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06-02-24 12:37 PM
Acmlm's Board - I3 Archive - - Posts by Tatrion
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User Post
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 12:52 AM, in What have people said to/called you? Link
People always call me by my first name. Last name if they don't like me... I've never gotten a nickname of any sort...
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 01:08 AM, in Spyware...in all its pain Link
What were advertising companies thinking when they made spyware? If anything, it causes people to resent your product since the company associated with it screwed your computer.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 01:12 AM, in Holy Depressing, Batman! Link
Well, as a famous quote from Homer Simpson, "Trying is the first step towards failure."
Oh wait, that's just my philosophy on life In your situation, I suppose you could probably just forget she exists.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 01:18 AM, in Group hack, anyone? Link
You can't just drop a bullet bill generator in a Red-gradient memory map level? I remember reading that you can't add OBJECTS to a red-gradient, but I think you can add sprites.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 01:26 AM, in RAM hacking, really. Link
Erg O.o Those are messed up... were you just typing in random code or was there a method?
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 01:29 AM, in Okay wtf Link
Well I know this is going to sound like I'm flaming you but... since you're going to be replacing the overworld anyway (right?), does it really matter that much?
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 01:42 AM, in Are you currently employed? Link
I don't have a job... mostly because I can't drive either...
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 08:25 PM, in Overworld continued (please help ASAP) Link
Delete the old overworld and start building a new one. The graphics are messed up because the tiles are all different now.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 08:31 PM, in Question about Hammer Suit... Link
Ok I booted SMAS on my emulator... I ducked on a slope as hammer Mario and I did not slide. As soon as I got hit while ducking on said slope, I started sliding. Hammer Mario CANNOT slide.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 10:06 PM, in Your alignment Link
I'm a good person generally; but I can be randomly evil.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-26-05 10:07 PM, in What part of a game...? Link
gameplay/ level design/ etc.

If it's not fun, it's a waste of time.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-27-05 12:21 AM, in Feels like... Irritability is in the air. Link
So, I went through and read the entire archive. 5+ hours of reading time
Good thing randomly violent webcomics don't make randomly violent people.

I wonder what Chappy thought was gonna happen when he grabbed Beireia's... yeah.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-27-05 09:30 AM, in yohsis house level help! Link
It would probably be easier to move them to a different level. Yohsi's house displays message 1 if Yoshi has not been recovered, and message 2 if he has.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-27-05 11:33 AM, in omg, help, please! Link
You can always redirect Yoshi's house to a different level. Not sure if that changes the ending or not, but I assume it would.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-28-05 05:40 PM, in Return of The Battle of The Random! Link
Obviously old school Robotnik, who I also voted for.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-28-05 05:48 PM, in Quick palette-editting question Link
Well, there's a small list in the Lunar Magic helpfile, but mostly you just have to put your object onscreen, then change random colors into something noticable, then when you change the color you want, close the editor without saving, reopen it and just edit that color.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-28-05 05:52 PM, in Have you ever...? (The end! Finally!) Link
No.

Have you ever attempted homicide?
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-28-05 06:03 PM, in Feels like... Irritability is in the air. Link
Hmm, you are posting comics totally randomly. Whats your method? Random integer( 1-whatever?)
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-28-05 09:10 PM, in Questions and Answers for newbies Link
Ok I finished the Map16 FAQ... tell me if I left out anythign important....

~~~~~~~~~~~~~~~~~~

How to get started with, use, and master the Map16 editor

First off, the most important thing you should know about the Map16 editor in

Lunar Magic is the F9 key. This key will save your changes you make to the

Map16. This is THE mistake the 99% of newbies make when using the editor.

I'll repeat for emphasis -

PRESS F9 TO SAVE
PRESS F9 TO SAVE
PRESS F9 TO SAVE

Now that that's clarified, onto the actual use of the editor!

~~~ Section 1- getting started ~~~

Subsection 1- what is the Map16 editor?

The Map16 editor is one of the most powerful tools in Lunar Magic (Which I

will refer to as LM from now on). It is used to decide what graphics,

properties, layer priority, and more a block will use. There are $0F, or 16 in

decimal, pages for you to use for foreground blocks (layer 1), and a further 16

pages for background (layer 2) objects. In case you don't know hexademic

counting, or base 16, it works like this in Map16 editor -

Decimal (base 10) on the left
Hexadecimal (Base 16) on the right

1 = 0
2 = 1
3 = 2
4 = 3
5 = 4
6 = 5
7 = 6
8 = 7
9 = 8
10 = 9
11 = A
12 = B
13 = C
14 = D
15 = E
16 = F

This is not essential knowledge. It is only to show that the first page is

represented as page $0 ( the dollar sign means the number after it is in

Hexadecimal (Base 16)), and that numbers above 10 are represented as

letters. Other things inside the editor will also use the Hexademic system. I'll

talk about these later though.


subsection 2 - What exactly does the Map16 editor do?

Like I explained above, it determines what Graphics, properties, etc etc

blocks in Super Mario World have. Graphics are determined by what 8x8 tiles

make up a 16x16 pattern (explained later) and properties are determined by

what block you set your block to act like (also explained later).


~~~ Section 2: Using the Map16 editor ~~~

Subsection 1: The basics

So obviously, the first thing you will want to do is open the Map16 editor. Do

this by going to the LM menu command "editors" and clicking "16x16 tile map

editor window". Try doing this in a blank ROM first so you can practice, before

using it inside of your hack. Make sure you make a backup...
Next, you should probably see a bunch of random stuff on a screen with a few

buttons and some information on the bottom. This is the main page of the

Map16.
Some of the navigation commands for this are the up and down arrow keys, to

move up and down, the page up and down keys, to change the pipe palettes

(I'll explain), and the function keys (F 1-12). A right click will paste the

currently selected tile to the mouse position. A left click will select a tile. This

tile will appear on the lower right. A ctrl + left click will copy a tile to the

clipboard, and a ctrl + right click will paste it. Holding down alt+ right clicking

will paste a tile without its gameplay setting (I will explain). F9 will save the

Map16 data. But you should know that. All unsaved changes will be lost if you

switch levels before hitting F9!! F5 will export the current Map16 FG data

(pages 0-F) to a file (useful for making backups) and F6 will load it. F7 will

export all the BG Map16 (pages 10-1F) data to a file, and F8 will load it . F2

will export the only the current page of Map16 data from the ROM, and F3 will

load it back in. Unlike the other export and import keys, these two will also

save/load the Map16 Gameplay settings for the tiles in the page, if

applicable).

Vertical pipes use 4 sets of Map16 data, and the set it uses depends on the

screen number in the level. Page up or down will change the displayed set.

Subsection 2: The specifics

When you select a tile, it will appear in the lower left corner. Click 16x16

attributes to modify this tile.

The first four values are what 8x8 tiles make the 16x16. There are always four.

To see what GFX the tiles are, open the 8x8 editor and rollover a tile. You can

only choose tiles between values $0 and $1FF.
Next are attributes. The first scrolldown will change what palette the tiles are

rendered in. You can modify the palettes in the Palette editor. Next is layer

priority. You can choose if this tile will appear over or under Mario or other

sprites. Lastly is gameplay settings. This will select what original tile you

want this tile to mimic. Some common ones are -

130 - mimic cement block
25 - mimic "passable through any side" block
12F - Mimic black piranha
106 - Mimic clouds (passable through bottom, but can walk on)

Once you make your tile, paste it by right clicking on a blank tile. Do not put

it on the first two pages. Only put it on the third page if you only want it to

appear on just the tileset you're on. Before you paste it, you can press the

"Flip X" or "Flip Y" button to flip it in that direction.

You can also edit one 8x8 tile by clicking it on the big 16x16 tile, then

clicking 8x8 attributes. Most attributes are the same as 16x16.

The first two pages are the original Map16 pages used by the original game.

Modifying these is not recommended, though you can copy these tiles to

other pages. These pages will change depending on what tileset you have

loaded. So loading a rope tileset will have rope tileset tiles on it. Also, some

tiles do not change, no matter what the tileset is. An example of these are

cement blocks, or turn blocks.

The next page ($02) is a custom page you can put anything you want onto,

but it is tileset specific. The last 13 are more custom pages, but they are

static. The next pages ($10-$1F) are background tiles. $10 and $11 are the

original sets made by Nintendo, and the rest are an extension. These are

basically the same, but do not have a gameplay setting.


~~~ Section 3: FAQ (Frequently asked questions) ~~~

Q : Help! I saved the level, but my map16 data didn't save! I lost it all!

A : When you finish using the map16 and are happy with the results, you

MUST use F9 to save.

Q: I put my tiles down, and pressed F9 to save, but they only have graphics in

one level! In all the others, it's a blank tile!

A: You put that tile on the third page. That one is tileset specific, so any tiles

you set will only appear on that tileset. Try moving that tile to the fourth

through sixteenth pages.


...have more questions? PM Tatrion on the board.


~~~~~~~~~~~~~~~~~~~~~~

And that's it.
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6314 days
Last view: 6313 days
Posted on 11-28-05 10:18 PM, in Hi I'm a new! Link
To answer your question, the board was reset so XKeeper could revert it to a previous version. Anyway, welcome.
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Acmlm's Board - I3 Archive - - Posts by Tatrion


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