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05-09-24 04:56 PM
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Acmlm's Board - I3 Archive - SMW Hacking - "Mario's Return" progress thread - NEW 5 World Demo New poll | | Thread closed
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C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Posted on 06-03-06 05:08 AM Link
Originally posted by craig3410
I think I patched something wrong; this has happened before to me, but the OW path mario walks is screwy, like this:



What'd I do wrong?

you simply activated emulator frame skip(badly called 'fastward') during an event, I think that still happen in the original game, just DON'T do that


(edited by Bio on 06-03-06 04:09 AM)
craig3410

Koopa


 





Since: 12-20-05

Last post: 6382 days
Last view: 6382 days
Posted on 06-03-06 09:40 PM Link
Originally posted by Bio
Originally posted by craig3410
I think I patched something wrong; this has happened before to me, but the OW path mario walks is screwy, like this:



What'd I do wrong?

you simply activated emulator frame skip(badly called 'fastward') during an event, I think that still happen in the original game, just DON'T do that


Huh; didn't realize that could cause problems; I do it out of habit, so I just disabled the keys. Thanks!.
Bloodstar

660
blue boar boobies
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42


 





Since: 11-17-05

Last post: 6290 days
Last view: 6289 days
Skype
Posted on 06-03-06 11:58 PM Link
Uh... Bio, it does that to me and I don't even have keys like that mapped.
craig3410

Koopa


 





Since: 12-20-05

Last post: 6382 days
Last view: 6382 days
Posted on 06-04-06 12:07 AM Link
Originally posted by Bloodstar
Uh... Bio, it does that to me and I don't even have keys like that mapped.



Yeah, still doing it to me, too.

It's not much of a problem; the levels still play fine and all, though.

And one last question: the color of the level (the yellow has one exit, red two exits) is always correct, right? I've seen hacks where they "lie"; I'd like to not have to go crazy looking in every level.


(edited by craig3410 on 06-03-06 11:11 PM)
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6289 days
Last view: 6289 days
Posted on 06-04-06 12:40 AM Link
Yeah, my hack went crazy on the overworld...

I'm fairly certain it's fixed now. As in, that glitch won't be there in the final version.

And yes. All yellow levels have only one exit, and all red levels have two exits. Fortresses have two exits. Ghost houses may or may not have two exits. Castles have one exit


(edited by Alastor the Stylish on 06-03-06 11:41 PM)
(edited by Alastor the Stylish on 06-03-06 11:42 PM)
Omega

Mole








Since: 04-27-06
From: Los Angeles,CA

Last post: 6293 days
Last view: 6289 days
Posted on 06-04-06 04:32 AM Link
Originally posted by Alastor the Stylish
Yeah, my hack went crazy on the overworld...

I'm fairly certain it's fixed now. As in, that glitch won't be there in the final version.

And yes. All yellow levels have only one exit, and all red levels have two exits. Fortresses have two exits. Ghost houses may or may not have two exits. Castles have one exit


Castles have one exit
That's not entirely true on SDW:TLC(Super Demo World:The Legend Continues)all the castles have secret exits to go to the starworld.

All yellow levels have only one exit
That's not true either(I think....)I heard that in one of BMF's Odyssey Demo a yellow level had a secret level(and that the keyhole was supposdly hidden in one of monty mole's hole after it jumps it out)

.............yeah it's a small world
Pas'ra'chilli

Red Paragoomba








Since: 01-23-06
From: Albuquerque

Last post: 6362 days
Last view: 6321 days
Posted on 06-04-06 04:44 AM Link
That's a convention carried over from the original game. Of course it doesn't have to be the case in all hacks, but for sake of ease having color coded levels indicating the number of exits is nice.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6289 days
Last view: 6289 days
Posted on 06-04-06 05:39 AM Link
Yeah... I mean... Yeah. I clearly was referring to my own hack.
R0xm2n

Goomba


 





Since: 06-04-06
From: Begind you

Last post: 6306 days
Last view: 6296 days
Posted on 06-04-06 09:43 AM Link
Overall, I liked the hack. Level design at times was pretty creative, and I liked how you used layer 2 scrolling in the castles. The castles had good ExGFX in them, but a different (subtle) custom palette for each would look even better.

Good work thus far.
Serpent

Red Paragoomba








Since: 05-14-06

Last post: 6496 days
Last view: 6496 days
Posted on 06-04-06 01:55 PM Link
Wow when i first clicked here i said to my self "Oh boy,another smw hack trying to be creative..Horray"

but then i played it...beter then what i expected.the only problem is that the Game is Hard at the Begining of the first level.I found the boo boss battles to be very fun..Keep up the good work...


i also found one little glitch in the level "Luccara cementary"

But it could just be my emulater.


(edited by Serpent on 06-04-06 01:05 PM)
Omega

Mole








Since: 04-27-06
From: Los Angeles,CA

Last post: 6293 days
Last view: 6289 days
Posted on 06-04-06 02:18 PM Link
Originally posted by Alastor the Stylish
Yeah... I mean... Yeah. I clearly was referring to my own hack.


.........Oh my bad I thought you were talkin about ALL the hacks.Sorry
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6290 days
Last view: 6290 days
Posted on 06-04-06 02:36 PM Link
Originally posted by Bio
you simply activated emulator frame skip(badly called 'fastward') during an event, I think that still happen in the original game, just DON'T do that

I still don't get why people think this causes problems. All it does is emulate faster. It doesn't affect how the game processes things at all.
Glyphodon



 





Since: 11-18-05

Last post: 6330 days
Last view: 6311 days
Posted on 06-04-06 09:01 PM Link
Originally posted by HyperMackerel
I still don't get why people think this causes problems. All it does is emulate faster. It doesn't affect how the game processes things at all.


It obviously does when it comes to Kyouji's hack, because events only glitch when the speedup key is used.

It's not like that makes much sense, it's just what happens.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6289 days
Last view: 6289 days
Posted on 06-05-06 12:23 AM Link
Not anymore
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6289 days
Last view: 6289 days
Posted on 06-05-06 12:59 AM Link
Since Lemmy/Wendy and the Big Boo Boss hitpoints has been found, are you going to double their HP or are they going to remain the same?
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6289 days
Last view: 6289 days
Posted on 06-05-06 01:53 AM Link
That would make a lot of the boss battles much harder than they should be.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6292 days
Last view: 6303 days
Posted on 06-09-06 11:23 AM Link
Originally posted by Glyph Phoenix
Except you can't. Observe!

My patch + Side exit sprite + Big Boo Boss + Screen exit = Big Boo Boss who warps you when you hit him!


Hm, I was wondering, would it be possible to make Mario warp after hitting the Big Boo Boss three times? Great work, btw.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6289 days
Last view: 6289 days
Posted on 06-09-06 06:35 PM Link
That's basically what it does, he just didn't phrase it very well

But no matter. Even if you know the gimmick, you don't know the implementation.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6292 days
Last view: 6303 days
Posted on 06-09-06 07:22 PM Link
Really? That's weird. I tested it and Mario warps actually directly after the first hit.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6289 days
Last view: 6289 days
Posted on 06-09-06 08:03 PM Link
Yeah... I was mostly referring to how Glyph made it sound like it was Big Boo that warped around... Also hence "basically."
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Acmlm's Board - I3 Archive - SMW Hacking - "Mario's Return" progress thread - NEW 5 World Demo | Thread closed


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