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06-17-24 04:12 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 12-10-06 06:03 AM, in Odd problems... Link
Make sure your entrance isn't in an screen with an odd number (You have to use 00, 02,04 and so on - otherwise you will get garbage)

If the vertical scrolling is set to Variable, that could of course cause problems as well, just try to set it to None.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-10-06 03:11 PM, in Odd problems... Link
You could still check out the "Slow"-option for Vertical scroll.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-10-06 03:31 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
I'm sure that can be done with some simple Hex-edits. But you have the Rom-Map on SMW central which is very helpful for that. The easist way is to replace an existing sprite from SMW with sprite 2C in your case.

On the Rommap on SMW-central you have all these "Sprite that comes out of question block whatever" etc so you could choose one of the blocks which you don't need (maybe the blocks with the koopa-shells coming out) and replace the value at the adress via an Hex-editor.

A few weeks ago I tried that with the poisoned mushroom. I decided to replace the directional coins, because I needed the koopa-shell-blocks in the hack, but haven't used directional coins so far.

If you do something like that, make sure to change two values. For example if you are on Yoshi, it would be cause glitches, if still an egg with Yoshi comes out of the block. So in that case, a 1up should appear or whatever.
But that shouldn't be a big problem. In my example with the poison mushroom, I noticed, that still directional coins are coming out of the block, when Mario is on Yoshi, so I had to change the value for that as well, and that wasn't really a hard thing to do.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-11-06 12:15 PM, in RELEASE: Slope Edge Fix v1.0 Link
Damn, that's great work! Very useful!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-11-06 12:23 PM, in Odd problems... Link
You can use "slow", of course. It depends on your vertical level's lenght.

From the LM helpfile: (The FAQ, actually)


This problem tends to come up fairly often in vertical levels. Nintendo simply did not design the backgrounds so they can be tiled vertically, and did not really take vertical levels into account when creating the BG init position list. You can try setting layer 2 vertical scrolling to "slow" or "none". Also try changing the screen number of the entrance. If you put the entrance at the top of the level, you can use all except the very bottom screen (0x1B) with scrolling set to slow. Trying to do the same thing by putting the entrance at the bottom gives you far fewer usable screens to work with
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-13-06 12:27 PM, in Hack Preview: Super Mario World: Pipe Panic (Tentative Title) Link
I would say, use the first one.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-16-06 05:51 PM, in Line Guides Link
As far as I know that's the only way to solve it (to use them from the "Tileset Specific Objects).
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-17-06 07:25 AM, in Line Guides Link
If you have moved the Linneguide-GFX to a different location in the GFX-file, of course you have to move them back to the right places in the GFX-file, otherwise you can't use them from the Tileste Specific Objects window, right? And it WILL work, I tried that, because I had the problem by myself a while ago.

(You have to use the -Rope-GFX-settings of course, otherwise you can't choose them from the Tileset Specific Objects window)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-19-06 08:25 PM, in Second Reality Project II Status (+new Trailer) Link
Yeah, it's a while since I posted some information about my hack,so I would like to give some information about the actual status.

About the hack:
The hack is almost finished now and will probably be finished in the next few days/weeks (I just need to create a single level-segment, updating the end credits and beta-testing).
The hack itself contains 91 levels and 109 exits. The levels for itself are most of the time very "big" compared to the typical SMW-level. From the lenght, they have more from a Yoshi's Island-level. You can find a lot of hidden stuff here and there, dozens of bonus rooms and so on. There are also a few levels, where you can go different roads. Sometimes, the second route is more hidden and harder to beat, but it will lead to a secret exit. There are a lot puzzles in the hack as well, but with one major exception near the end of the game they aren't on the normal route, which means the secret levels are usually more puzzling than the normal ones, but very often they are also more "special".

Unlike my first hack, this time it's not neccessary to find all the hidden Switch Palaces to beat the final boss, but it could be helpful to find them nevertheless. If you stay just on the normal route (without finding any secret exit) you can complete the game after 55 levels. But in that case, you would leave out 36 additional levels. You see, there is much to explore.

About the worlds...
nothing outstanding here:
World 1 is the typical grassland-World,
World 2 is the typical Forest-World,
World 3 is the Beach and the Desert,
World 4 and 5 aren't really themed. Here you can find Ice-, Canyon-, Cheese-level and whatever.
World 6 is the Venom Underground World, which contains some of the first levels I did for this hack.
World 7 is the typical futuristic Base-World, with some underground parts (World 7 covers two submaps).

The story:
A One-Eyed Big Boo called Zycloboo wants to conquer the Mushroom Kingdom, and like Bowser in my first hack he wants to use the power source from another dimension called the Second Reality to get to his goal. To get Mario out of sight (or maybe for some other reasons?) he warps Mario and his Castle in the Second Reality. Mario's only chance to stop Zycloboo is to find the Power Supply station, which can give him the power he needs for the task - or at least that's what Zycloboo told him, heeheehee!

Some other things you should know...
I know that I have quite a few different graphic styles in the hack. I wouldn't do it this way if I would start a hack today, but what done is, is done, and frankly I don't care that much about that. I really enjoyed taking the GFX from some of my alltime-favourites and creating some levels with that, so it doesn't bother me much. ^^
Maybe you know my first hack, and if yes, you already know that I like long and challenging levels. The difficulty-level in this hack is almost the same as in the first one, I would say, but I'm not very sure about that.But I think, everything is possible here, even without savestates (But it's nothing wrong to use them, since the levels are very long - too bad, that you can only have one midway point, that really sucks). So, if you like to simply run from the left to the right in some short levels to beat the game after one day of playing, that's definetely not the right hack for you. This one needs time if you want to find everything.


Last, but not least
For a few months (at the time I released the first trailer I did for this hack) I thought I would be finished, but I decided to wait with the release until Blocktool Omega comes out (I just would like to have an opportunity to get rid of the damn slowdown before releasing it) - shortly after that Sprite Tool gets a public release, so it was a good decision to wait. So I took the chance in the last few months to create a few additional levelparts with the custom sprites and inserting some of them in already finished parts as well. Overall, not much, but I don't wanted much, only a very few. So, with the exception of one level-part, I'm finished (again), or at least I think, I am (again) , so I had a weird idea (again) to make a trailer for the hack (again). This time it tells you more about the plot and shows much more from the actual hack than my first trailer I did a while back.

I uploaded both of them on YouTube, so I hope you enjoy, and don't take them too seriously (and sorry, if there's some engrish )
Trailer 1
Trailer 2
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-20-06 07:13 PM, in Second Reality Project II Status (+new Trailer) Link
Thanks so far for all the nice words, guys! So, now a few replies...

Originally posted by Radiation
Some of the colors (brown on orange?) and sprite rips were kind of eye-hurting, ....


Yeah, that's a big problem of mine and actually one of the reasons why I needed so much time with finishing the hack. At the time I started this hack I was an absolute newbie when it comes to GFX/ExGFX-things etc. So my first tries were kind of crappy and I even screwed up some GFX. And because I have some problems with seeing colors right, I just put up some weird palettes in mostly every level I did at that time. Thanksfully a lot of people said to me, that all that stuff would look awful, so later in 2004 or so I decided to look at all the old stuff I had so far and I started fixing it. That would mean mostly changing the palettes and edit and change some graphics as well, and with a few exceptions it worked very well I think, but it took time. And for some things I decided to leave it this way because it would be too much work to fix it.
What else can I say, it's only a hack.

Originally posted by Madman200
When you have the vines poking out of the ground at high speeds, they tend to disappear under a "transparant" mist. That's not too good.


Yeah, I noticed that, and I was very annoyed by this, too. I could simply leave out the layer3-mist to fix the problem, but I like the mist too much.

Originally posted by pikaguy900
DARK MATTER. Man, I LOVED that boss! Too bad the creators of Kirby DECIDED TO GET RID OF HIM ONCE AND FOR ALL IN KIRBY 64.
Yeah, I love that boss, too, since I played Kirby's Dreamland 2. Nightmare never did it for me- maybe it's because I played Kirby's Adventure a long time after KDL2, but whatever may be the reason for that, I still prefer Dark Matter as a final boss in a Kirbygame. Maybe he just disappeared from the Kirby-games, because he accidently got stuck in the Second Reality.

Originally posted by Juggling Joker
It's only been how many years since you started this hack? A good while before I showed up on Acmlm's, which was about 4 years ago.

Yep, I started hacking that a very short time (only a few weeks I think) after finishing my first hack, which was 2002 actually.

Originally posted by Joshua368
It sounds like it'll be a bit too much on the hard side...

I can't really judge the difficulty level, because
1.) I prefer it on a little harder side, and
2.) I created all the levels, so when I'm beta-testing it, I know exactly what's coming.

But... I tested the hack soo often, and almost everytime I play this I find a few things here and there which I could make easier, so compared to old demo releases, the levels for itself will be easier because of some minor level design changes, added power-ups and midway-points and so on. Btw, I just finished the last level-segment I needed to to, so the -hopefully- final Beta-test starts, and I think, I will still find a few things which I could make easier. Overall, I like it hard, but fair.

Originally posted by Bloodstar
Was that a save state loaded message I saw...?
Probably not, since I have no idea what you are talking about. I hope you doesn't mean the question mark which appears after Mario hit the switch? That's just added for the trailer, and doesn't appear in the game (it wouldn't fit there... )

Originally posted by Surlent
who has not played the last demo from TSRP II yet - grab it; but maybe it even is better to wait for the "real thing" (full version)

Yep, I would suggest to wait for the full hack. The last demo is three years old and really, really outdated.

Originally posted by Chaos Force
Any chance of posting any SS?
Screenshots will follow, but probably not this year. During the upcoming beta-test I will take new screens, the ones on my site are outdated as well, so I would like to have them updated, of course. I didn't took any screenshots so far, because I don't like taking screens from SNES9x (is there even an option for that? - coudn't find one) - but since SNES9x could record the avis, I used SNES9x lately. But I will beta-test the hack in ZSNES which means I have a good chance of making screens. I will test it in ZSNES for another reason as well: For a year or something like that I heard about that 7k-m16-feature in LM and decided to use it, and as a result I had that 7k-m16-glitch all over the hack in almost half of the levels in LM. I decided to get them out, and someone said it could be done by simply saving the "infected" level again. At the beginning it worked, but later... oh well, it was really going worse and no chance in sight to get the glitch out of the hack, and I decided to use SNES9x. Shortly after that, I was finished with the hack (but I decided to wait, as I said in my first post) ...until Sprite Tool came out. I got back to the hack, and during creating and testing new levels I tested it one time in ZSNES as well and I noticed that all the glitches were gone for whatever reason - I hope it stays that way but I will find out soon enough.


(edited by FPI on 12-20-06 06:17 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-21-06 07:42 AM, in Second Reality Project II Status (+new Trailer) Link
@Bloodstar: Hm, I'm very sure there aren't any ingame-messages you can see in the trailer because it would be senseless to put one in the trailer because the chances you could read them with YouTube's lowquality-video are... low. But to answer your question, no, there aren't any savestate-loaded messages in the hack.


@Joshua368: The level-part is finished now, so today I will do some minor changes in some levels and changing the end credits and I'm done so far. But I would still like to wait for BlockTool Omega, because the slowdown problems are really annoying.


(edited by FPI on 12-21-06 11:03 AM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-21-06 12:01 PM, in Second Reality Project II Status (+new Trailer) Link
lol...
now that you mentioned it.
I wonder why I haven't noticed it earlier.
It's so damn obvious.

So, in that case, Bloodstar, you are of course right.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-21-06 05:31 PM, in Second Reality Project II Status (+new Trailer) Link
Sorry to hear that, but thanks for the info! ^^
So I guess I will release it very soon. (when I'm finished with the testing)

So it will be some kind of a pre-final version, lol.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-22-06 06:21 PM, in Hack Ideas Link
Isn't there on SMW Central a patch now with the Pipes already included?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-25-06 09:38 PM, in Second Reality Project II Status (+new Trailer) Link
Oh, if Joshua368 played the "original" version of my first hack, he's probably right about the save state-thing, the last level is really really long and hard, and the Torpedo-Ted-Ride in "Orbital Station" is very hard as well. If I would try to play it without save states, I would have problems as well.

But I think the second part will be easier, for example if you look at the last level on my first hack, there will be nothing like that in the second one. The only thing I can say for sure, is, that there will be quite a few levels in the hack with 800+ time limit. But... you have to see, there are some puzzle levels, and in that I give more time limit, but there are also some very long levels, as I said in some earlier posts.

But I also said before, that the hardest levels are secret, and unlike my first hack, it's not neccessary to find them if you want to beat the game.
And, in addition, Juggling Joker is very right: If you're trying to run through the levels and get to the next one as fast as possible or whatever, you will have some problems. You can take time for the levels, because I think this hack will be very generous about the time limits. I don't have any mean traps or something like that in the hack, this hack is supposed to be beatable without save states.

Originally posted by Joshua369
If I see one more of those jumping from spiked ball to spiked ball challenges... or one of those koopa jumping challenges..,


Hehe, I want to add something here. You see, I already did something like that in my first hack. Why should I do it again? XD When I started hacking SRPII I wanted to make something new, not just rehashing all my "old" ideas from my first hack, just with added custom GFX this time.

Yeah, and the overworld is of course editet. And for the ones who already played the old demo, I can say forget the overworld there, with the exception from the World 1 Overworld Map, I deleted everything else and started from scratch, so you will have an almost complete new one in the final version.
(But I have to admit, I don't think the Overworld will be anything outstanding. It's mostly the typical SMW-Overworld-GFX, and I have seen much better Overworlds in other hacks, but I'm satisfied with it nevertheless, I don't think there will be anything totally wrong with it)

Originally posted by pikaguy900
Is this going to be the final chapter in your "series"? If not, how many more do you have planned? Or do you not know?


Um, I don't plan things like that. First, I will finish this. After this, I will decide what I will do next.

Originally posted by Sukasa
BTW, did you make that music yourself?

Yeah, but that wasn't really something special, with the exception of all the melodic parts (which I composed by myself) I used some samples from different sources and put them together. Mostly for the drums, because I really suck at creating some drumloops which I actually like.

Ah, and I almost forgot...
merry christmas to everyone!


(edited by FPI on 12-25-06 03:39 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-27-06 12:33 AM, in Second Reality Project II Status (+new Trailer) Link
I did it with Techno eJay 2, which is slightly outdated I just noticed by looking at this site: http://www.ejay.com/

It seems to me that they improved in the last few years, the new sets are looking much more professional than the one I have. (Techno eJay 2 is from 1999, I think)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-29-06 03:55 PM, in Second Reality Project II Status (+new Trailer) Link
As promised, I've updated the screenshots finally. And... there are many of them now.
Take a look here.

Btw, the hack will be ready very soon, probably tomorrow.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-30-06 12:43 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Guess what, it's finally finished.


EDIT: Note: It seems that this hack isn't working on ZSNES 1.42.
(But version 1.36 works fine for sure)
(and the new version 1.50 seems to work as well)


You can get it here, along with additional information, screenshots and whatever. For more detailed information check out the Read me.

And don't forget, the hack is more on the hard side. The first two worlds are fairly easy, but after that the difficulty will increase.
So, what else is to say? I hope you enjoy it!


(edited by FPI on 12-29-06 08:41 PM)
(edited by FPI on 12-29-06 08:52 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-30-06 12:48 AM, in Second Reality Project II Status (+new Trailer) Link
You're right about the blue box, it's the ON /OFF-switch. If I remeber correctly, I ripped it from one of the later Wario Land-games, maybe the third.

About the spirals: Nothing special with that, just part from the GFX.

Btw, I released the hack now. I've made a new thread in the release-forum, because I guess that would be the right place for it.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 12-30-06 02:16 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Huh, what? Joshua, which version of ZSNES are you using? (I have v1.36, win version) I just tried it with the exact same ips-file and it worked. (Very fast, actually) - and since BMF54123 released the new slowdown patch, there shouldn't be any slowdown problems anymore, or in other words, it works fine on my end as well.

edit: I just tried it in snes9x as well... no "super-slow-mario" for me either.


(edited by FPI on 12-29-06 08:20 PM)
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Acmlm's Board - I3 Archive - - Posts by FPI


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