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06-17-24 03:13 PM
Acmlm's Board - I3 Archive - - Posts by FPI
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FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-04-06 09:49 PM, in Opinions on my design... Link
Finally some kind of proof that it's still possible to create something interesting with SMAS-GFX. The screens are looking great, the autumn one is also my favourite! Good work!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-05-06 01:15 PM, in "Perfect" breakable bricks for SMW! Link
Originally posted by Bio
aren't the one in blktool(not the one in DW and DW:TLC one) already have the bounce block effect?


Yes, I'm sure they have it already.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-07-06 05:57 AM, in More Map 16 Pages Link
Originally posted by lynch82


But really, who needs THAT much Map16 space . . .


Me, for example. Actually, not for the BGs, but for the FG stuff.
I know it would be possible of course, to use the way Nintendo did, and place all your custom ground tiles which have the same behaviour etc everytime in the same location of the ExGFX-file and use the same palette all the time, so you could use the same map16-space for a lot of different tiles again and again... but I never cared about that so much, because I also never thought that I would need so much space.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-07-06 06:00 AM, in Super Mario Universe Problem? Link
You're using ZSNES, right? If yes, try SNES9x, and it will probably work.
From what I've know, this happens if you use M16-k7 in the hack.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-07-06 11:17 AM, in Question about the "Add Time Custom Blocks" Link
I just noticed right now, that the Add-time-custom blocks are not working right for whatever reason. I tested actually a level part from my hack several times, (which contains quite a few of these custom blocks) and most of the time, they are working, but sometimes not, and that is bad. Have anyone encountered the problem as well? Is there any way to fix the blocks? (I'm actually using the +10 & +50 ones, but I'm sure that counts for all versions of the block ) - Yeah, the simplest way would be probably not using the blocks at all , but if there is any way to fix that I would like to know.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-07-06 12:42 PM, in Question about the "Add Time Custom Blocks" Link
Originally posted by Surlent
Hi, FPI.
Can you isolate the problem, like does it happen in levels with more sprites or custom blocks than in levels where you use less of them ?


Can't say that, because I have only one level (-part) so far in which I use the blocks. But besides that, I never had trouble with all the other custom blocks in my hack before, and normally my levels are really big, so I don't think that is the problem.



How about trying to select another value in "Change properties in header" ?

In fact i tried it first in a vertical level, but that was very buggy. If I remeber right, I tried some time ago to get the "sprite smashable brick" in a vertical level to work, but it wasn't working either. Yeah, but we all know, a lot of things are not working in vertical levels. So, I switched the level to horizontal, setting 00. Should be working



I didn't test the newer version of Blocktool though, but in the old version the block worked normally, but does the block still remain intact after you hit it ?

The problem is, that the blocks are working most of the time. I can play the whole level and every block is absolutely fine.

And no, the block remains not intact, because he acts like a coin, because I want the block disappear after collecting them, because otherwise the level would not make sense.


Originally posted by Xeruss
Are you using the correct "block acts like" setting in lunar magic? If you aren't the block just won't work.


As I said before, the block is working right most of the time.


edith: After making some more test, I think I was was wrong about the "the blocks are working most of the time" - it happens in every test, that at least one of the blocks is not working.


(edited by FPI on 04-07-06 01:03 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-07-06 03:03 PM, in ... I think my ROM... Exploded. Link
Actually, very easy. It's level 24. Use another level number (24 is the Dragon Island-level where the time remaining and the points have something to do with the level exit location)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-09-06 07:02 PM, in "Perfect" breakable bricks for SMW! Link
I could be wrong, but if I remember right, the same thing happens in the original SMB3/Allstars, by hitting a P-Switch, too.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-10-06 07:37 PM, in I need help with the title screen movelist Link
So, what's exactly the programm? To insert some new movements for mario, just open the Overworld Editor in LM, go to "File" --> "Title Screen" and you will see, what to do, just follow the instructions.

Your second post sounds a bit like that your colours are messed up in the title screen demo? If yes, you should try to use only the first eight colours from the palette (I'm not sure if that counts for every palette, that probably only counts if you are using palette 0 - I had that problem some time ago, and it was palette 0 I was using and at least one colour was shown wrong in the emulator, but that was easy to fix)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-10-06 07:41 PM, in need help Link
You have to set the layer 2 initial position right. Most of the time it will work if you set the BG initial position to C0. If that's not working, you have to try it out a little bit with the several settings.


(edited by FPI on 04-10-06 06:42 PM)
(edited by FPI on 04-10-06 06:43 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-11-06 12:31 PM, in Collection purposes, anyone have v1.0 of SDW:TLC? Link
Here you go: http://www.fpi-productions.de/various/dwtlc100.zip
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-11-06 07:05 PM, in Help with changing custom block GFX Link
Maybe you should start saying, what exactly you are trying to do.
Of course it's possible to use animations with ExGFX.
And I'm not sure what graphics you are looking for in YY CHR. If you inserted custom blocks, you only insert the behaviour of the blocks, but not the graphics, you have to create/insert them yourself in your hack, i most cases with using ExGFX-files.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-11-06 09:07 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
Originally posted by Mr. Saturn
Well, I've been adding to it, and have made the lintels (top supports) and roof. However, I've come across another problem. I want to be able to have Mario slide down the roof, and that works fine, However, two tiles seem to be particularly finnicky, resulting in



this. I'm using 16E for the left facing slope and 191 for the right facing slope, as they seem to be the only ones that fit the design. But mario walking up them results in him passing through until he hits a solid piece. Are there alternatives to this tile, or am I pretty much SOL on this?


Place a tile which acts like 10C below 191 and a tile which acts like 1D8 below 16E. That should fix your problem.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-12-06 01:10 PM, in finally some ss + a small question! Link
Originally posted by taka-87
How do i repoint the sprites so i can have the floating skulls in a "mushroom" level (the no-yoshi star level - i need both the skulls and the 4-way bullets.)


No need to repoint something, you have to use ExGFX. First you must extract the GFX, 05 is the mushroom-file with the bullet bills in it, so you have just make a copy of that GFX file, and rename it to ExGFX80 for example. After inserting it you can easily replace the graphics that the floating skulls are using. Note that you can't use Diggin' Chuck in the same level anymore, because some of his graphics will uses the same place as the skulls.



and why does the second set dissappear when i reach that screen?



Each of the skulls count as one sprite. There are four skulls, and only 7 are allowed at the screen at once. So, the second set have also four skulls, so you have eight sprites at the same time, at that's not possible for SMW, so it will disappear.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-13-06 05:25 PM, in Overworld Help. Link
Have you saved the overworld in the overworld editor after editing it?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-15-06 09:46 AM, in Something I Found in DW: TLC that I had never seen before. [WARNING: DW:TLC and SMO spoilers!] Link
lol, and as you can see on the screens above, it's still there XD
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-15-06 10:10 AM, in Question about the *96 in the title screen Link
I have some questions about the *96, which appears in the original SMW, if you have found all exits in the game. I just counted all the exits in the game, and so far, the two last levels (with the ending sequence after it) doesn't count for that, right?
I found out in the offset list that there is a way to decide, after how many numbers of exits the font turns blue, but is there also a way to decide, after how many exits the *96 will appear?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-15-06 04:55 PM, in Question about the *96 in the title screen Link
Originally posted by spel werdz rite +
Well, FuSoYa figured it out!
I'll go look for it, and if find it, yay!
If I don't, maybe someone else can...


That would be much appreciated!
The thing with the *96 wouldn't be a problem if I would have less than 96 exits, because in that case the *96 wouldn't show up, and that wouldn't so bad either, but since I have more than 96 exits, I don't want this *96-thing appear after getting 96 exits so far, that would be just wrong and irrittating...


It's the same offset, actually. I think that in the Japanese version, the font turned blue, and in the American version, the normal tiles are replaced with the special *96 tiles. At least, that's how my ROM works.


Hm, I don't think so, as spel werdz rite already said, FuSoYa used both in his hack (I actually can't remeber for what... maybe the blue color for finding all exits except the Boo World, and after finishing everything the number with the star, but I'm not sure)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-16-06 07:04 AM, in Question about the *96 in the title screen Link
Originally posted by Davros

1. Convert the number of exits in your hack to hexadecimal (ex: 77 exits = #$4D hex).
2. Put this number at $1F6D in the ROM (should be #$60, or 96 exits).
3. Change the two *96 tiles in GFX29.BIN to the number of exits in your hack.

Or, if you don't want to change the tiles, you can change $1F71 and $1F73 to point to regular number tiles instead (#$87 is the left half of *96, and #$88 is the right half).

This has been posted before, but I hope it helps.


Of course that helps! Thanks a lot!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 04-16-06 11:46 AM, in ***PitmkČ Demo 2*** Link
Originally posted by ghettoyouth
thanks for the replies

Originally posted by Raccoon Sam
If you carry a Buzzy Beetle up to the pipe from the underground part of Level 3, you'll get this:



that's a bug of the original game


I wouldn't call this a bug, since it's just a different sprite-set, nothing more. But you can easily avoid this by using a door instead of a pipe.
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Acmlm's Board - I3 Archive - - Posts by FPI


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