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Since: 06-27-04
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Posted on 07-22-05 09:38 PM, in I Wonder... Link
Originally posted by Argos Bleak
Wouldn't work.

(I tested a second ago)


Okay, thanks. At this point, this thread has no purpose.
beneficii

Lakitu
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Posted on 07-22-05 11:57 PM, in onoes! MESIA IS A (VERY) HOT GAL! Link
Me, when I had come back at around 11:30 (after logging off around 8:30) last night, I just noticed this thread just sitting here, with all these posts, and I'm thinking, Okay!
beneficii

Lakitu
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Since: 06-27-04
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Posted on 07-23-05 01:20 AM, in How Should Certain Features Be Implemented--My SMB3 Editor? Link
First, I would like to direct y'all's attention to a world 2 map hack (just a world map hack, not a stage hack!), that demonstrates changed starting spaces (and starting screens), changed locks (two locks in world 2 now!), changed pipes, and changed airship retreat vectors:

http://www.freewebs.com/beneficii/ubash.ips

(patch SMB3.nes ROM with this)

I hope that those interested would look through my old threads on these topics and check in the ROM to see what I was talking about.

Anyway, now the point of my thread.

As you are well aware, pipes and locks are notoriously complicated in SMB3, especially locks, what with having to choose the damn place on the damn nametable to replace the old tiles with the new ones, then with having to choose the tiles to draw to the nametable, then with having to set the lock as cleared (as a stage or fortress is cleared), then choosing the x and y coordinates of the explosion, then choosing the tile that will be imitated (in terms of how Mario acts when he moves across it--will it let him go vertical or horizontal? etc) in place of the lock for that one turn, then setting the correct lock number in the world's lock table, and then finally changing to the upper nybble of the corresponding Boom Boom's y position to the corresponding world table byte + 1. Well, I have been giving a lot of thought about how that should be implemented in my editor, and I think I have some good ideas--if I choose an idea, I would expect pipes to be implemented in a similar way. So, here is an explanation of the ideas, please vote for an idea in the poll by its corresponding letter and explain your vote.

A. Simply the editor will let you add and delete locks on the map, and it will handle ordering them in the table, etc., (though it will ask you to pick the fortress that will correspond with it, so it can set Boom Boom's y position's upper nybble). The pros are that it would be simple for the user. The cons are that it would be hard for the editor to keep track of it (and therefore bugs and errors would be likely), and considering there are only 17 locks available, the user himself could get carried away and lose track.

B. The editor will make you pay attention to them more. It will let you edit the world's lock table represented by boxes on the map that can be double-clicked, and you can pick the lock number to use. Then you can go to a dialog that lets you edit all the locks together and set the positions themselves. It will let you set Boom Boom's y position's upper nybble too to choose the correct table item by choosing his stage. The pros are that this is still image-oriented, and that the editor will be able to keep things much more organized and under control and that the user will have more control of the process as well. The cons are that the user will have to pay more attention to what goes on.

C. The editor will have you edit the locks and put them in the table yourself, by setting the numbers. There is nothing image-oriented here, but you can still pick Boom Boom's y position's upper nybble ''. The pros are that it would be simple to implement and that the user will have quite a bit of control. The cons are that it's not image-oriented and the user will have to collect the positions of the locks themselves and that it will make editing locks seem esoteric to a new user.

Cast your ballot!


(edited by beneficii on 07-22-05 04:21 PM)
(edited by beneficii on 07-22-05 04:28 PM)
beneficii

Lakitu
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Posted on 07-23-05 01:28 AM, in Expanding the Overworld Link
Originally posted by FuSoYa
Originally posted by beneficii

Find out how the game loads worlds, make a little sub routine that has an exception for your map (if the index of the map to load is within the normal range, it should go to the tables; if not, then it should go to your map), expand the ROM and you could get it in a jiffy.


The game doesn't actually load individual worlds. The entire overworld map is decompressed to RAM once, at the start of the game.

This affects how the rest of the overworld is handled. For example, map event modifications do not specify a submap destination, just an offset for RAM.



Dur! I remember learning this months ago, when somebody was warning about hacking and save states. In that case, perhaps you can have the game load a new map at a point, and find some way to store the changed data of the old one (like cleared tiles, new routes opened up, new landmasses, etc.). How feasible is that, FuSoYa?
beneficii

Lakitu
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Posted on 07-23-05 02:17 AM, in How Should Certain Features Be Implemented--My SMB3 Editor? Link
Originally posted by HyperHacker
A and C. You can just plop a lock on the map and it auto-positions and everything, or if you need to you can edit the data manually (eg for ASM hacks).


In that case, in B, I can let the map editor have direct access to the lock number in the table as the user moves locks about the screen and modify the correct data. My issue, again, with A is that there would be so little structure it would be hard for the program to keep track of the locks.
beneficii

Lakitu
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Posted on 07-24-05 03:55 PM, in How Should Certain Features Be Implemented--My SMB3 Editor? Link
Originally posted by HyperHacker
Originally posted by Sukasa
I would suggest A, with just a warning dialog that pops up if the user tries to add more than 17 locks, as well as some of the elements of C, maybe. basically what HH said.

I'm sure he could allow more than that with an ASM hack.


You're right, I could easily allow more than that, but I would like to wait until a later release, because I do want to get a version released. Basically, the concept would be simple: if the lock number is greater than 16, then it subtracts 17, and goes to a table in a different area. I could also do it to where you wouldn't need so many different tables--it'd calculate some of them for you, saving space and allowing for more locks.

EDIT: That should be 16, because the highest lock number is 16. Duh!


(edited by beneficii on 07-24-05 06:56 AM)
(edited by beneficii on 07-24-05 06:58 AM)
(edited by beneficii on 07-24-05 07:02 AM)
(edited by beneficii on 07-24-05 07:03 AM)
beneficii

Lakitu
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Posted on 07-24-05 05:32 PM, in how do you pronounce gui? Link
You should learn the Windows API before moving onto anything else. Just perform a Google search.

What language are you using, btw?
beneficii

Lakitu
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Posted on 07-24-05 05:35 PM, in Expanding the Overworld Link
Originally posted by FuSoYa
Originally posted by beneficii
In that case, perhaps you can have the game load a new map at a point, and find some way to store the changed data of the old one (like cleared tiles, new routes opened up, new landmasses, etc.). How feasible is that, FuSoYa?


I suppose it'd be possible, but there'd be some work involved. You'd need to load a new tile map for layer 2, a new layer 1 layout, and another level/directional info map. The game already has code to re-apply all tile map modifications based on passed events (for restoring from an SRAM save), but it'd have to be changed to account for which overworld is actually loaded. I'm not sure how noticeable of a delay in the game you'd get from switching overworlds like that...

The amount of work may also partly depend on whether you're going to try and increase the number of levels or events available, in which case you'd have to expand some tables (a couple of which are in RAM and SRAM IIRC).

HH's idea of partitioning the main overworld into submaps might be easier, even though you wouldn't get any extra area to work with. Might be a few tables to expand. One would have to look at the code to see how that'd work out.


Just don't ask me for help with any of this. I'd really rather not have to remember how the various bits of the overworld functions again.



Well, if we learned how it was done, surely then you would implement it?
beneficii

Lakitu
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Posted on 07-25-05 12:39 AM, in Tilesets and Maps (FR/LG/E) Link
Originally posted by IIINOVOXMQIII
Can someone help me plz?
I tried to edit tiles in the Advancemap and Elitemap tile editors, but in the rom, all the animation stops. EG: the flowers and water don't move and if you put mist on as weather, it doesnt move, it only stays still. can anyone help me please. And how do you add maps with a hex editor?

Whenever I try to use rubikode with FR/LG, the scripts never work. why?

Thanx

OH, and how do you add new tilesets to a rom?

And with all due respect, Kawa, I think that you should treat NEWCOMERS with more respect please. I'm still expecing an apology...




Code is generally written for a specific number of tilesets, so adding new ones is a fairly complicated process. Instead of asking questions like this, try learning the basics or ROM hacking and look around the different boards on it in order to become a good ROM hacker.

Also, you should keep conflicts with moderators (or with anyone) out of the forums and in the PMs.


(edited by beneficii on 07-24-05 03:48 PM)
(edited by beneficii on 07-24-05 03:48 PM)
beneficii

Lakitu
Level: 36

Posts: 317/567
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Since: 06-27-04
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Posted on 07-25-05 12:54 AM, in People of Earth - My hack still lives! [screens] Link
On that second screenshot, in the overworld map of the Grapevine Forest, the very bright green patch at the bottom of the screen seems to draw attention away from the forest itself; I don't know if this was intended.
beneficii

Lakitu
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Posted on 07-25-05 01:09 AM, in Best English dubs? Link
In the Read Or Die OAV (thought not TV series), I think Kimberly Yates did a superb job at playing as Yomiko Readman, probably an even better job than the Japanese seiyuu.

I know what you guys are thinking, "Blasphemy, blasphemy! Burn in hell, spawn of Satan!"


(edited by beneficii on 07-24-05 04:10 PM)
beneficii

Lakitu
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Posted on 07-25-05 01:13 AM, in how do you pronounce gui? Link
Originally posted by sloat
I've always pronounced it Gooey.




And I've always pronounced it, Gee You Eye.
beneficii

Lakitu
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Posts: 320/567
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Since: 06-27-04
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Posted on 07-25-05 02:39 AM, in Tilesets and Maps (FR/LG/E) Link
THIS THREAD IS THE DEVIL! THE NUMBER OF THE BEAST! NOVOXMQ IS THE ANTICHRIST!

Hello, how was your day? I'm having a nice cup of Folger's coffee.

STFU.

EDIT: I wonder if Totakeke being quoted in this post had anything to do with it....


(edited by beneficii on 07-25-05 04:04 AM)
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Acmlm's Board - I2 Archive - - Posts by beneficii


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