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06-17-24 02:33 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 03-10-06 08:49 AM, in Midway is proportional?! Link
Originally posted by HyperMackerel
It's always been that way. Midway and main entrance are at the same coords, and I think main has to come first or some such.


Afaik it's absolutely possible to place the main entrance in a screen after the midway point entrance. The only thing you can't do is to put the midway point entrance in the very first screen, or it will not work. Midway point entrances are also not working if you start a level in a vertical area.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-11-06 04:53 AM, in Super Mario Starlight: An SMW hack in progress Link
Finally someone who tries also to create some new BGs out of just original GFX. Good work, I like that!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-11-06 09:17 PM, in SMW Question Link
Yeah, and for the "Nintendo Presents" Screen you should extract the graphics first, open the 8x8-tile-editor and you will see the "Nintendo Presents"-text there. So just edit it in the 8x8-tile editor, press F9 after finishing it, and insert the GFX back to the Rom.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-11-06 09:30 PM, in Redrawing every sprite... Link
I agree with the others, the death animation is awesome. And that Dry Bones and Bony Beetle are using the same death animation is of course a stupid limitation, I never liked the way Nintendo handled this in the original, because it was just too obvious, and in fact, if you jump on a Bony Beetle in the Original, it always looked like Dry Bones for me.

But if it's possible to hack in two different death animations, that would be awesome. Of course, you could also use ExGFX, but only if you want to have only one of the two sprites in one level-area, and that's rather unlikely.


(edited by FPI on 03-11-06 08:31 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-11-06 09:34 PM, in SMW Question Link
You can edit the Title Screen in the overworld editor like asdf said.

But you have to edit the "Nintendo Presents"-text in Lunar Magic (go to "Editors" --> "8x8 Tile editor window" and that's the right one)

And make sure to extract the GFX first (under "File" --> "Graphics" --> "Extract GFX from ROM")


(edited by FPI on 03-11-06 08:36 PM)
(edited by FPI on 03-11-06 08:37 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-14-06 06:52 PM, in Mario vs Bowser (SS+Demo) Link
Originally posted by SoNotNormal
I just played the demo, and it was hella fun. I just haveone small complaint though...I STRONGLY suggest giving a bit more time in the Pipe Plains levels - P.P. 1 took me quite a few tries because I kept running out of time.


I agree here. With the time limit the level is quite hard, and the level after that is surprisingly easy and short, so it would be maybe very helpful to increase the time limit PP1 and/or switch the levels around.

The part in where you need the key to hit the blocks is also not that easy, because it happens very often, that you put the key through the blocks to the other side and after that you are stuck.

Besides that, the demo is cool so far, and the concept is very original. I also had no problems with the graphics, I think they fit the hack quite good.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-14-06 10:31 PM, in Mario vs Bowser (SS+Demo) Link
I also like your previous block better, it was more "unique".
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-15-06 09:56 PM, in Please Help Link
First, you need to extract the "AllGFX.bin" - Mario is in there. To extract the AllGFX from the Rom, you must go to the "options" and enable "Use Joined GFX Files" . After that extract the GFX and you will find the AllGFX file in the graphics folder.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-16-06 11:04 AM, in Redrawing every sprite... Link
I think the Dino Rhino looks a bit weird, but besides that, awesome work, once again!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-16-06 11:12 AM, in I'm glad to come here again, and here's my new (and joking) hack demo Link
Hm, boring and annoying? From what I can see on the screens, it doesn't look so boring and annyoing to me. I don't really care about the pipe maze-levels, but besides that at least he put some effort into the hack. It doesn't look all to boring or simple... he could just come up with a typical linear level, with three goombas in a row and a few para-koopas bouncing around and THAT would be boring and annoying. But that's just my opinion, of course.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-17-06 09:49 PM, in Exuce me. Link
You can get SMW Plus 5 from here:
http://smwcentral.pure-text.com/?p=showhack&id=32

and SMW minus from here:
http://www.fpi-productions.de/various/SMW_Minus-_Utter_Garbage.zip


(edited by FPI on 03-17-06 08:50 PM)
(edited by FPI on 03-17-06 08:51 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-18-06 09:05 PM, in Status Bar problems! Link
Yeah i did the same thing actually in my hack as well, there are quite a few level, which had status bar problems, but I changed the palettes. It's a bit work of course. You have to set up all the tiles in the Map16-editor, so they are using the new palette, but I can say, it's really worth it.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-21-06 09:34 AM, in Do I have to? Link
So, in which levels will that happen? Are only levels affected, which uses the m16-7k-thing, or could that screw up a random level?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-23-06 11:06 AM, in Redrawing every sprite... Link
Originally posted by asdf
Originally posted by Raccoon Sam
That Demon's Crest FG is wonderful. You should think about that.


I believe there was someone who already ripped that. It was probably more than one person, however. In any case, I swear that I have seen that in a hack, or at least in a screenshot of a hack before.


I believe it was in Atma's Ultima Graphic Hack or whatever is what called. If I remember right, it was free for everyone to use it, but I do not know, if anyone really did it. Since he released his graphic hack, the only ExGFX I've seen from his hack was this forest/lake thing along with the new Wiggler-GFX, I think, but that could be a coincidence.

But there were also some problems with that hack. It has excellent graphics, but the status bar palette and even Mario's Palette were totally miscoloured, so if you really wanted to use it, you would have a lot of work to do to fix everything.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-23-06 01:56 PM, in Annoying issues with my .bin files Link
If you are going to insert the AllGFX to the Rom, make sure you have the "Use Joined GFX Files"-option enabled.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-23-06 04:43 PM, in Super Mario Bros: The Castle [Release] Link
I played it, and I must say, it's good! The level design is cool and sometimes very clever, but yeah, there are a lot of glitches, but most of them are already mentioned before. They are many, but on the good side, most of it isn't to hard to fix. Like Bio already said it's sometimes really neccessary to use the block act setting to 130 for some of the boost blocks, especially if you put them directly on the ground.
Most of the time you have just to use the Sprite Memory index right, for example at the beginning of the co-op-Mode, the platform disappears sometimes, but there are no other sprites on the screen, that's actually very easy to fix. (0E should work most of the time) Some other glitches (like the screwed up spotlight in the dark water-room) are also easy to fix just with using ExGFX.

Besides that, I would like to ask a question. The demo starts in the forest you know. Why isn't the part included in the final version anymore? I thought that would be a good start for the game. And what's the matter with the overworld? You can go everywhere, if you want you can just go to the last room with the boss without playing the level? (Btw some of the level-parts are still misslabeled - like "Top Secret Area" for example and the "No Yoshi-intro" should be disabled)

Overall a nice and unique hack, but you should really fix all the glitches
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-26-06 07:25 AM, in Super Mario Bros: The Castle [Release] Link
Originally posted by asdf
I think you can andres, seeing as how it's not that big of a surprise. Let's use spoiler tags, though.

Spoiler:
A level select, allowing you to skip to almost any part of the castle



Hm, I could do that from the very beginning!? Maybe I should redownload the hack...
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 03-30-06 09:10 PM, in My hack so far... bubble bobble themed(SS) Link
It's much to similar to the original SMW-levels. You really should delete everything in a level and start completely from scratch.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 04-01-06 06:48 PM, in SMW: The Castle [Re-release and a little something I'm working on] Link
Originally posted by peter_ac

But here's a tip: Never, I mean never, use a Note Block with a Castle Sprite Tileset. But I blame FuSoYa for not putting it under the list of Tileset Specific Objects.


That's actually very easy to fix with ExGFX. The only enemies you can't use after that are the wooden spikes and the grinders.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6330 days
Last view: 6342 days
Posted on 04-03-06 08:50 PM, in Redrawing every sprite... Link
Fantastic, as usual!
I agree that the overworld need definetely some palette fixes, but besides that, it's outstanding. I love the castle/ghost house graphics as well.

Fishin' Boo is awesome, you should stay with that.
I don't like the new bridge GFX in the level shot, mario looks a little bit misplaced on it, but maybe it's just me. Besides that, it's all great!
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Acmlm's Board - I3 Archive - - Posts by FPI


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