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05-31-24 04:17 AM
Acmlm's Board - I3 Archive - - Posts by AlexAR
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AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 03-31-06 02:54 AM, in Help with SMB Utility Link
Its been awhile since Ive used SMB Utility. I know that objects change when moved to the bottom of the screen. But I'm pretty sure that if you cant move the enemy down to to bottom of the screen with the numpad, then I don't think you can change it to an object...with SMB Utility that is.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-01-06 12:39 AM, in Megaman Ultra - Screenshots Only Link
What programs did you use to make this hack? Obviously a hex editor, but how did you change the level design?
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-01-06 03:26 AM, in Lost Thread #4026 Link
Originally posted by DahrkDaiz


It is believed waivering sales recently is due to the high attention and popularity of this "Mario Adventure" and your forthcoming "Luigi vs Mario". These two titles will undoubtedly cause drop in sales for our future Mario game products, such as The New Super Mario Bros., so we regret to say we are prosecuting you for you illegal activities.




Are you serious? Like these suits are really gonna say something so complementary...

I'm sure your hacks are of elite quality..but cmon..like Nintendo would take the time to see what your "forthcoming" projects are...


oh..and "waivering" is spelled wrong...would Nintendo forget to use spell check?
its wavering
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-01-06 04:56 PM, in Lunar Eclipse Link
My friends and I have been hard at work on this editor for quite some time now. We have always loved the Castlevania series and settled on Castlevania 4 for its smooth play control and "somewhat" ease of deconstruction.

We just recently added sprite editing..although only skeletons and Medusa heads seem to work right in game when moved around. The red numbers 1-6 up top are just placeholders until we draw some icons for em. Currently, every level can at least be viewed. Some levels, like the river level, go crazy if you move certain objects.

Lanterns can be added and have their contents changed...breakable walls are displayed. Interestingly enough though...you cant make breakable walls at will. Only designated areas allow for breakable walls, obviously we are hard at work to allow as many breakable walls as the designer wants.

Features we are in the mists of finishing up are boss options...like there damage, hp, actions. Weapon edits..like how many hearts they use...trajectory, even creating your own weapons from a list of weapon characteristics. And finally adding completely new levels to the game.

Lunar Eclipse is still a bit too finicky for a public release, but I'm gonna go ahead and say in late April/ early May, it should see its first release.




AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-04-06 06:11 PM, in Question about SMB3 graphics Link
Well the initial code is for everything other than graphics...there're supposd to look messed up. As for the actual tiles at the end of the rom, they look fine to me. Obviously with that initial palette, things look weird, but they most certainly look good enough to edit with ease. Make sure you are in Nes Format and at around offset 000400000. Need me to post some pics?


(edited by AlexAR on 04-04-06 05:13 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-04-06 10:00 PM, in Question about SMB3 graphics Link
Originally posted by Dragonsbrethren
Tile Molester is... well, it's not really bad, but I prefer YY-CHR.



Totally agree, everything is easy to access, there's lots to access, and its very cleanly organized.

But if Tile Layer Pro is all you have, no problem. If you use Nesticle as your emulator, all you got to do is load a savestate from your game (SMB3) in the "Palette" menu of TLP. The colors should now look more familiar. If you cant load your savestate, it really is no big deal messing with the color sliders. Move red up, green down, blue up. You'll know when things look right. Don't worry about "choosing the wrong colors". You are not actually changing the colors in the game. All you are doing is making it look normal enough, so that you can modify your graphics with a clear idea of what they will look like in game.

Tinker to your hearts content with any and all programs you may eventually download..its the best way to learn.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-05-06 09:57 PM, in A little problem with Metedit... Link
Hello again. Guess what...I have another problem, but that's what these forums are for right?....I greatly appreciate all your help guys, you've answered every one of my questions and I'm ending up with one kick -ass Metroid hack because of it.

I'm sure at least one of you guys (Kirk, VL-Tone, Mega-Dog, Dragonsbrethren) has had to move the High Jump boots location for your respective hacks. So far, with all the info you guys have given, Ive been able to move most items along with their respective same line items thru hex editing. But not the damn boots. They are tied to a palette switch room in Norfair, at least that's what it seems like.

In Brinstar, the code for its palette room item and energy tank that's on the same line reads...

07 0F A4 0C 04 0A 00 19 FF 02 08 87 00

nice and simple to understand
I was able to move the energy tank several screens to the right by changing 19 to 0F
no problem

In Norfair its palette room item and boots code reads...

11 6D A3 16 04 0A 00 18 09 31 0B E9 41 02 9A 00 19 09 21 8B E9 51 02 9A 00 1B 06

02 01 37 00

01 is the boots right? why is there so much more crap in this?
1B is the X coordinate on the map right? I changed it to 19...it didn't move the boots...

How did you guys move the boots?
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-10-06 01:24 AM, in General Project Screenshot Thread Link
Tentative title: Metroid - Return of Wart

other possible titles: Metroid - Wart's Return, Metroid - Samus's Nightmare,
Metroid - Invasion

Colors for some enemies, doors, and Samus are still in the works. If I decide NOT to edit the music, this should be released in about a week. So what da ya think?


AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-11-06 09:51 PM, in Rockman Exhaust Link
A bit on the ludicriously difficult side...wayy harder than the original RM2..but very entertaining nonetheless. That Kirby level is inspiring.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-13-06 08:39 PM, in Mario RPG Link
First of all, how come there are like no RPGMaker games to be downloaded and played from this forum? Do people not like using RPGMaker XP. Some issue with distributing?

Anyways, I just want to take a break from romhacking and see if I can make something with RPGMaker XP.

Alright, lets see. I want to make a game. An RPG/Adventure game. I want to ask a couple questions about what my game should be like. I want to make something people will enjoy, at least when it comes to presentation and story, not nessasaraly technology. If its easy enough to insert a custom script, I will. I just don't want to end up with a massive project that''ll tempt me to abandon it. I want to make something smaller and shorter, a "bite sized" game if you will.

I want it to be a Mario themed RPG.
My questions are:
Map Layout...Super Mario RPG Legend of 7 Stars style..as in more traditional go anywhere you want or Paper Mario Style..as in its mostly left to right movement.

Graphics....I guess I should try to use all styles right? SMB1,2,3,World tilesets
or limit myself to one?

Antagonist/Plot...What is Mario after? Kidnapped Princess? Wario threatening to take over world? Evil Toads have invaded?

I want this game to be fun, not hard. Lighthearted, not serious. Like I said before, I want this to be something people will look forward to and have fun commenting on. I appreciate any input from anyone.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-16-06 12:47 AM, in Metroid Zero Mission hacking Link
Oh wow! This is incredible. This is quality work interdpth. I just know the upcoming editor will be something special. interdpth, I don't know anything about programming, but If you need any help with any other type of task, just ask. I'd love to help make this editor as good as it can be.


(edited by AlexAR on 04-15-06 11:48 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-22-06 02:40 PM, in Metroid Zero Mission hacking Link
Utterly Fantastic work interdpth. Looks like I will be Metroid Hacking for a good while now. You bet I will be using your MZM editor after I finish my Metroid (NES) hack. Keep it up.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-24-06 06:42 PM, in Megaman Ultra Released!! Screenshots & IPS Included Link
Fantastic work infidelity. Everything looked and played..and sounded superb. My one tiny complaint: In Heatman's stage you made a section where Megaman has to jump from ladder to ladder above spikes. Those ladders all go right up to the ceiling, and when you climb them all the way up, Megaman glitches and lets go of the ladder and falls. It was a little frustrating but nothing major. I hope you continue with romhacking as I'm sure they would be of great quality.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-24-06 08:58 PM, in RPG Maker (Ask Blue) Link
I have had RPG Maker XP installed for quite some time now. Two days ago my computer had an accident. I was able to salvage most files and programs, including RPGMaker. But when I tried to open it up, it gave me an error message, "RGSS-RTP Standard must be installed." What got deleted? Can this be fixed without a re-install? I dont have the installer anymore, so am I outta luck?

Edit:..nevermind..I found the installer buried under like 8 folders in my computer's "No man's Land" section. It all works now.




(edited by AlexAR on 04-24-06 08:10 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-24-06 09:42 PM, in Mario RPG Link
Thanks for the comments Cheveyo. I have made some pretty drastic decisions concerning this project. First I'm not starting from scratch. I'm gonna go ahead and just retrofit my old generic RPG project into this Mario RPG. Second..not so much a decision but more of a painful remainder..I couldn't draw a stick figure to save my dog's life. So I'm putting off the tileset GFX for as long as humanly possible. I do have Mario in there, as well as some goombas and koopas, in the overworld and battle scenes. I got some nifty
(and cheap-lookin) special effects for the battles.

I'm gonna try to upload what I have so far so that people will have some vague idea of what I'm aiming for...even though it still very much looks like a standard RTP GFX RPG..say that 3 times fast.

Let me summarize what this Demo contains. Original Title Screen and music. The song is the original SMB theme done in a space-feel. The story has Mario collecting the 25 scattered stars that where corrupted by an unknown force. (Bowser)
You begin as Mario in his room in his house whom he shares with Luigi. Mario can jump straight up with the Z key and interact with the world by pressing the Space key. Mario walks very fast in the demo version for testing purposes. The X key brings up the menu screen.

"Talking" to the 3 stars in Mario's House will give him different items(Check your inventory as there is no confirmation after you receive the items) With these items (Flowers and Mushrooms of different sorts) you can "cook" in Mario's Kitchen. (Talk to the cutting board)

When entering rooms and areas, a brown window will come up where the Zone's name SHOULD appear..they don't. After leaving Mario's House, explore the immediate area if you'd like..and then go to Toad Town Center, talk to all signs and people for info. Be sure to talk to the boy standing near lots of barrels. He will mention Luigi, go back home to Luigi..then to the child again...funny stuff indeed. As you can see, Luigi and that child are most peculiar and will be vital to the plot later on. Try to go back into Luigi's workshop after..see what happens.

In battles, Mario has a skill called "Crescent Force." It is a very powerful move and only wastes 1 skill point. Its for testing purposes only, if you want to play the game "real", don't use it. He also has a skill called Teleport that can be used outside of battle. Testing purposes only. It only takes you to 3 spots, don't use it till you've done everything in the demo or you will mess up the story and/or switches/variables.

Wario joins your party after you get to the Castle. Press the "D" key to switch between lead characters. Mario jumps, Wario stomps.
If you have any questions, please ask, the demo has lots of stuff/crap.



(edited by AlexAR on 04-25-06 07:25 PM)
(edited by AlexAR on 05-14-06 11:50 PM)
(edited by AlexAR on 08-13-06 01:11 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-25-06 08:21 PM, in How not to make a crappy game. Link
Heh..might as well post my 2 cents as well.
So what is this forum called? Game Creation. Making games. What is a game? A game can mean lots of different things to people. But the bottom line is, games are entertainment. Fun happy good times. They don't have to have humor or be wildly creative, they just have to entertain.

A game DOES NOT have to be super-ambitious to be good. The simplest of games can have as much success as any of the more involved ones, which are very few and far between...and not very good either. A very simple "Hero vanquishes evil Lord to save World" plot may SOUND very bad and unacceptable, but a game's simplistic plot does not hurt itself if the game's mechanics are solid, intuitive, bug-free and accessible. This can be done with a minimal amount of headaches if you just don't get overly-ambitious.

We live in an amazing time. Game creation is o so accessible to anyone now..ANYONE..even non gamers can whip up a damn good game. With Zero knowledge of programming or even a rudimentary know how of "Game Buzzwords." One just has to remember that what your making is supposed to entertain.

Like Squash Monster posted before, Finish your game, play thru it, if you don't have as much fun as you would want, polish it up. If things ever get even the slightest bit confusing to you, then you can bet your ass, other gamers will be scratching their heads while playing your game. Simplify. After you have the basics done, (Ideally, you would know this after your first game is released and well received) then you can ask people for suggestions on how to improve upon this solid foundation and get more complex..which when handled correctly does add to the play experience.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-26-06 07:24 PM, in Metroid Zero Mission hacking Link
Originally posted by interdpth
The public release by latest should be october. But except a public release sometime this year. I'll be working on it alot over summer.


October? It would seem like you'd be done waaay before then. You seem to be developing by leaps and bounds. Every one of you posts has you achieving another milestone it seems. Its all looking fantastic. Keep it up. Your work, as well as Jiggly's is very much appreciated.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-27-06 05:20 PM, in Sword v0.0000001 Link
Are you planing on building a level editor to edit the towns and dungeons? That would be real fun to use. Keep up the good work.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-28-06 05:30 PM, in Mario RPG Link
Originally posted by Stephan Reiken
Just one thing...

You should try to make your sprites, including Mario, and your tiles look like they belong together. The 16-bit Mario, Boss, Goombas, and Background just don't fit in together.


That sure would nice, to have everything look like they belong together...If I could just get a good Mushroom building that I could expand and modify, Id be able to build a much nicer town.

I was also thinking about the battle backgrounds and enemy graphics...I should use the enemies and backgrounds of all the old Mario games. SMB1 goombas in front of those bushes and ?Blocks...SMB2 shyguys in front of those skinny palm trees and cherries.

That will fix that..as for interiors..I really have nothing to work with..there is Paper Mario and Super Mario RPG fro SNES..both of which I cannot rip from since they are 3-D or isometric. Id have to draw from SCRATCH!!....'ahh runs for the hills'...

Stephan, did you download the demo and play it? What ya think?
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6313 days
Last view: 6311 days
Posted on 04-29-06 12:32 PM, in Metroid Zero Mission hacking Link
"Looks at screenshots...drools." There is just absolutely no way for anyone looking at these to not get a smile from ear to ear.

Couple questions / features I would love to see:

Any way of seeing the background or enemies along with the room objects?

Instead of just choosing a "Room Number", can you just choose the room from a graphic of the entire map?..like Metedit..

Also, like in Metedit, can you create a new and/or edit the map layout?

Item power-ups..any sort of support for those?

Your previous header program did this right?..being able to change tilesets/music/enemies types without having to transition to a different area (Brinstar to Norfair)

Palette support?

Superb job interdpth.
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Acmlm's Board - I3 Archive - - Posts by AlexAR


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