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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
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Posted on 09-30-06 09:58 PM, in Is inserting custom blocks via ASM better than using BlockTool? Link
Sort of. Right now, I'm only wanting efficiency for the blocks, even if it means doing a lot of work in ASM.
pikaguy900

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Since: 08-10-06

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Posted on 10-01-06 05:43 PM, in If you were to make a Super Metroid hack, what would you do first? Link
Originally posted by Deathbringer
I would try to change the physics around a little bit like Drew did....but he made alot of changes. Wait a minute, aren't you that guy looking for Tilesheets from Metroid Fusion?

Uh, what? I don't need Metroid Fusion tilesheets... Say, how did he change the physics?
pikaguy900

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Since: 08-10-06

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Posted on 10-01-06 05:49 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Originally posted by Deathbringer
Good, now go search Norfair some more. Don't worry, after finding the next item with your new Speed booster, you don't have to come back until awhile. Be sure to get as many expansions as you can at this point. Especially Super Missiles as where your going, your going to need alot and these guys are worse than Sidehoppers.

Oh, I already have the Wave Beam and High-Jump Boots, and disabled the first Chozo Guardian in Crateria. Go me. So... Now I'm stumped on where to go. All I'd need is a just a push in the right direction, like if I'm supposed to go back to where I found the Bombs or what... No, don't tell me. I'm going to check everywhere I can first. Oh yeah, and I already have the X-Ray Scope. I decided to get it early, since I knew how to get to it, thanks to that FAQ I've been reading. Please don't tell me that I shouldn't have done that- I've been needing help looking for blocks to destroy so I can continue previously, but with this, I don't anymore! I feel better now that I have it. Thanks for all the help you guys gave me, even if it came later than I needed it.

Edit: I've found a large room in Crateria with water that plays the Brinstar 2 music. I believe I'm supposed to find the Lost Caverns (which I believe leads to the Wrecked Ship- It's gotta be in this hack! ...Right? PLEASE let it be in this hack!! Oh please! Where else would Phantoon be?!) next, but I'm not sure if this room leads there or not. I passed it by, but if it does lead to the Lost Caverns, please tell me so. If not, please don't tell me where to find it- I like exploring.


(edited by pikaguy900 on 10-01-06 08:57 PM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-02-06 04:43 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
SO I AM IN THE RIGHT ROOM! I saved in the first room with those Golden Pirates. I left the room, thinking it was the wrong way, but then, after getting off the computer for the night, I realized that the doors in the room could possibly be opened by defeating them. I planned on doing so today, so... Thanks for saying that I'm going the right way. Now, how to defeat them without taking too much damage? ...Don't answer that, please.
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 05:06 PM, in A Super Metroid ASM question Link
I'm planning a Super Metroid hack, and I have a plan to make what I call "Warp Holes" (not to be confused with the ones in The Legend of Zelda: Link's Awakening). I want them to connect all the areas in my hack except maybe Tourian and the Wrecked Ship. I'm not sure if I want those areas linked or not. I want them to work like so:

When you find a Warp Hole, you can enter it to warp to another location. However, the first one you find leads back to the same room you found the Warp Hole in. (Of course, the Warp Hole is just a big hole in the ground, and the room has a hole in the ceiling for exiting the hole.) I want to use ASM to set a special flag, which I will call the "Warp Hole Flag", upon falling down the warp hole. What would happen is this:
Steps:
1: When you enter the warp hole, it checks to see if the warp hole flag is activated. (The flag is independant of all the other flags, so activating one only activates that single flag, and not any other flag, like "Kraid Defeated", "Statues Activated", etc.) If the flag is set, it goes to Step 2. If not, it goes to Step 3.
2: The ASM checks for the status of the Warp Hole flag next in the list of the current area you're in. If the flag for the next area in the list is set, you'll go there. If not, it'll skip the areas until the ASM finds an area that does have the Flag set and you warp there. Let's say the warp hole would send you in this order:
Crateria-Brinstar-Norfair-Wrecked Ship-Maridia-Tourian
...and you're in Brinstar. If the Warp Hole Flag for all of the areas is set, you'll go to Norfair's Warp Hole Room. However, let's say that the following flags are set (a "*" means the Flag hasn't been activated):
Crateria-Brinstar-*-*-Maridia-*
...and you're in Maridia. You'll go to Crateria's Warp Hole Room instead of Tourian's, because you haven't entered Tourian's Warp Hole (I will refer to entering a Warp Hole as "activating", and I call a Warp Hole that you've entered in as "activated", so a warp hole you've netered is an activated warp hole) yet. Get the idea?
3: Since the flag isn't set for the warp hole you just activated, the ASM sets the flag for the area you're in. Afterwards, the ASM jumps to Step 2. If the Warp Hole you just activated is the only active one, you won't go to a "Step 4". Step 2 would pass over all the area flags until it reaches the area flag of the area of the warp hole you just activated, thus making you reappear at the top of the room.

It's complicated, but hey, so is my mind. Even if it's impossible to do the aforementioned idea in ASM, I still have a basic idea for it- Make one area link to another normally, then use Green Gates to prevent the player from going to areas before they should. So, a little help? I barely know ASM (all those terms confuse me, and the Hex Editor I have doesn't use such terms), but I'm willing to learn if I must (and if no one can make this). (Also, any suggestions/comments will be appreciated, but hopefully they won't be posted here, as they'd be off-topic in this thread.)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
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Posted on 10-02-06 05:53 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Alright. Oh yeah, I can't get all the Tanks I can possibly get at this moment right now. The whole "charge-your-Speed-Booster-and-keep-it-going-for-a-lot-of-rooms" thing seems... overly complicated, and I still have trouble Shinesparking. It's not the hack- it's my keyboard. When I try to press down to stop running and hold a Shinespark, I usually end up either stopping the speed boost and kneeling or aiming diagonally-down in the direction I'm going. And yet, I'm really good at doing the same thing in Metroid: Zero Mission (I got every item in it once, even the Tank that you acquire from the long Speed Booster run. So, let me ask a question: Is Phantoon's room not marked on the map as a Boss Room? I just want to be prepared- The last time I faced Phatoon on an emulator on the original game... I lost. Over and over again. I know I lose more this time....
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 06:51 PM, in A Super Metroid ASM question Link
Originally posted by Gideon Zhi
Conceptually, something like this is fairly easy to code. You're basically describing a teleport room styled after Symphony of the Night; the assembly for your flag-checking is really very simple. Triggering it in the game, and teleporting the player to the desired room, is a completely different matter altogether.

I'm not a Super Metroid hacker, so I don't know how doors, room/palette/tileset swaps, and items/objects/savepoints work, but what I'd generally recommend is using the save platform as a template, linking it up with the door routines if possible when the player activates it, and doing the simple flag check then.

...Okay. I could possibly figure out how to trigger it myself, but what I really want is what values I should use to achieve the desired effect. Right now, I'm having a hard time understanding how certain hex values tell a game what to do. I mean, each value can be used over and over again, but I don't see how they actually carry the information of what you want them to do. I mean, all they are are numbers and letters. They themselves don't have any special info imbedded into them, like how to jump at the press of a button, right? ...Do they?

Edit: Oh yeah, what do you mean by the "teleportation room" style in Symphony of the Night? I've never played that game before.


(edited by pikaguy900 on 10-02-06 05:52 PM)
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 08:03 PM, in Is inserting custom blocks via ASM better than using BlockTool? Link
I don't mean to sound rude, but... Why did you hijack my thread? Anyways.... I guess it really is better to insert Custom Blocks via ASM. Unfortunately, I barely understand it, even after reading the stickied thread that tells what each part of ASM is (my Hex Editor only lists the hex numbers, so I assume things like JSL are only for text files...).
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 09:38 PM, in A Super Metroid ASM question Link
Originally posted by Kejardon
Certain bits in certain locations do in fact have special meaning to them. For example, you can always look up what buttons Player 1 is pressing in $004218 / $004219, and writing to $002104 is used to tell the SNES what sprite tiles go where.
Anyways, if you want to do that, you're really going to need to know a good bit of assembly. Especially since Super Metroid's room transitions don't work in a way that's useful for this - you'd need to code a workaround the engine, or change your idea to work with the engine. Making one-way gates or something similar would be far easier.

::edit:: The save platform edit Gideon Zhi would probably be pretty feasible, knowing how save stations work. You could get away with simple door data for each room, some PLM instructions (a very common 'programming' format in Super Metroid, sort of like macros), and a small bit of assembly.

I'll gladly explain the Super Metroid specific parts of it, but you'll have to learn assembly and actually code most of it. I have too much on my plate to do things other people can do without my help.

Fine by me. Besides, what have I got to lose? I have a backup plan in case the main plan doesn't work. And I usually don't... (I thought ahead this time. )
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 09:51 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Originally posted by Deathbringer
You know you can charge your Shinesparks like you do in ZM in this hack right? By shinesparking into ground that isn't flat. And Phantoon is at the end of the Lost caverns. It isn't marked on the map but the Lost caverns is.

Yes, I know you can do that. I read previous posts and I read that you need to hold two buttons to keep the charge, and they're the obvious ones. Let me guess- Run and the direction you're Shinesparking in? Oh yeah, I need major help. I beat the so-called "Kung-Fu Pirates" at the bottom of the shaft with the Save Station, but... I went right, and found a locked gate. There's no switch to open it. Seeing as all enemies in a room are reset upon re-entering the room, the Pirates were back and killed me. How do I open the gate? I have these items:

Morph Ball
Missiles
Wall-Jump Boots
Bombs
Super Missiles
Ice Beam
Varia Suit
Power Bombs
Grappling Beam
Speed Booster
Wave Beam
High-Jump Boots
X-Ray Scope
Spazer Beam

...Yeah. I read that I was supposed to get my fourth Energy Tank in Norfair, in the big Morph Ball maze that looks like the one in Magmoor Caverns, but... How in the world can I get that?! If I lay a bomb, the platform beneath me blows up, so it's impossible to do any more than ONE bomb jump! Please don't tell me to try infinite bomb jumping- I've never been able to do that, not even by following what I'm told. So, instead, help me figure out how to open the annoying gate near me. Do I go right instead? Or did I miss something? I've only disarmed one Chozo Guardian. I found another in Maridia, but... It said "Access Denied. Find and disarm 11 Chozo Guardians", or something like that. I'm guessing it's the last Chozo Guardian you activate, the one that blocks access to Tourian, right? Must I disarm more Chozo Guardians before I can get to the Lost Caverns? I'm looking forward to that, and I really want to hurry up and fight Mother Brain- I liked that fight. So much so that if I ever reach it again, I'm instantly making a save state so I can fight it again and again, but not the "Brain-in-a-jar" part. ...That was silly, the way I said that.
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 10:47 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
...Sorry. I keep asking questions, and I don't know why. Oh, I thought I was told to go left anyways. Oh well. Back to the game... *sigh* (I'm just bored. Ignore the "*sigh*", please.)
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 11:54 PM, in A Bit of Brainstorming Link
Good, but not good enough. Wario's shoes are green, and kind of like elf shoes. The same with Waluigi, only his are orange.
pikaguy900

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Since: 08-10-06

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Posted on 10-02-06 11:59 PM, in Super Mario Bros: The Castle 2 [SS] Link
Originally posted by Chaos Force
pikaguy: Yes, I am using the M/L blocks again. and I did use the new patch an got the same problem. I'll try contacting the author, otherwise I guess I have to fix it myself....

Well, if you fix it yourself, would you mind letting me use it? I need the Mario and Luigi Blocks in a hack, but... When the Mario-only and Luigi-Only Blocks don't work... the hack is virtually RUINED.
pikaguy900

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Since: 08-10-06

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Posted on 10-03-06 06:09 PM, in Metroid Zero Mission hacking Link
I hope you can finish this soon- I liked Metroid: Zero Mission. Though, do you think you could find a way to be able to save a completely new ROM with the stuff someone edited, in case one doesn't have the MZM ROM, or can't get it? (If I really shouldn't have said that, I'm sorry... Feel free to yell and scream at me if I shouldn't have said that...)
pikaguy900

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Posted on 10-03-06 06:50 PM, in Taking away holding and Small Mario? Link
You know, knowing all that might help me- I want the HP thing to go down as you get hit, but getting hit as Super Mario just makes you take damage instead of turning into Small Mario. However, I also want Fire Mario to turn into Super Mario after getting hit, and also take away some HP. (If anyone's wondering what kind of hack I want this for, I won't tell- it's a secret.)
pikaguy900

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Since: 08-10-06

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Posted on 10-03-06 11:58 PM, in Make forum approve-only? Link
I don't really see how that'd do any good. If you're going to make this forum approve-only, you should make all of the forums approve-only. I have a very good reason, too- Anyone noticed how people are starting to place Pokemon hacking topics here in ROM Hacking? They also say "I'd post it in the Pokemon Hacking forum, but I can't post there". They post here because they're techincally hacking a ROM, but... They don't understand that they can get approval. So! To avoid that, you'd have to make all forums they could possibly post it in (all of them) approve-only. Either way... I say, make the forum approve-only. It'd help a little bit...
pikaguy900

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Since: 08-10-06

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Posted on 10-04-06 05:44 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Oh yeah, thanks. Okay, I have the Gravity Suit and Space Jump. I wish to acquire the Plasma Beam next.

Edit: I edited my post so as to not give away too many spoilers.


(edited by pikaguy900 on 10-04-06 04:46 PM)
(edited by pikaguy900 on 10-04-06 05:46 PM)
pikaguy900

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Since: 08-10-06

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Posted on 10-04-06 05:47 PM, in Metroid Zero Mission hacking Link
I have one thing to say right now:

PICTURES ARE FOREVER.

Umm... Can we see more pictures? Please?
pikaguy900

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Since: 08-10-06

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Posted on 10-04-06 06:13 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Edit: I'm putting this in a spoiler tag:
Spoiler:
If you have the Wall-Jump Boots (Take the blue door below the Spore Spawn (plant boss), fall all the way down, and go to the right), get out of Brinstar, go back to your Ship, save if you want, then go to the right, to a door. The next rooms are hard, so be careful, and when you're outside, take the highest path you can get, run as fast as you can, and jump at the edges of the platforms. Once you reach a Save Station near a room full of acid, save. Go into the acid room, shoot the glowing panel on the nearby wall with a Missile, and continue. See the high tunnels? You can Mid-Air Morph into them. It's easy, so I won't explain it. Anyways, do this to get to the end, and enter the door. Grab Bombs and prepare for the arrival of a big Chozo Statue known as a "Torizo". It attacks you, and you must destroy it. Destroying it allows you to leave the room. Take note of the door that never opened- I haven't reached Tourian, but I have a hunch about what's back there. You might want to return after getting through Tourian. So, with Bombs, go back to Spore Spawn. Afterwards, go to Kraid, on the very far right of your map, in my favorite area- Red Brinstar! Note the Maridia paths- you'll explore them after getting the Gravity Suit much later in the game. So, good luck, and if you see Giant Sidehoppers, leave the room IMMEDIATELY- They kill you in 2 or 3 hits!!! Oh yeah, one exception- The Green Door nearest Spore Spawn has one behind it. Go in there and enter the door below to get Charge Beam- You absolutely NEED it for safe passage through Norfair. Plus, it comes in handy when battling Sidehoppers- One Charge Beam is usually equal in power to one Missile. At least, in Metroid: Zero Mission. Anyways, it's strong, so use it. With the Ice Beam (after Kraid), it can help you get by Sidehoppers without much trouble. Oh yeah, and in case you have no idea where Kraid is, look for an odd monster-like symbol on your map- it marks a boss room. In Super Metroid, what classified as a boss was the 4 Guardians of Tourian (Kraid, Phantoon, Draygon, and Ridley) and Mother Brain, in Tourian. So... If you see that mark, it means it's one of the 4 main bosses (Kraid, Ridley, Phantoon, and Draygon).

Good luck!!!


(edited by pikaguy900 on 10-04-06 05:47 PM)
pikaguy900

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Since: 08-10-06

Last post: 6353 days
Last view: 6340 days
Posted on 10-04-06 06:45 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Okay, thanks for the information. But... I'm getting the Plasma Beam as soon as I can. It doesn't matter to me if it's useless by the time I get it... It's my favorite beam, with (surprise, surprise!) the Charge Beam being my second-favorite.
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Acmlm's Board - I3 Archive - - Posts by pikaguy900


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