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| Acmlm's Board - I3 Archive - - Posts by AlexAR |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by Dirtbag Wow. I cant believe you actually downloaded that. The link was at the bottom of a page and (I thought) was hidden discretely. Did Googie tell you it was there? It was intended for Googie only. I guess people DO visit my page after all.
Originally posted by MasterTenor The 'glitch' is intentional. There are several spots throughout my game, where Toad has to glitch through walls by way of a conveyor belt. It may not look very pretty, but I think it adds some spiciness to the gameplay. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by Dirtbag I don't know what I was thinking (I wasn't thinking) when I made a link for that.
Anyways, I think I want to make another Mario game hack. I want to continue with this treasure finding theme for Toad. But I want it to be a SMB3 hack. Does anyone happen to know if there is patch out there that swaps Mario's GFX for Toad's? If there is, did the hacker bother with the various power up GFX. *Imagines Toad with raccoon tail and Toad in Hammer Bros. Suit*
If there isn't, I may need to "hire" some artists if I can't find suitable Toad gfx rips. Also, what SMB3 game editor do you guys recommend? I use Win XP. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by Googie Thanks for the suggestion. But I prefer a more classic SMB2 Toad. Like the one you made for my latest hack. Here's some preliminary work Ive done.
For small Toad, I basically just scrunched Toad's hat a little to make him fit in a 2x2. Big Toad is Identical to SMB2's big Toad. I got his carrying and throwing gfx and running and jumping gfx looking OK. That sliding gfx is Toad's pulling gfx from SMB2. I just put it in for kicks, It doesnt look half bad. Looks like he's grabbing his junk in fear as he slides. lol I don't know what the heck I'm gonna do for his star jump sumersault and swimming gfx. I should probably start a new thread about this project huh. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by pikaguy900 Well I'm sorry to hear that pika. You are the first though. The first to have trouble with my game. You say you hate SMB1 so I guess that's the main reason you didn't have fun. Everyone else who has messaged me about my game says they finished it 1 afternoon and some thought it should be harder. Are you using savestates and a gamepad? Those definitely help.
At least take comfort in the fact that my romhacks seem to be getting easier to play through. This SMB3 one should hopefully be fun for ya. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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| Hey, that's damn nifty. I have only been able to open 2 games that don't crash the program, but this is awesome nonetheless. What is kawajuke.gba supposed to be? When I load it up and try to play a song it crashes the program.
Ahhh. Your layout is eating my reply!..somebody get it off..ahhh (edited by AlexAR on 12-24-06 01:27 PM) |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by FPI Umm, so will I not be able to pass that level either when I get there? Will my savestate work on your unlocked version? Its gonna be a major bummer if I have to start over seeing as your hack is incredibly tough. But at least its a refreshingly tough hack. You really used every trick in the book as far as level design. It looks like you created brand new tricks too.
Real good job man. For a SMW hack, I give it a 8/10 Pretty fun, but Way to hard for little old me. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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| I absolutely love Animal Crossing. I'm assuming the N64 version is similar to the Gamecube version. If it is, and you get it completely translated..wow That would freaking be awesome.
Like so many other projects that spark my interest, I feel bad for not being able to help in any meaningful way. I don't know the foreign languages involved or the foreign coding. Alls I can do is say..Keep it up ![]() |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by D Whats with the 449.9%. Is that the game completion percentage? Why is it more than 100? Did y'all already start hacking the shit outta this game? |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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| I'm creating a sort of sequel/re-telling of my previous rom-hack, Toad's Treasure Quest Its a SMB3 hack and I have a question about the raccoon power up.
How incredibly difficult would it be to tone down or disable the flying ability. I don't want to allow the player to fly over my levels. I want to believe its as simple as changing a couple hex values (values that someone already knows). I while back I came across a website that detailed exactly which hex values to modify to change Mario's jump height in SMB1. It was easy as cake to make him jump higher or lower than normal. Can it be that simple in SMB3. Could the amount of height that Mario gains when pressing the jump button in flight mode be reduced so that he barely goes up. (It would be cool if he would just hover) There are probably many different ways to go about removing flight from the game. If anyone knows of a simple way, and how to do it, I would greatly appreciate it. I don't want to have to remove the raccoon power up completely, since I like the ability to whack things with your tail and to float down slowly. Even though these screens are very preliminary, I know people cringe when they see nothing but text and no pictures to scrutinize.
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Thanks for the replies
Originally posted by DahrkDaiz Now that is some useful info. Thanks DahrkDaiz. ....unfortunately, I'm not getting the exact effect I'm looking for. Setting x03F3 to 00 does indeed disable flying for raccoon. But it also disables the floating down slowly power, which I was planning on building levels around that ability. It makes you act just like regular Mario, which makes perfect sense. I went a head and tried various other values. Keep in mind I only tested whether Mario could fly or slide. Setting 0x03F3 to 04 = fly no /slide yes 05 = fly yes /slide yes 06 = fly no / slide no 07 = fly yes / slide no 08 = fly no / slide yes 09 = fly yes / slide yes 0A = fly no / slide no In every instance where Mario could not fly, he could not float either, bummer. Originally posted by Dwedit How exactly would you go about doing this? I have FCEUXD SP, and I have dabbled with the debugger abit with a Metroid hack. But I'm clueless on how to go about your recommendation. Mind holding my little old hand? ![]() |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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| O wow. Thanks a million dwedit. This works perfectly. I see from your multiple edits , you really put time and effort in to this. I appreciate it very much. Hopefully I can use your explanation to better understand what the heck is going on and make more modifications. (Like allowing more fireballs to be shot at a time) | |||
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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OK, level development is in full steam now so I wanted to ask a question about...graphics. What should Toad look like? As we all know Toad has had many different looks over the years, some good some bad. I consider the SMB2 Toad to be the gold standard. At least when it comes to animation and look. But when it comes to color..that blue outline really only works in the SMB2 universe.
These are the candidates for Big Toad's palette. (Small Toad will of course also use the winning colors)
#4 is a clone of SMB2 Toad #6 is what I'm using as his Fire Toad colors. #7 is what I think he should look like in the SMB3 universe. Which one do you guys think it should be. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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I mentioned this project to one of my cousins and he said it should be real easy since they are virtually the same game. I didn't know if I should believe him. Then you said...
Originally posted by Lysol Pionex Are the 2 versions telling the same story? Identical? Or just very similar? Just wondering. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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| I guess the black and white toad wins, unless more people voice their opinion.
I wanted to ask if anyone here has experience with the SMB3 map editor, smb3map. Its an incredibly useful app and very simple to use. Sort of... I have had no problems with pointers or tiles or anything, except the damn pipes. You know, the green overworld pipes that when you enter, you travel thru a 1 screen room, then emerge in another pipe in the overworld. I have read the read me file covering the pipe editor over and over and I believe I know how it works. Its written kinda badly. No matter what I do I cant get it to function correctly. Either I emerge in the wrong spot stuck and unable to move, or I emerge in the same pipe I entered.
Can anyone give me any pointers? |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by interdpth Link don't wanna cooperate. Can you just describe, in writing exactly what the video shows. Details please. |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Optomon, those screens are mighty sweet. Every time I see new ones I want to make a Castlevania hack. Anyways, I'm making a SMB3 hack. Here are some screens from various levels in SMB3 Workshop.
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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| Unbelievable job bio. Everything is superb. Level design, graphics, overworld are all wonderful. Not to mention the various Asm stuff. Fire bros are immune to Marios fireballs, awesome new power ups, boom boom room clears...I can go on and on. You have really inspired me to make my SMB3 hack even better.
The only problems I found were: Massive slow down in the world 1 ship level. All those bob-ombs and bullets were too much for my emulator
Also, I got stuck here, you should always leave a safe path back to pipes. ![]() |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by pikaguy900 Ahhh the memories!! I remember setting up our wireless router a year ago. I think it took me freaking 48 hours of constant tinkering and restarting and hair-pulling before I got it functioning correctly. Anyways, I do want to use new gfx, but Im a horrible artist. Maybe I will ask someone (Bio or DahrkDaiz) if I can borrow their gfx. Since this hack is kind of sequel to Toad's Treasure Quest, I guess I will call it..*drum-roll*..Toad's Treasure Quest 2 ![]() |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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Originally posted by interdpth Great vid. I like never get on AIM because I forgot my password and account name. Plus, the last couple versions you have released just don't work for me. I have the VB runtimes and I have downloaded ZeroMission from 3 different websites, but all of them give me errors when I open them in the editor. So there is no reason for me to get the latest copy. At least not until everything get worked out, which looks to be very soon. Keep up the great pace interdepth.(edited by AlexAR on 01-07-07 11:46 AM) |
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AlexAR Ninji Since: 02-27-06 From: TX Last post: 5911 days Last view: 5908 days |
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| Hey, that looks pretty damn cool. Have you considered ripping more stuff? Koopas, goombas, maybe even the hammer bros. Obviously, the sprites look out of place in SMW's 2-d world, but if you have the talent you could create some more 3-D looking objects. |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 |
| Acmlm's Board - I3 Archive - - Posts by AlexAR |