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04-28-24 10:27 AM
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6278 days
Last view: 6278 days
Skype
Posted on 12-01-06 02:48 PM Link | Quote
Originally posted by Kyoufu Kawa
Originally posted by Xkeeper
Learn how to use layers. Seriously, even two or three layers (background, background 2, foreground) would make a monumental difference in the portability and ease of using your graphics... I see about 6 copies of the staircase in that screenshot, and it could easily be reduced to two or even one with layers.
What the fuck are you talking about? There -are- only three layers in that screenshot, not counting the sprites and message box. Same setup as the original game, same tiles...

I'm looking at the map designer, which judging from the tiles displayed, either doesn't have layer support or has bad layer support.
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6278 days
Last view: 6278 days
Posted on 12-01-06 02:51 PM Link | Quote
Again, same problem: that's a 1 on 1 remake of the player's room from the original game, with the same tiles in the same position, based on identical Map16 data.

There is only one "layer" of map data.
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6278 days
Last view: 6278 days
Skype
Posted on 12-01-06 02:53 PM Link | Quote
Why only one layer of map data? It would limit the amount of tiles you can use anyway.
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6278 days
Last view: 6278 days
Posted on 12-01-06 02:55 PM Link | Quote
It worked for the original games, it's working for me. Shut up.

I'm gonna look back and comment on the others...
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6278 days
Last view: 6278 days
Posted on 12-01-06 02:58 PM Link | Quote
Basically how it works is there are tiles, and each tile has a layer 1 and a layer 2 made of smaller tiles.

Linky

There is two layers but it's done in a odd way .
Yoronosuku

Toss Tortoise


 





Since: 11-17-05
From: Massachusetts is my new home..

Last post: 6278 days
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Posted on 12-01-06 03:02 PM Link | Quote
Originally posted by Kyoufu Kawa
It worked for the original games, it's working for me. Shut up.

I'm gonna look back and comment on the others...

Telling an admin to shut up when he's only trying to help is probably not the best idea... .__.
blackhole89
Moronic Thread Bodycount: 17
(since 2006-08-21 09:50 EST)
F5 F5 F5 F5 F5


 





Since: 12-31-69
From: Dresden/SN/DE

Last post: 6280 days
Last view: 6278 days
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Posted on 12-01-06 03:03 PM Link | Quote

Now with a simplistic bar of Piano keys at the left, slightly different visual style for notes and scrolling (not depicted since it is keyboard based).
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6278 days
Last view: 6278 days
Skype
Posted on 12-01-06 03:06 PM Link | Quote
But can you actually play songs yet?
blackhole89
Moronic Thread Bodycount: 17
(since 2006-08-21 09:50 EST)
F5 F5 F5 F5 F5


 





Since: 12-31-69
From: Dresden/SN/DE

Last post: 6280 days
Last view: 6278 days
Skype
Posted on 12-01-06 03:09 PM Link | Quote
In the editor? No.
I could implement it though.

It, however, is unproblematic to store everything to a prepared SPC dump and play it back instantly manually.
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6280 days
Last view: 6278 days
Posted on 12-01-06 08:22 PM Link | Quote
Yeah, the image is broken.

I'm guessing this is solar soundtrack though? Nice to know theres still progress being made, even though it's unviewable.


(edited by richyawyingtmv on 12-02-06 05:05 AM)
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6280 days
Last view: 6278 days
Posted on 12-02-06 02:52 AM Link | Quote
Image isn't broken here... Besides, it'd be nice to try to avoid quoting huge pictures for no reason.

Anyway, I'm still looking forward to Solar Soundtrack, I wonder what's still holding it before release...
spel werdz rite









Since: 11-19-05

Last post: 6279 days
Last view: 6278 days
Posted on 12-02-06 03:35 AM Link | Quote
I want to thank you guys for your comments.
Originally posted by Glyph Phoenix
Originally posted by SpellWerdzRite
One other thing I'll mention is that I've gotten the time to start at 250. Yes, this means I've learned how to make custom time limits at any legnth (except infinite, I'll figure it out eventually).


But damn, you're going to town on SMAS: SMB. Way to be. You have to keep me posted on your developments so I can possibly implement them in my would-be editor.

Yeah, I'm working on an editor for the Super Mario Bros. part of Super Mario All-stars. It's in such an early stage it's not even funny, however.



That's a half-baked code-window'd screenshot of all I have so far. It loads graphics and time for a level from ROM and I coded my own little UI for it. SWR was so kind as to lend me the level data he gathered, making my job infinitely easier--that means it shouldn't betoo long before I whip up a basic level parser.

Yeah, I've been inactive lately so I haven't been on IRC. If I see you there whenever, I'll keep you up to date on my progress, data, and let you test out my levels as they come along. And just so you know, the level reformatting has been large! I've had to completey erase all the original levels due to their incompatibility with my new header system (features an 8-byte header rather than the original 2).
Originally posted by Xkeeper
SWR: As I've occasionally said in IRC, just keep it up Seems to be turning out well. I wonder if SMAS SMB will turn into the new SMW for hacking..? Probably not (considering all the limitations of the SMB engine; sigh), but it's interesting to think about...
I'm hoping to change how SMB sets up levels to get rid of that evil "no more than three objects in the same Y-column" limitation (it's four objects in SMAS). I've got some pretty big changes planned. I'll also be hacking the other SMBs in SMAS, so SMB3 will be a fun hack to look forward to (but not as good as DD's status bar that I just saw).
Originally posted by Sukasa
SWR: Looks nice. Good job on your level pointer code replacement, BTW. Did you get anywhere with the level format itself?
No. I'm still documenting it and trying to get a better understanding of it's values. I tried to make the bricks be extendable any way in a 16x16 (rather than it's limited 16x1 or 1x16) but it didn't turn out so well...

Like I said, I'll keep y'all updated with fun little screenies. And for you IRC folk, you can look forward to those spontaneous surprises every now and then! ^^
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6284 days
Last view: 6278 days
Posted on 12-02-06 08:34 PM Link | Quote
This is what happens when you catch the Morpher's Malady .. pun definitely intended.



Yes, the picture looks like that in the link above it. Hellish, isn't it?...been working at the train portion for about 7-8 hours straight, and only halfway done .. *sigh*
RDOG

Goomba








Since: 11-17-05
From: London, Ontario, Canada

Last post: 6308 days
Last view: 6302 days
Posted on 12-02-06 10:39 PM Link | Quote
A new screenshot if you haven't seen my SMW hack yet:




(edited by RDOG on 12-02-06 09:49 PM)
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6323 days
Last view: 6323 days
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Posted on 12-02-06 11:00 PM Link | Quote
Originally posted by RDOG
A new screenshot if you haven't seen my SMW hack yet:



How much has it progressed since your last thread? It looked nice.


(edited by ibz10g on 12-02-06 10:03 PM)
Ninetales
banned by request


 





Since: 11-17-05
From: Gone.

Last post: 6279 days
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Posted on 12-02-06 11:16 PM Link | Quote
Originally posted by S.N.N.
This is what happens when you catch the Morpher's Malady .. pun definitely intended.



Yes, the picture looks like that in the link above it. Hellish, isn't it?...been working at the train portion for about 7-8 hours straight, and only halfway done .. *sigh*

I noticed there were a lot of blocks that were labeled "Weird" or something similar in the screenshot of EggVine there. If you know what they all do, why don't you update their descriptions so you know what they are too instead of wading through a "weird" level?

Regarding the hack: I definitely am looking forward to it; nice to see that it's almost done after such a large amount of work was put into it.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6280 days
Last view: 6280 days
Posted on 12-03-06 12:19 AM Link | Quote
I'm actually glad that eggvine is more difficult to use than Lunar Magic. Because of its usability, look how many bad SMW hacks there are out there. That said, I'm sure there have been some great hacks that wouldn't have been created if it weren't for LM. But since eggvine is certainly less "user friendly," it's hard to find a bad YI hack (actually, it's hard to find any YI hack). Eggvine has certainly helped to ensure that people will only make and release hacks of YI if they are serious about doing a good job, like S.N.N. Great work so far, I hope it's finished soon! (I'm not trying to rush you, though...)
fabio

Ameboid








Since: 11-17-05
From: Texas

Last post: 6278 days
Last view: 6278 days
Posted on 12-03-06 01:52 AM Link | Quote
Holy crap, it took that many squares to make that? I agree with Kamek, I like to know the description for the weird objects.

Speaking of YI hacking, playing SNN's hack earlier this week inspired me to make my own. I have the welcome level finished right and I'm starting to get the hang of Eggvine a little. The welcome level almost took me a week to finish, mostly because I was working on it during the school days. Here's the welcome level:

Playing YI for DUMMIES.



You know what you should do first, I hope.



Jump on top of the Bullet Bills so that you can hover higher. Do that 2 more times in a row to finish the welcome level.

The title of the level is a parody of the "...for Dummies" book series. The level is pretty short. It's longer than GY's welcome level but it's shorter than SNN's welcome level.

There is still no title for the hack as of now. I'm going to think of one before I release a demo of World 1.
Dr. Mario

Leever








Since: 11-17-05
From: Pittsburgh, PA

Last post: 6280 days
Last view: 6279 days
Posted on 12-03-06 02:23 AM Link | Quote
Ooooh... new purties! SotN statues!!
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6284 days
Last view: 6278 days
Posted on 12-03-06 02:34 AM Link | Quote
Kamek: ...

...

Because I am an absolute moron and just realized now I can edit the data files for EggVine D: Believe it or not, I never knew I could do that, but it clicked into my brain as soon as you said that! Diagonal Train Tracks FTW

fabio: I knew you wouldn't suck. I knew you'd do the opposite of suck. The welcome level looks excellent so far. Not only that, you also made your own combo of FG/BG/Palettes too, and din't just copy it from another level. I sense this will be promising if you keep it up.
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread |


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