(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-09-24 08:11 AM
Acmlm's Board - I3 Archive - - Posts by AlexAR
Pages: 1 2 3 4 5 6 7 8 9 10 11 12
User Post
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 02-27-06 02:52 PM, in SMB2 Level Discombobulator v0.96b Link

Is this where I should post questions for this app? Anyways, SMB2 has always been my fave mario game and I would really love to make something special with this editor. Unfortunatly this editor is admittedly not finished and a bit of a pain to get things perfect.

If anyone here has any experience with this editor, I would absolutly appreciate some help. Specifically, alot of times when I hit the save button to you know..save the level..it magically adds like 100 enemies all in the same area of the level. I delete them manually..hit save.boom there all back. damn annoying

I got so put down by this problem that I downloaded the source code and VB...knowing full well it would be out of my realm of understading.

Anyways, any kind of response would be helpful, thanks.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 02-27-06 03:07 PM, in B.F.P.B 3.3 patch for smb1 Link
NIce. The graphics are not that hot, but you did replace pretty much all of them so thats definetly commendable. The level design is abit rough around the edges though. I like levels to stick to a theme and not contain everything from every level. But thats just my opinion. Also, when coming out of the underground at the end of 1-2..you get hit as your coming out of the pipe..bad. Also, in 2-1 the halfway mark where you start is over water, you die instantly.

Download my SMB1 hack DigitalSpace

and tell me what you think.


(edited by AlexAR on 02-27-06 02:09 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-16-06 10:36 PM, in MegaMan in the Mushroom Kingdom Link
Dr. Wily finally concedes that Mega Man may be too much for his evil robotic creations. Determined to get the best of the blue bomber, Dr. Wily contacts another famous villian, Bowser! Having combined their forces, Dr Wily and Bowser unleash their new destructive creations upon the Mushroom Kingdom. After hearing news of Wily's new plan, Mega Man decides to travel to the Mushroom Kingdom himself to stop Wily again. Mega Man now finds himself in a strange new world filled with obstacles and locales very foreign to him. Fearless, Mega Man presses on to Super Mario's old stomping grounds to defeat these new foes.

Mega Man in the MK is set in various classic Mario games. Including Super Mario Bros1, 2, 3 and World. Megaman faces off against Wily's Bosses as well as Bowser's minions. This being Super Mario's World, he gladly helps out Mega Man by increasing his jumping power as well as outfitting the Blue Bomber with some of his old garbs.

Features:

* The 6 main starting levels have had extensive level design and graphics modifications.

* Every single enemy graphic had been changed in to a Mario themed bad guy.

* Megaman can jump higher.

* Every boss has been made easier, their shots do less damage, Megaman's do
more.

* The first 2 of 4 Wily stages have had extensive graphic modifications but only minor
level design tweaks (Game engine Constraints)

* The last 2 of 4 Wily stages only undertook minor tweaks to make them less utterly
frustrating. (Made easier)

* Minor title screen edit, minor text edits here and there.

* Symbols representing their respective powers have been put in place of letters in the
pause/power menu. ( A bomb symbol instead of a "B", Fire ball instead of" F")




download this..it contains the ips, palette, and read me
http://www.freewebs.com/digitalspace/MMMK/MMintheMK.zip




Attachments

MegamanMushroomKingdom.ips (33200b) - views: 146



(edited by AlexAR on 03-16-06 09:37 PM)
(edited by AlexAR on 03-16-06 09:39 PM)
(edited by AlexAR on 03-16-06 09:42 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-17-06 12:36 AM, in MegaMan in the Mushroom Kingdom Link
Thanks to everyone who has posted so far. I appreaciate all comments as well.

Metal Knuckles, I constantly read in many posts on many forums how too many hacks are too hard. And I completly agree with those posts. I made Megaman stronger and the bosses weaker so that the game would just flow better..as in beat one level in one try..next level boom done, next one.. And yeah, I love how the SKY level turned out. My fave is the Desert though.

Jigglysaint, try these http://romhacking.deadbeat-inc.com/hacks/nes/patches/MMintheMK.zip
http://romhacking.deadbeat-inc.com/?page=hacks&hackpage=110

As for doing this on Megaman1..I had no choice. I lack the skills to hack any game that doesent have an editor made for it. I have to run Dosbox to run the other Megaman editors, and Dosbox is just to damn slow for my taste. I downloaded a MM3 editor for windows, I think it was called Megaedit..it didnt work.

Mouser isint in the game but, for a while I had him as part of a cool background that included all the boses from all the Mario games.

kuja killer, did you read the read me? Guess not. I confess to many ..ahem.."un-intended cool features" in there. The mid-point respawn is one of many. Like I stated before..I lack the skills to do anything ROCK & ROLL cant do.

http://dan.panicus.org/index.php?title=Rock%20and%20Roll

Also some of the levels share " a symbiotic relationship", changing the path(which is very easily done with ROCK & ROLL) results in some nasty results..lol
I changed the level design enough that I thought it would be unrecognizable from the original..


(edited by AlexAR on 03-16-06 11:59 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-17-06 01:29 PM, in MegaMan in the Mushroom Kingdom Link
NetSplit, repair the checkpoints? Wow that would be nice. Just..you know..Id appreciate it if you let me know exactly what you plan to do. That way I can make a new download and news post and what not.

And maybe "Game Engine Constraints" was too harsh a phrase. I don't know a lot of "the lingo", suffice it to say, at least the first 2 Wily stages share tile data with the Cutman/Subcon level. When I started messing around with those Wilys stages, the tiles and palettes of the Subcon level went crazy. SO basically I harshly limited myself to just a couple edits on those stages, and eventually hardly any changes on the last 2 Wily stages.

infidelity, yeah I know you can increase the speed of Dosbox, I'm not 100% sure I had increased it to 20,000, but the way the screen was drawn was just ran my patience. Every time I wanted to edit something or move or anything, the screen would draw itself 1 "tile" at a time...it kinda drove me crazy...lol And ill be sure to play your hack when released.

legoman, read the read me.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-18-06 12:49 AM, in MegaMan in the Mushroom Kingdom Link
Muchas Gracias Googie, thank you as well Yoshi Dude. I tried to make the boss rooms look like iconic rooms from Mario's past. Mouser's Boos Room, SMB3's intro room,
SMB1 Castle to Pipe Transition Room. I wanted to include that tilting/floating Island you fight Iggy on in SMW, but I ran out of tiles.

Im really happy you all are liking the graphics cause my next project is along the same lines.

Heres a teaser....this is the Metroid Engine for those wondering.





My site has more shots http://www.freewebs.com/digitalspace/


(edited by AlexAR on 03-17-06 11:50 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-18-06 09:59 PM, in A little problem with Metedit... Link
Kirk, you sure do know your Metroid.

Im working on a Metroid Hack myself. Im using Metedit of course and was wondering if you could give me a couple tips.



Why wont the Bomb power up show up in my hack? Its tied to the Y-Map coordinate of another item correct? Of the long beam correct? I moved the long beam down 10 rooms and to the right 5 rooms..the bomb power up should have moved 10 rooms down but kept its original X coordinate correct? I have no other power ups on the same Y line, I can see and collect the long beam but not the bomb power up.

Another problem, screen scrolling. Its supposed to alternate after every door correct? What about "chozo rooms"? Is it the actual "Room ID", or the fact that it contains that Chozo statue object make it a "Chozo Room"? If I were to change a platform object in a regular room to a Chozo statue, does that room automatically become a "Chozo Room" and keep the scrolling horizontal?

I would greatly appreciate some of your wisdom on these matters Kirk.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-18-06 11:31 PM, in A little problem with Metedit... Link
Originally posted by NetSplit
I don't know much about the items, but regarding your scroll question, there are 2 types of doors. One type will alternate between the two scroll types (horizontal -> vertical, vertical -> horizontal) while the other type will cause horizontal scrolling, regardless of the previous type of scrolling. Thus, it's not Chozo rooms that cause this to happen, but rather the kind of door that leads to them. : )


Hmm, I see. I was getting the scrolling to work, even though I didnt know why it was working. What you said now makes sense. Weird how the help file in Metedit clearly states that its rooms with Chozo statues that effect the scrolling...

Now if I can get a fix on that bomb power problem Im having, I can get to work.
Thanks NetSplit.


(edited by AlexAR on 03-18-06 10:32 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-20-06 07:14 PM, in A little problem with Metedit... Link
Originally posted by Kirk Bradford Myers

Technically, you are right on the money with everything. I checked that out for you and it does appear that the long beam and the bombs share the same line. Moving the long beam should make the bombs appear where you say they are supposed to. Hmmm...

Can you possibly display a screenshot of the room the bombs are supposed to be appearing in, with an indication of where you want them to appear in that room? I'm thinking it might have something to do with the actual XY coordinate of the item in the room itself. If that's the case, I have a simple fix for it...

As for the door problem, NetSplit pretty much hit it on the head.


Thanks for the reply Kirk. I got the bombs to show up now. I believe the problem was that I was placing the long beam to the right of the bombs. I fixed it in Metedit, no hex editing. Ive been getting some help from Dude Man on the subject as well. In summary he told me that to move items thru hex editing, I should search for a 3 byte string ...

X coordinate on Map of item - item ID - YX coordinate on screen

On an unmodified Metroid Rom, the Morph Ball, the string would be..
02 04 96 Yet Windhex cannot find it. Can your "Simple Fix" help me?
I just want to see if I can move the bomb power down on the screen a bit and see if its possible to "separate" the long beam and bomb power ups and give them their own location data.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-21-06 07:17 PM, in A little problem with Metedit... Link
Now THAT was some extremely useful, well written info my good man Kirk. I read your post, went to my editors, found the offsets, changed em... boom.. instant results with no head-scratching.. A rare occurrence unfortunately. I believe I'm good to go now and should have this hack done real soon. I thank you Kirk and Dude Man. Oh, and it would be great if you could submit whatever information you derive from Metroid to http://romhacking.deadbeat-inc.com/. We could use dedicated people like yourself to register and peruse the forums there as well.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-22-06 06:41 PM, in A little problem with Metedit... Link
Ive noticed this issue as well. I have no problem with my hack letting you get the beams more than once, but I do have a problem with the missles. I moved a set of missles to a different room. If the player dies and restarts, the player can collect those same missles over and over. Hopefully, there is a fix available before Im done with level building.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-22-06 10:16 PM, in Metroid Genocide... Link
Originally posted by UZI in my pocket
WHERES METRIOD?

Now, is this a hack or a game?



You mean where is Samus? Cuze thats what I was wondering. If you changed her look like you changed the objects and enemies...then she will look mighty fine. Those are Awesome looking rooms Dude Man. Very Nice. Im correct in assuming you've changed the entire map layout and item locations?
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-25-06 05:30 PM, in A little problem with Metedit... Link
Ive been having alot of difficulties with elevator placement. Is there a way to change "Area" without having to go thru an elevator shaft? What makes the elevator special? Is it possible to change area by just going thru a door?
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-26-06 03:48 AM, in A little problem with Metedit... Link
.....well I guess I cant argue with that.

Of course I was hoping for something along the lines of..., "Just change offset 0046B1 to 54." But your logic is undeniable so I will just move along.

Thanks.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-27-06 07:35 PM, in SuperMetroid: Redesign Size comparison to original Link
Are you going to edit any graphics or change how any object behaves? What do you mean by "floaty jump." Are you using SMILE to edit the game?

Also, I don't mean to undermine your efforts, but quantity doesn't nesseseraly mean quality. Five big square rooms with a couple of space pirates, in my opinion is NOT better than just 1 room with a cool bomb-maze puzzle...with space pirates shooting you. Not to say your hack doesn't have that..just giving my opinion is all. I eagerly await this hack. Good Luck.


(edited by AlexAR on 03-27-06 05:37 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-28-06 01:30 AM, in SuperMetroid: Redesign Size comparison to original Link
Originally posted by Drewseph
Originally posted by AlexAR
Are you going to edit any graphics or change how any object behaves? What do you mean by "floaty jump." Are you using SMILE to edit the game?

Also, I don't mean to undermine your efforts, but quantity doesn't necessarily mean quality. Five big square rooms with a couple of space pirates, in my opinion is NOT better than just 1 room with a cool bomb-maze puzzle...with space pirates shooting you. Not to say your hack doesn't have that..just giving my opinion is all. I eagerly await this hack. Good Luck.



I find your lack of confidence, Disturbing........

My hack is NOT that shitty as you put it =)


I never said your hack was "shitty". I was just pointing out an interesting fact and asking a couple questions. You complained in your first post that no one ever gives feedback. I was doing just that, giving feedback. I see the great potential in your hack and I am only making sure it comes out as best it can. I see you've worked very hard on this so I guess that's why you don't want to answer my questions.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-28-06 02:36 AM, in Pointers in smb2ed Link
SMB2 Discombobulator is an editor with great potential...for now that potential is obviously unrealized. I can tell you right now, that if you plan to only use this editor to create your hack..your in for a string of headaches. Yes the pointers can be modified to lead exactly where you want them. But have you noticed this editor's problems? When you save a level..it sometimes inserts tons of enemies at the end or at random spots throughout the level. Sometimes things might look fine in the editor, but in game its a garbled mess of randomness.

But regardless, here's how you modify those pointers. The most important thing to do is to click on Options, then check "Show level number in Level-Area Format". By having that option checked, every level now has an extra number on the top of the window. Also make sure "Show door pointer as normal objects" is not checked.

The very first area in the game where you come out of a door and start falling should be labeled
"Area 00 00 -- 1-1 Beginning"
The level after you go thru the door at the bottom should be labeled
"Area 00 20 -- 1-1 Main Part"

In area 00 00 if you click on the purple square close to the red door labeled Pointer at the bottom, its Parameter should be 20. See, it makes sense, 20 is the area number of the level that door leads to. No big deal. Just use the plus and minus keys to change its Parameter, thus changing where it leads to.

Of course nothing is THAT easy. You have to be aware of multiple pointers on adjacent screens..also some pointers may lead to doors...some just make you fall from the sky. You got to experiment to see what does what. Hope this helps.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-28-06 07:29 PM, in Problem with enemies. Link
How did you edit your game? Thru a hex editor? Or thru an existing editor? If you just used a hex editor, you might have inadvertently changed something.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-30-06 02:24 AM, in Megaman Ultra - Screenshots Only Link
Very impressive screenshots infidelity. Every level looks real high quality. I love how you changed up Quickman's level tile set. It supposed to be the title screen's tile set right? Those Metroid shots look especially amazing!

I wish I was more familiar with Megaman 2....cuze I don't know if the Wily 4 shot is just a single boss screen or if you actually created an entire level with the Metroid title screen style. If it is an entire level with that style...WOW! very creative.

If I had to point out a flaw, I would say that last shot (Wily 5) is a little bland compared to the greatness of the other shots. I don't know if your restricted in any way in that level in terms of tilesets...but maybe you could try something real elaborate..since its just that one screen for the whole level.

I'm really looking forward to this one.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6292 days
Last view: 6289 days
Posted on 03-30-06 02:38 AM, in A little problem with Metedit... Link
Originally posted by Kirk Bradford Myers
Vl-Tone, is there any thing you can't do to a Metroid ROM?!?



No kidding, Vl-Tone, you are a beast. My Metroid hack is now gonna take even longer to release since I now want to change up the music with the help of that shockwave.

Anyways, I am fairly confident Kirk or Vl-Tone should be able to help me out here. I start playing my hack..go down the elevator to Kraid's Lair...I then die and respawn in a garbage room. In the original, Samus respawns at the elevator. Apparently the respawn point is not tied to the elevators, so is there an offset defining where Samus's respawn point is? There would be five such offsets for each of the Zones?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12
Acmlm's Board - I3 Archive - - Posts by AlexAR


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.057 seconds; used 453.63 kB (max 577.41 kB)