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Acmlm's Board - I3 Archive - - Posts by pikaguy900
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pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-16-06 11:40 PM, in Pipe Interior FG/BG Link
Can you tell me where to find said tiles?
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-17-06 05:19 PM, in Sprite Tool, public test release Link
If I remember correctly, those Electrokoopas from Super Mario Sunshine could only be defeated by sprying them with water after they throw their shells. Then, when the shells come back, they get electrocuted and they're defeated. Maybe if this custom sprite was made, it could instantly be destroyed if it walked into water. Maybe that could be the only way to beat them- make them fall in the water. Maybe then, the water would be full of electricity, making you take damage if you fall in it, but if any enemy falls in it besides Thwomps, Thwimps, Dry Bones, Bony Beetles, Fishbones, and those other non-living enemies in castles besides Mecha-Koopas would instantly be destroyed. That's probably a long shot though, but funny nonetheless.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-17-06 08:16 PM, in Custom Block-Water ON Block-question Link
I'm using the Block Tool block, Water On Block, in one of the levels in my hack. It's working right (and I changed the above and sides offsets to -1 so you can only activate it from below), but here's a problem- Hitting the block seems to cause the Translucent Block that's used with the Changing Item sprite to appear. I'm not sure if this is answered somewhere else (If it is, could you please give me the link to it?), but I'd like to know if I can change what appears after hitting the block without losing the Translucent Block. I know I can change the appearance of that block to match what I want, but is it possible to actually have it change into something else altogether?
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-17-06 09:52 PM, in Hack-related gameplay questions ("stuck in hack x"). Link
In DW:TLC, I am stuck at that very same Crystal Castle. Yes, I know that I'm supposed to get the Midway Point, then lose a life, but there's only one question on my mind... Where in the world is that Midway Point?! I can't find the thing! I keep dying, either because the ceiling crushes me because my Cape held-item falls onto me before I get crushed, or I just jump in the lava because the ceiling is too low for me to get across! So, I've seen 3 On/Off Switches, excluding one across a big lava pit, but are there more?

Edit: Oops. In my panic-y state, I forgot that the 3rd On/Off Switch you find is on the falling Layer 2, thus allowing you to hit it at the location of the first Yoshi Coin. I usually see those as a distraction, and a way to fall into a trap, so I usually ignore them. Now I know that going for them can sometimes help...

Edit2: Now I'm having troubles with the Secret Exit. The FAQs thing says to grab the key, then float back up to above the top of the screen once you grab the key. Here's my question: How do you float back up there if you can't fly again after landing where the key is? I tried going back to where I first got up there at, but it's impossible to get up there without getting hit twice, meaning you can't get up there that way unless you have something to destroy the Thwomps... and I really don't think it'd be even normally hard even with the Thwomps gone! Is there another way? Better yet, should I just wait until I get Lakitu's Cloud?

Edit3: I got it now. Oh, I used a Message Block held-item in the Green Switch Palace, and made the switch palace get destroyed. Now, the Green Blocks are still outlines. Is that bad? I hope I can still get all 120 exits without the Green Switch Blocks. I had no idea it would do that. I only did it because I thought it was funny. Now I know not to do that... when I ever find the Yellow Switch Palace. I hope it's not accessed by getting the Secret Exit in the Desert Pyramid...


(edited by pikaguy900 on 08-17-06 08:57 PM)
(edited by pikaguy900 on 08-17-06 09:17 PM)
(edited by pikaguy900 on 08-17-06 10:28 PM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-18-06 04:53 PM, in Custom Block-Water ON Block-question Link
Okay, I'll try that. I should start trying that first whenever I use a custom block I've never used before...

Edit: I tried your method, but it only changed into the Translucent Block again. Oh well. I'll have to try and find a way to get around that....


(edited by pikaguy900 on 08-18-06 04:34 PM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-18-06 05:29 PM, in Sprite Tool, public test release Link
Originally posted by Sparx
Originally posted by pikaguy900
If I remember correctly, those Electrokoopas from Super Mario Sunshine could only be defeated by sprying them with water after they throw their shells. Then, when the shells come back, they get electrocuted and they're defeated. Maybe if this custom sprite was made, it could instantly be destroyed if it walked into water. Maybe that could be the only way to beat them- make them fall in the water. Maybe then, the water would be full of electricity, making you take damage if you fall in it, but if any enemy falls in it besides Thwomps, Thwimps, Dry Bones, Bony Beetles, Fishbones, and those other non-living enemies in castles besides Mecha-Koopas would instantly be destroyed. That's probably a long shot though, but funny nonetheless.



Yeah, but they could also be killed by jumping on them when their shells were off
So, basically, tosses shell at mario to a certain distance, then returns. You could use a graphics change for the shell (electricity running around it), it could be invincible with a shell on, but vulnerable when it's off. It should kill water based enemies like fish only (besides Mario). Instantly dies in water (custom block water), and as an extra bonus, invulnerable to fire

Oh yeah, now I remember. They could be destroyed like that, but it was dangerous, since defeating them like that allowed their shells to keep going, if I remember correctly. If the Electrokoopa was made, mabye it could be made to have it throw a sprite (its shell), which comes back to the koopa like a boomerang, but if the Electrokoopa is destroyed by any way other than making it fall in water, the shell would keep following you, or whatever you want.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-19-06 05:20 PM, in Sprite Tool, public test release Link
I'm very interested in Sprite Tool, and I have a few questions:

1: I tried using the Poison Mushroom in my hack, but it gave me a special Coin that comes from the 'Coin Game Cloud' sprite. I don't recall having that sprite in the 2 GFX files I was using for sprites. To put this simpler, what tile number does the Poison Mushroom use? Also, on a side note, is there a way I can make a "custom" block that spawns a Poison Mushroom when hit? I know you can change what comes out of certain blocks already in a hack, but is there a way to make another block using a Hex Editor? (And, also on the subject of Hex Editors, is it possible to change a Block's description using a Hex Editor?)
2: Do you have any future plans for Sprite Tool? I like this program a lot, and I'd like to know what to look forward to.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-19-06 05:29 PM, in Sprite Tool, public test release Link
Oh yeah, I forgot about that DSC file. Until I found the special pipes that FuSoYa used in DW:TLC (To anyone who thinks I'm stealing them: They're public now. They're way deep in this forum, and they're in the Custom Block database in SMW Central.), I had no idea what the DSC file did. Thanks!

Edit: I can't seem to find an entry about it in the LM help file. Also, upon opening my hack's DSC file, I noly got a list of the Custom Blocks inserted into my hack. I'd like to change the descriptions of the normal blocks (the ones already included in a SMW ROM from the start), without making my own custom block and changing that. Speaking of which, what's the offset of Block 128 (Direct Map16 Access) in a Hex Editor? I'd like to change that, since Block 127 is the exact same thing.


(edited by pikaguy900 on 08-19-06 04:58 PM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-19-06 07:50 PM, in Major problem with my hack! Link
I'm freaking out here. I've been testing my hack so I can release a small demo of it, but I know I need to have screenshots, so I've been trying to get to the areas I want to show. However, it seems that none of the changes I make to the overworld will show up on the hack! I test it, and Mario always starts at the same place, even if I change the starting position! Here's the thing- I had just made an IPS file, then changed a few things, then I made another IPS file to have these changes. Then, I decided to allow myself to go to all of World 1's levels, to make it easier for me to get Screenshots. I opened up my ROM in my emulator, chose a new file, but it wouldn't accept my changes! Is my ROM messed up?
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-19-06 08:11 PM, in Major problem with my hack! Link
Okay, I'll try patching it again and see what I get. But, just so you know, I didn't test it by patching my IPS patch to an unmodified ROM. I used the original hack that I made the IPS patch out of...

Edit: Whew... Thanks. Now I realise why I'm supposed to use an unmodified ROM. It seems I forgot that I messed with the unmodifed ROM to see how I could get rid of another problem I have, where the intro screen is supposed to be only 1 screen, but when I changed the back area color, it forever put it on 2 screens. I don't like that one bit. It's like It absolutely must be the same number of screens as the objects are on. Is there a way around that?


(edited by pikaguy900 on 08-19-06 07:15 PM)
pikaguy900

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Since: 08-10-06

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Posted on 08-20-06 10:55 PM, in LM Room list. Link
The locations are: Levels 25-100 and Levels 13C-1FF. Easy.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-21-06 10:26 PM, in A demo of my hack Link
I'd make the title more creative, but, unfortunately, I seem to always have a mental block when it comes to making names for the "big picture" (in this case, the whole hack). So far, I've made only 1 World, but it's dangerous. I hate to admit it, but I'm a person who favors hard things over easy things. The first world is somewhat hard. It comes with the liking of difficult games, I'm afraid. The hack's story is also in the works too, so I'll edit this post once I decide on the full story. (If you want, you can help me come up with a name for my hack.) So far, I've come up with names for all the worlds:

World 1: Lonely Island- The start of the game. It's made up of two islands, which used to be one. There's a hidden Ghost House with a Big Boo boss somewhere on the islands...
World 2: Undersea Canyon- It's underwater, but when you first start here, you're not in the water. Weird, huh? It gets weirder at the Undersea Ruins...
World 3: Forest Cavern- It's a forest in a cave. Odd... Your first visit to this place is actually in World 1-1 (Lonely Villiage). There's something odd here, though. Can you find it?
World 4: Sunset Beach- The best place to watch a sunset! Be careful- this is the Forest of Illusion of the Lonely Islands. Most levels here have their normal exits leading back to another level you already completed!
World 5: Mecha Airship- An abandoned airship that was shot down many years ago. Someone rose it out of the sea, so something's going on...
World 6: Flare Volcano- I made a custom palette for the inside of the volcano. It's got flowing lava, so be careful! It's the best place... to get burnt.
World 7: Frozen Sky- The name says it all. This is the only place that the clouds are actually frozen. Not even the thawed clouds are safe from the slippery effects of the intense cold here! There's a warp pipe and a Cannon here. Yes, you heard me right, cannon. Don't worry about it. You'll find out what it's for after World 8.
World 8: Frost Valley- This is the area far to the north of the Flare Volcano. The residents of the Castle in the Frozen Sky have moved here since odd monsters came along and took it over. Visiting them might help you learn who it is that kidnapped Peach and what that mysterious cannon is for...
World 9: ???- This is the last world of the game, but it is only the starting point of Mario and Luigi's enormous journey to save the universe. The only way to reach this world is by means of that mysterious cannon, and I can't say its true name, but it should be obvious. Now if only I could find a way to allow one to instantly go to this world by simply clearing the Cannon's level. (That's my plan!) However, I made this the hardest world of the hack, and it's obvious in the fact that once you go here, you can't go back without finding the secret exit in one of the levels.

So, there's the worlds. There's also a secret level, Rainbow Road. It functions as the hack's "Special World". The only way to find it is by means of finding the secret exit in the hack's last normal level. This level has at least 8 sections, one for each world except 8. Now, I've made a new type of level! It's called a "Tower". It functions as a Switch Palace, but not all of them have a Switch. The first one you find, the Tower of Peril, has the Yellow Switch, but the rest of the switches won't be easy to find. Oh yeah, and here's something you probably weren;t expecting- Bowser hasn't kidnapped Peach! I can't say who truly did, but you find out at the Lonely Castle that whoever kidnapped Peach also kidnapped Bowser and Luigi! Oh, and this won't ruin my hack, but you don't save Peach here. Who do you save then? Find out... when it's finished... Oh yeah, one more thing. This hack has Mini-games! Yay! I decided on that a few days ago, and Lonely Island has one. It's called Monty Mole Bash. How do you play? Read the rules when (and if) you find it. If you win... you get to climb a Monty Mole Mountain. Reach the top to claim your prize! Each Mini-Game you clear earns you a prize. It might be a few extra lives, or it might be a cool Block Tool block containing items you can't find anywhere else. It makes it harder to take them to levels you might need them for than with DW:TLC, which puts them in easy-to-find Toad Houses.

Now, for the link. It's http:/www.geocities.com/pikachu_fan_13/Lonely_Islands_v2.zip. Just in case that doesn't work, I've also put it on as an attachment. Choose to download it whichever way you want. Here's some screenshots: (I'll edit this post with more when I make more.)


The message about the Mini-Games.

This is the Mini-Game, found in the very next room.

"Monty Mole Mountain"

Ta da. Let me know if there's something you want me to change, or if you find a bug.

Edit: Oh yeah, I forgot. Ignore the message "Level Name" at the top of the screen. I almost got the LevelNames patch to work, but then I ran into a roadblock at the point where I enter the tile numbers of the letters, which I didn't know. Let me know if you know how to make that work.

Attachments

Lonely_Islands_v2.zip (227647b) - views: 75



(edited by pikaguy900 on 08-21-06 09:28 PM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-21-06 11:00 PM, in A demo of my hack Link
Thanks for answering my problem with the LevelNames patch. Now I can finally give each level its own name. (And I might place creepy messages up there in Ghost Houses... Maybe, but not very likely.)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-21-06 11:19 PM, in A demo of my hack Link
1: That was because of the LevelNames Patch. I have no way to lower the Held Item, so closing it off makes it look wrong. Sorry.
2: Okay, I will.
3: I can't. If I do, it causes the Background to have garbage.
4: What should I use then?
5: Yeah, about that... How do I fix it? I have no idea what causes it. Maybe it's all the custom block I'm using... Or not. I need all the blocks I have. How does VRAM work, though? That might be a start. Those invisble coin question blocks are to keep you from flying out of that area and getting to the end of Forest Cavern 1. (That's the second part of the Lonely Villiage. It's right above the Forest Cavern, so...)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-22-06 12:05 AM, in A demo of my hack Link
Oh boy. I just found out that Lonely Island 1 can't be entered. I'll get that fixed tomorrow.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-22-06 12:53 PM, in A demo of my hack Link
Okay, I hear your concerns, so just throw your ideas on how I can improve them to me. I'll see if I can do them without making each level too hard or too easy. But remember, like I said before, I like hard games. Don't be surprised that World 1 is a bit hard. Still, I'm trying to add fun things, like Mini-Games. I have yet to see a hack that has those (I'm not counting the Bonus Game you play once you get 100 Bonus Stars).

Edit: Oh yeah, I'm going to take out the Reserve Item Box. It doesn't look right now, and it definitely doesn't look right closed. I know that some hacks with the LevelNames patch find ways to actually lower the Reserve Item (It looks that way, at least). Is there a way I can do that?


(edited by pikaguy900 on 08-22-06 11:56 AM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-22-06 05:13 PM, in "Super Demo World 3" patch- SMW SMB1 Music Patch Link
I've noticed that the Super Demo World 3 patch is actually patches for putting SMB 3 or SMB 1 music into your hack. The SMB 3 music patch woks fine, but when I try the SMB1 Music Patch, it patches, but opening it in LM gives me the message "This ROM does not have a 0x200 Byte header!". What do I need to do to get the SMB1 music in a hack? I have that music file that comes with it, but I have no idea what it does or even how to use it. There's no help file, so that got me annoyed from the start. (Most of the time, hacks/patches come with Help files, either with known bugs, special features, or how to put them in/use them.)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 08-22-06 05:44 PM, in "Super Demo World 3" patch- SMW SMB1 Music Patch Link
Oh. I tried that, but I only heard SMB 3 music when I tested it. I'll try it again.
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-22-06 06:02 PM, in "Super Demo World 3" patch- SMW SMB1 Music Patch Link
Thanks. That was going to be my next question. Again, thanks for your help.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 08-22-06 10:39 PM, in A demo of my hack Link
Oh, I will definitely need help with the ASM. If you've noticed, I plan to have a level that's supposed to send you to another submap the moment you clear this level, even if you clear it by means of a Custom Block. If LevelNames was that easy, hopefully, getting LevelASM in will be just as easy. As for the Graphics, I've made only 3 pieces of Graphics, and that's for the Water/Ice On/Off blocks and those Monty-Mole-Hole blocks. The rest of the ExGFX I have are downloads. I've never been good at making my own graphics. Everything looks terrible. I'd appreciate any help you can give me. (Just a little note, I plan to make sure this hack doesn't turn out loooking like that odd "Super Mario World- Wario World" hack. That looked... eww.)

Edit: Oh yeah, about LevelNames... I haven't fully got it working yet. On some Levels, I see garbage tiles in place of what should be "Level Name". Am I supposed to set the LevelNames_table link thing for the code to where the RATS tag is? Or do I start it after it ends?


(edited by pikaguy900 on 08-22-06 09:41 PM)
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Acmlm's Board - I3 Archive - - Posts by pikaguy900


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