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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 09-25-05 11:46 AM, in SMB3 Level Discombobulator wont open my rom Link
What exactly did you do? Is all you did was turn the goomba into a hammer brother? Did you edit anything else?

beneficii

Lakitu
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Since: 06-27-04
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Posted on 09-28-05 12:41 PM, in SMB3 Level Discombobulator wont open my rom Link
And you can download my map editor from:

http://board.acmlm.org/thread.php?id=18748
beneficii

Lakitu
Level: 36

Posts: 523/567
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 09-29-05 06:50 AM, in A new revolution in my YI hack . . ? + screens Link
Originally posted by SoNotNormal
Been a while since I posted screenies - and plus, I'm really pleased with my new OW. Check it out:

This is the new one. Comments please!

New icons. Get it? . . . . . . . . . . . . . . . . . . . . . . .k . . . . . . .

I know it's not thrilling for you guys, since it's trivial - but I think it looks great

AND NOW! For some new level screens.

1-8: Salvo's Revenge

Confusion strikes the Yoshi!
3-D Mania!
The confusing spike maze of doom
New Salvo battle!

2-1: The Cave of Twilight Terror

TeH PuZZLE!
Fun in the Cave
OMGZORZ IT'S TEH TAP-TAP!

2-2: The Nimbus Sprint (changed AGAIN - but final this time)

So THIS is where all the fly balls went.
More puzzle madness!

That's all for now.

BONUS!! What do you guys think of my SMB3 overworlds so far?






I'm not sure how helpful it would be to post this now, but I may should have made this clearer:

Make sure to just put black tiles on the first column and last column of the SMB3 maps, because they will always be off the screen. Sorry for not coming out with this sooner.
beneficii

Lakitu
Level: 36

Posts: 524/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 09-29-05 06:56 AM, in A new revolution in my YI hack . . ? + screens Link
Originally posted by Disch
Thanks for wasting my bandwidth with bitmap images.


I may be partially to blame: My program can export files as 24-bit BMPs but not as anything else.
beneficii

Lakitu
Level: 36

Posts: 525/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 09-29-05 11:04 AM, in The sad state of the rom hacking community Link
I've learned that whenver you embark on any big project, you're going to have problems come up and sometimes those problems may seem very big and take a long time to fix. The editor I released was the third incarnation I had started; I had two failed ones come before it. Doing any big project is hard work (mine took 3 months of a lot of work) and you have to have a pretty good idea of what you're actually trying to do, or the work is going to be much harder. Before you start, you should do as much research as you can into how you're going to do it; granted, you won't probably catch everything, but you'll have a pretty idea of what you have to do.

If you have questions, then ask them, but expect them to be sometimes unanswerable by any but you. You could have done something stupid earlier that wasn't immediately apparent but came back later to bite you. When I programmed my editor, that was a problem I had a lot, but I had it less as I went on, because I learned.

That's pretty much what this whole discussion is about.


(edited by beneficii on 09-29-05 02:05 AM)
(edited by beneficii on 09-29-05 02:10 AM)
beneficii

Lakitu
Level: 36

Posts: 526/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-01-05 02:13 AM, in The sad state of the rom hacking community Link
But 46, a level/map hack, even if completed, is just a lame rendition of the same game if it doesn't have cool new graphics for it; I don't care if the hacker couldn't find someone to make for it so they suck. If they can't do everything, they suxxor and might as well not even try. You suxxor even more if you make the game shorter.

(I wonder how many people will understand what I'm really trying to communicate in this post and how many flames am I going to get from those that don't?)


(edited by beneficii on 09-30-05 05:14 PM)
beneficii

Lakitu
Level: 36

Posts: 527/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-01-05 10:21 AM, in SMB3 Map Editor ALPHA--Official Release Link
Originally posted by I Got a U-ZI in my Pocket
Me Likey. I LOVE this Damn Level editor. Pure GENIUS.


A level... editor? Hrm.

What did you like about it?
beneficii

Lakitu
Level: 36

Posts: 528/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-01-05 10:23 PM, in A SMB3 Question. Link
Originally posted by luisv
Hello all.

This is the first time I've posted here, but I've been coming to this site for a LONG time.

Well, I decided to put together a SMB3 Hack, because honestly most SMB3 hacks are really really terrible. (Except for DarkDaiz's of course)

My question is: When you are in the Map and go to a tube, you always go to the tube "level". Is there a way to disable the tube "level" and make it like SMW where you immediately on the other end of the tube??

P.S.: I'm still having some trouble with the tubes (world map for SMB3) in general. They don't seem to work to well. Help!




I don't think most SMB3 hacks are really really terrible. Why do you think that?

From my knowledge of how the overworld works, you'd have to do quite an ASM hack. You see, the overworld has pointers that enter you into stages. The pipes have pointers that go to special pipe stages (which aren't substantially different from other ones) and there's a special sprite that determines what table item to use to determine where in the overworld Mario will emerge. Basically, you'd have to create a special kind of pointer, pointing to a special stage, that your code could intervene in and execute the special code. It'd be interesting to research though.
beneficii

Lakitu
Level: 36

Posts: 529/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-03-05 08:35 AM, in How do you create your own level editor? Link
And after you research how the data is and how to access/save it, then you'll want to think about how you're program is going to interact with its users. Think, What is the best and most useful way to present this to the user and what is the best and most useful way for them to edit it? Remember, researching data is half the battle; you'll want to then think about how your friendly user is going to play into all this. You'll need to realize that your user will not have as much knowledge as you and that you need to sort of help spell things out for them.

beneficii

Lakitu
Level: 36

Posts: 530/567
EXP: 299656
For next: 8454

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

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-03-05 08:39 AM, in Need help with Hyrule Magic Link
Originally posted by SePH
you probably messed with the entrance to have that effect.

you shouldn't play with link's house too much.

check out my sig for a faq for noobs. you'll learn lots of neat stuff that tells you what to do and what to avoid.

pdf format so you need adobe acrobat reader to read it.


I have a question SePH, was it you that designed Hyrule Magic?
beneficii

Lakitu
Level: 36

Posts: 531/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

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Posted on 10-03-05 08:43 AM, in Damn I hate askin C++ n00b questions Link
Originally posted by firemaker
In C++ if you have opened a file in ios::binary how do you jump to the end of the file so that you can manipulate it from the end? Also When trying to decompress this file how do you get your functions to apply to te file?


It may be easier to just load the whole file into memory and work with it directly then save it. That's what I do. The seekg statements, etc., tend to be somewhat stringent, like once you've gone to a point in the file, you can't go back, etc. Do you understand what I'm saying?

You just malloc a variable and then load the file's contents into it. When you're done processing it just save it back.


(edited by beneficii on 10-02-05 11:44 PM)
beneficii

Lakitu
Level: 36

Posts: 532/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

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Posted on 10-03-05 08:46 AM, in Need help with Hyrule Magic Link
Originally posted by Googie
It was Sephiroth3 who designed HM, what ever happened to'im? o_0


I knew that, and this person had a similar name and seemed to know a lot about that, so I put two and two together?
beneficii

Lakitu
Level: 36

Posts: 533/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-03-05 08:53 AM, in Need help with Hyrule Magic Link
Originally posted by Googie
SePH's original name back in the day was Orochimaru when TEK had an Acmlm Board last year.


I remembered that, but you know people change names, go back to old names, etc. etc. I was just wondering.

It would be helpful if Sephiroth3 at least would come out and release his source code, or at least his data. I remember someone who's considering designing his own Zelda 3 editor and he's been digging through the game; I can't reveal much more than that about it. I'd be willing to help him though.
beneficii

Lakitu
Level: 36

Posts: 534/567
EXP: 299656
For next: 8454

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

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-03-05 07:38 PM, in National Forensics League Link
I remember this; I took 2 years of speech and debate in high school. I remember going around giving speeches and participating in Lincoln-Douglas debates. It was somewhat fun if you were prepared.
beneficii

Lakitu
Level: 36

Posts: 535/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-04-05 06:26 AM, in Issue With Desert Levels in SMB3 Link
Here's a copy of the level in quesiton:

http://www.freewebs.com/beneficii/desert1.m3l

An issue is that what is shown in SMB3 Workshop does not quite match what is shown in that game, in terms of displacement of objects. Perhaps one of y'all would like to have a look and see where I'm going wrong? I would appreciate?.


(edited by beneficii on 10-03-05 09:26 PM)
beneficii

Lakitu
Level: 36

Posts: 536/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
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Posted on 10-05-05 08:08 AM, in Sad State Solutions (Please read!) Link
Hmmm, interesting, a big hack.

How do you propose we would set up this ueber-solution? Perhaps we can start signing up users now?


(edited by beneficii on 10-05-05 02:31 AM)
beneficii

Lakitu
Level: 36

Posts: 537/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

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Posted on 10-05-05 08:32 AM, in Sad State Solutions (Please read!) Link
Originally posted by BGNG
An "�ber Hack" would need a number of teams. Each team would specialize in a different aspect of the hack. After all, a sprite artist won't be reprogramming the game very well. A group of "leaders" will need to be assigned to be the dedicated project managers and keep things moving. The managers will handle any joins/parts from the project and assign people to teams.

If enough people are willing to partake in such a project, one could begin shortly.


But we would be working on making games, right? So the different teams wouldn't be that separate: they would still have to coordinate with each other. Here's some necessary cross communication:

Of these groups:

Coders/ASM finders/Resource gatherers/Editor makers (?)
Graphics people
Sound people
Level/World map makers

Coders -> Graphics:
Limitations, specifications for graphics

Coders -> Sound:
Limitations, specifications

Coders -> Level makers:
Limitations, data on making levels, possibly editors

Graphics -> Coders:
Requesting coders to find things about how to edit graphics

Graphics -> Sound:
Making sure the sound matches the graphics

Graphics -> Level makers:
Letting them know the graphics so they could put it together

Sound -> Coders:
Requesting the format of sounds

Sound -> Graphics:
Asking graphics to coordinate

Sound -> Level makers:
Asking them to fit the sounds

Level makers -> Coders:
Requesting on whether they would be able to do certain things with the maps and perhaps tools to do it

Level makers -> Graphics:
Asking them to create graphics for certain design aspects of stages

Level makers -> Sound:
Having them create sounds to match their levels

You see the number of permutations? These groups do need to coordinate. We should take this into account when setting things up.


(edited by beneficii on 10-05-05 02:31 AM)
beneficii

Lakitu
Level: 36

Posts: 538/567
EXP: 299656
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Since: 06-27-04
From: Cordova, TN, USA

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-05-05 10:37 PM, in Uncommented Source Code Release of SMB3 Map Editor ALPHA Link
Go to

http://www.geocities.com/beneficii/

and open the links ending with cpp.txt, h.txt, and rc.txt for the source code. The only thing not included is the icon resource though that can be fixed.

EDIT: rename pwing.zip to pwing.ico


(edited by beneficii on 10-05-05 01:40 PM)
(edited by beneficii on 10-05-05 01:41 PM)
beneficii

Lakitu
Level: 36

Posts: 539/567
EXP: 299656
For next: 8454

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

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-06-05 01:58 AM, in One more for the road... Link
Bye Legion, I barely knew ya. You seemed to be a fun poster and I always enjoyed reading your posts though. I hope life treats you well.
beneficii

Lakitu
Level: 36

Posts: 540/567
EXP: 299656
For next: 8454

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

Since last post: 14 hours
Last activity: 6 hours
Posted on 10-08-05 12:33 AM, in Post some SMB3 Hacks! (And Question) Link
Originally posted by luisv
Ugh. You can only change palette colours in SMB3 by hex? NOOooooooo.

Btw, how do change some overworld graphics in SMB3? For example, I'd like to change the Spade Bonus level box to something else. (instead of a spade maybe a heart)

Keep those SMB3 Hacks coming!!


My map editor doesn't support palette changing, but hukka's Workshop and Acmlm's Discombobulator do.

Also, you can edit the graphics for the overworld directly starting at this address:

0x45010

The sprites are at:

0x48010

Also, starting here and lasting 0x400 bytes is:

0x18010

You see, there are a 0x100 tiles that you can edit the overworld with; they are 16x16 tiles built from 4 8x8 tiles. The 0x400 bytes determine what tile number make them up at the 0x45010 tile page; the first 0x100 bytes in that table do for the upper left tile, the second 0x100 do for the lower left tile, then for the upper right, and finally the lower right.

Does that make sense?
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Acmlm's Board - I2 Archive - - Posts by beneficii


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