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05-19-24 01:17 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Opinions needed for graphics New poll | |
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Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 07-30-06 08:41 PM Link | Quote
Awesome! Just awesome! I've never seen such great use of HDMA; great work, JaSp.


(edited by peter_ac on 07-30-06 08:28 PM)
wtfweb

Red Koopa








Since: 02-10-06

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Posted on 07-30-06 08:49 PM Link | Quote
is hdma what allows those different sections to scroll at different speeds?

of course it looks very nice. i think it would be cool if the ground acted like lava (maybe) and had the level end when you reached the end of the train and enter a pipe into it to fight a mini-boss. like those tank levels in smb 3


(edited by wtfweb on 07-30-06 07:51 PM)
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 07-30-06 08:52 PM Link | Quote
Originally posted by wtfweb
is hdma what allows those different sections to scroll at different speeds?
Yes. It can also cause a wavy effect by causing scanlines to constantly scroll back and forth at different speeds. Check out d4s's HDMA kit. It can do a bunch of cool things.
wtfweb

Red Koopa








Since: 02-10-06

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Posted on 07-30-06 09:03 PM Link | Quote
i've heard of a few different hdma kits

is d4's kit the one that doesn't add that alternate nintendo screen when the game boots? whichever one doesn't do that is the one i think i'll have to end up using once i have my levels planned out. it would also be nice if one of these kits allowed me to add/edit/remove hdma effects without moving to a new rom, is this possible?
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 07-30-06 09:09 PM Link | Quote
Originally posted by wtfweb
add that alternate nintendo screen when the game boots

Originally posted by wtfweb
allowed me to add/edit/remove hdma effects without moving to a new rom
The kit d4s made does both.


(edited by peter_ac on 07-30-06 08:27 PM)
wtfweb

Red Koopa








Since: 02-10-06

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Posted on 07-30-06 09:12 PM Link | Quote
i remember reading about another kit that you'd need some asm knowledge or heavy use of a hex editor to use. is this one worth looking into or is it missing a lot of things d4's has? also, where can i download these kits? i dont see them in the tools section of smwcentral


(edited by wtfweb on 07-30-06 08:13 PM)
asdf

Link's Awakening
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Since: 11-18-05

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Posted on 07-30-06 09:14 PM Link | Quote
What the hell was the point of the new Nintendo screen anyhow? I have not seen one person who cared about it, and even so, it was an incredibly stupid idea to begin with.

Oh, and as for the train in action, it looks very nice. The foreground scrolling is slightly slow, though. It should scroll very quickly.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

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Posted on 07-30-06 09:15 PM Link | Quote
Originally posted by wtfweb
i remember reading about another kit that you'd need some asm knowledge or heavy use of a hex editor to use
I never even heard of that one. But no, I wouldn't bother if I were you.

Anyway, you can get d4s's one here.


(edited by peter_ac on 07-30-06 08:16 PM)
(edited by peter_ac on 07-30-06 08:25 PM)
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

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Posted on 07-30-06 09:31 PM Link | Quote
BMF already released one that was working with PALASM...

there is also the 'do it yourself' way


(edited by Bio.exe on 07-30-06 08:31 PM)
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

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Posted on 07-31-06 10:45 AM Link | Quote
Originally posted by JaSp


Very nice, except for the HDMA effects on the ground. One can see where the different sections of it starts and ends too clearly, ruining the effect. Either add a few more sections or remove the "sand texture" (make the ground use a single color, except for the cactuses and the mountains). The second choice would look less detailed, but give a better 3D feel.
Glyphodon



 





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Posted on 07-31-06 12:56 PM Link | Quote
That's pretty great. You got all the graphics to work together pretty well; I haven't seen a full picture like that since, well, Icegoom's work, but before that there weren't any graphics I know of that look as good as those.

As for the sand, when you can see sand on both the bottom and top sides of a horizontal strip it looks weird. If you got rid of the sand near on the top of each moving strip, I think it would look much better.

Also, that ground in front looks like it's moving awfully slow. Is that just the gif? It should be moving much faster. Will it kill you on contact 'cause the train's in motion?

Yeah, I'm pretty impressed overall. If you should ever need any special things coded for Grumf, I'd be happy to oblige. Need a special death animation, maybe?
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
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Posted on 07-31-06 01:06 PM Link | Quote
Originally posted by Glyph Phoenix
Will it kill you on contact 'cause the train's in motion?

I suggest making them blocks that sets Mario's (Grumf's... whatever) horizontal speed to a high negative value (shooting him to the left) and making the locomotive's front kill him on contact.
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