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06-17-24 02:28 PM
Acmlm's Board - I3 Archive - - Posts by FPI
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FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-18-06 09:54 PM, in I have a serious problem... Link
No, it isn't HDMA. I don't have that in the hack

Hm, is there a special way to get the overworld inserted as well?
I know the way with just open the rom with the Overworld you want, open the Overworld, open than the other rom, go to the Overworld editor and press save and you have the new overwold in your Rom.

Actually I tested everything, getting it all imported in the security copy (levels, palettes,map16-data), and after every step i tested the intro level, and it worked all fine unless I copied the overworld to the rom (which was the last step). Ok, that isn't that bad, because the overworld isn't that hard to set up again, but I'm just wondering, what LM is writing for information in the Rom during saving the Overworld, only Overworld stuff? It's a bit weird to believe that some standart edits on the overworld map can screw up a rom like that.

----

I just checked out the main differences between the old Overworld and the new one, and I found two main differences:
1.) In the newer one I've used two custom graphic sets for some submaps (in the old version I have one so far... and it's working allright... it is possible to screw up the rom with using more custom GFX for the Overworld submaps????)
2.) In the newer version I used the empty space on the right down below the event tiles for the 8x8-events to set up some custom event tiles which are accessable with the 8x8-event editor. Could that cause problems??? I don't think so,
so I'm still wondering what could be wrong with that...


(edited by FPI on 02-18-06 08:55 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-19-06 12:21 PM, in Just a note to you guys Link
Originally posted by Clockworkz
Just once, I'd lke to see a hack with Kirby's Super Star graphics, or Kirby's Dreamland 3 Graphics. That'd really make my day. Unfortunately, my knowledge of graphics hacking is at zero, and I don't hack like I used to anymore. *sighs*


Oh, don't worry, it's coming.

FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-19-06 02:30 PM, in I have a serious problem... Link
Lol, I was actually setting up the Overworld (again) , and I think I found the problem right now. I changed the message level for the green switch palace to level 0 (just because I don't needed it for now), and that was the problem. I changed it back to 8, and everything was fine again.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-19-06 02:35 PM, in Super Mario Universe III - The Gates of Chaos (SS) Link
Yeah, that looks really great. I think my favourite is the Zelda-overworld, great work!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-20-06 08:23 PM, in General ideas thread. Link
Originally posted by Glyph Phoenix

Ghost houses always ask you if you want to save once they are completed, even if it's the second, third, nineteenth, fiftieth time. That's going to mean whenever you're on an extremely hard level that isn't right after a save point you can always go back to the ghost house and save. That's not cool.


You can disable that in the Extra options in the Overworld editor. So you can bring up save prompts only on levels you really want. (Of course they will appear again, if you beat the level several times, so the problem isn't probably really solved .)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-21-06 10:04 AM, in Glyph Phoenix's SMW Artifacts Link
That's great! It works perfectly! Thanks a lot for that!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-23-06 08:05 AM, in Just a note to you guys Link
Hm, since it comes up to this, I would also like to add my opinion about the topic here...

@Aioria: Thanks. ^^ It's great and also a bit surprising (but in a good way) to see, that my first hack is still that popular. I think whoever creates something (whatever, not even romhacking related) and get someone inspired by his work,he reached his goal somewhat, I would say. It's also great to see, that Sendy isn't totally forgotten here, I missed him in the poll for a few weeks and I still hope that he will finish his hack someday.

Ok, now about the graphics: Ok, the overall opinions seems to be that SMAS-Gfx can't make a hack great. Let's see. I agree in some points. SMAS-GFX don't make your hack great, but which GFX does????
Yeah, you can say now: "Use more original/unused ones or even better, make your own GFX" . But still: Make it really a hack great? I would say no. I would say, it makes a hack better, which would also great without those GFX, because the level design is imho still the most important thing in a hack. You can use wonderful GFX, but if you have no idea what you can do with that leveldesign-wise, you will not end up with a "good" or outstanding hack.
And this is, imho, the real problem: Most people use ExGFX just for using it, but they don't get inspired by that. In other words, it IS imho absolutely possible to use for example peter_ac's SMAS-SMW-GFX-hack as a start and make a outstanding game with that. You don't need ExGFX to make your hack great, you need ideas/inspiration/creativity to use the GFX you already have (whatever it is) in an original way (that will have something to do with the leveldesign, of course) .

That is the problem with many hacks I think. Ok, most of you say, all the hacks with SMAS/Yoshi's Island-GFX look all like the same, that's boring. - But that's not the reason. The reason is, all the people are using the ExGFX in the exact same way, and that's why you think it looks all the same... because level-design-wise it will be just something what you would expect in a hack with SMAS/YI-GFX... the trick is here to use the graphics in a way no one would expect. That will help you a little if you want to create a great hack.
I must say I don't played much hacks lately because I'm very busy and don't really have time to check everything out, but based on some screenshot threads here, many people who are using just SMAS/YI-GFX just... using it. And not more.

Since Aioria came up with some examples from my first hack, let's see what's possible. These "Ghost house gardens" would be probably a good example, because since I released this hack for 4 years I get many comments about this. I just used the standart SMW-GFX and use it in a different way, and surprisingly that is a thing, rarely one come up with in a hack. As I started hacking The Second Reality Project, it wasn't actually that hard to come up with the ideas I used. It was just "Ok, what would I like to see?" - and after that, I checked out the possibilities. It was sometimes a bit hard without using EXGFX (for example: Bowser's Starship. A starship level just with SMW-GFX? Seems impossible first, and the result wasn't probably the best graphics-wise, but it worked imho. Only your own imagination/creativity is the limit.

I saw many screenshots from hacks with SMW-GFX (especially for a few years, because at this time it wasn't that "standart" to use custom graphics in a hack - things changed since then) but the problem was, that the guys were using the GFX in the exact same way Nintendo did in SMW. And that gives you the "it all looks the same"-feel... not overused GFX...
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-25-06 10:09 AM, in Super Mario World Plus Link
Originally posted by Spade

Oh, and does someone have the .ips for Super Mario World Minus?



http://www.fpi-productions.de/various/SMW_Minus-_Utter_Garbage.zip
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-25-06 02:15 PM, in Super Mario Bros: The Castle Link
Just played the demo, it's a bit short but great so far. I have no problems with the question blocks, I like them, and yeah, you're right, Mario's movements are really a bit strange

I really like what you did with the ghosts, great idea!

I just want to say a few things. I'm sure you know about the noteblock-graphic-glitch, but there are a few others. In the very beginning, if you go to the left to the room with the message and go directly to the right again, the message will appear in the "Main room" and the mist disappear.

I'm not sure about the boost block passage at the near end of the demo... these boost blocks are always a bit buggy, and it's sometimes a bit hard to end not up in a wall.


(edited by FPI on 02-25-06 01:16 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 02-28-06 08:32 PM, in Lunar Magic not reading level exit correctly? Link
Originally posted by Blue Warrior
and the pipe is exactly on the top-right of the screen where the exit is located.


Maybe just try to move the pipe a little bit more to the middle part of the screen, or take a look at this:



This a a screen from the original SMW. See, what Nintendo did? The exit-enabled pipe is in screen 3, but they used screen 2 for the exit, too. (There is no exit-enabled pipe in screen 2, so why is the screen set up like this?) - You should try that.


In the one level I am making right now, if you go down the first pipe (currently unlinked to anything), it'll take you back to the entrance of the level from whence you came


Yeah, that happens quite often with unlinked pipes. It happens also very often that a unlinked pipe leads to a completely other level for whatever reason.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-03-06 12:41 PM, in How do you change the starting position on the overworld? Link
(And make sure you are in the Sprite editor mode)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-05-06 09:34 AM, in SMW Central (Fixes 'n' Banners) Link
Yeah, that's a good point, because by many tools / patches on the list all you have is the short describtion, but that's not much, so some kind of source (where the patch/tool came from) whould be a good choice (also for updates of course), MRW is surely a good example for that.

Besides that, I would like to ask, if there is a way to edit/add the information on already added hacks on your page?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-05-06 09:43 AM, in Do music patches overwrite the origional music Link
But, if you can fix the grinder sound effects and the Bowser battle music, why should it be impossible to change the music in the credits?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-05-06 03:43 PM, in Question about the M16-7k-thing Link
Yeah, I just wanted to try out that method, and inserted a BG in LM, but there is still a problem. I just tried to insert a few BGs which I already have in my hack, just for a quick test, if everything is working right, and it looks like this in LM:


Here is a screen of what it should look like:


As you can see, everything is deformed several times. What I'm doing wrong?
I tried it with several different screenshots, but it's always the same.

Is it a problem, if I use gif's? In the tutorial they used only pcx-screens, which I've tried as well, but I can't get it open in Pic2snes, it always says "This is not a VGA 16 colour PCX mode file"... So i tried it with gif's and that worked so far...
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-05-06 05:31 PM, in Question about the M16-7k-thing Link
Ah, I finally got it right. Yeah, it's working now with pcx.
@smwedit, your link helped a lot! I was looking for PSP 3.11 a while but all the downloads I could find are incomplete or something like that, I couldn't open the program, so I decided to try another version (9 actually) but for whatever reason there must be a difference between these programs if you want to save a pcx as a version 2.

@Ice Man: Yeah, thanks for the tutorial, that was indeed the one that I was using so far.

Thanks for the help! ^^
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-06-06 09:11 AM, in General ideas thread. Link
Originally posted by cpubasic13
On an idea, make a gravity-faking level. For example, have a level that has you on the ground. When you enter a door (have a tube or something connecting to the roof), it takes you to a different level that is the same, but takes place on the roof. No ASM required.


OMG you can read my thoughts somehow.


FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-07-06 08:53 AM, in Redrawing every sprite... Link
Originally posted by ghettoyouth-neko
wow you did a really great job! especially the mega mole sprite


That's weird, the Mega Mole & Monty Mole-sprites are infact the only ones from the list which I don't like at all. I think I like the look in the original for this ones much better, but for all the other ones: Just great, outstanding and much better than the original sprites!
(And yeah, I like the bottom bob-omb also a bit more, the above one looks a little bit small compared to the other sprites.)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-09-06 05:22 AM, in Super Mario Starlight: An SMW hack in progress Link
From the information, it sounds good so far, but yeah, it's hard to tell without screens/demo. I would suggest to skip the idea with the Retro-World. There are much too many hacks here which contains remake levels from the SMB-series, so it would be only boring, not more.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-09-06 05:29 AM, in Redrawing every sprite... Link
The "Sharkbone" looks imho absolutely awesome, and I think it's still easy to recognize, which old enemy he represents, so I would kept that in.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-09-06 05:32 AM, in Super Mario Bros: The Castle [SS] [Demo] Link
Originally posted by The Kins
This is really well done and I look forward to the finished product.

How did you do the multiple text box strings, by the way?


I think you can find the answer in the, uhm, "Crap "Board.
At least there was a thread about this.
http://board.acmlm.org/thread.php?id=2827

Edit: Nevermind, there was a thread, but from what I can see, there wasn't a final solution.


(edited by FPI on 03-09-06 04:48 AM)
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Acmlm's Board - I3 Archive - - Posts by FPI


ABII

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