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Acmlm's Board - I3 Archive - - Posts by SnifflySquirrel |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Originally posted by BMF54123 You know, that's an excellent idea. Attached to this post is an alternative to the previous patch. With it, the filled switch blocks placed using the Direct Map16 feature will turn dotted once the relevant Switch Palace has been activated. As a bonus, the Direct Map16 dotted switch blocks will act just like normal switch blocks (they'll turn solid after you activate the switch). This patch uses a different address than the last one, so it should be perfectly safe to install even if you've already installed the earlier version. EDIT: D'oh, I just realized that I mucked up part of the code, so that some of the tiles on Map16 pages 2 and 3 might change in reaction to Switch Palace states as well . I can't update attachments, but I can tell you how to fix it: Open iswitch2.ips in a hex editor, go to offset 0x0E (which should be FC), and change it to FE. Save and reapply to your hack if needed. (edited by SnifflySquirrel on 04-23-06 09:08 PM) |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Nobody told me the bosses were pumped up on steroids... I was rather surprised when Wood Man started bodyslamming me from across the room.
One question: What's up with the Protoman-Joes and the Eddie-Mets in Crash Man's stage? That's creepy. (Don't answer this question if it will spoil the plot.) Great hack so far...even though I've only beaten three bosses. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Well, I got to Wily Stage 1, and am currently having loads of trouble on the Mech Dragon. I'm pretty sure I tried every weapon except Ice Bubble (and Time Stopper) on him, with no results. Any tips?
*hopes he's not weak to Ice Bubble, since it's nigh impossible to hit him with it* Also, I have to exp |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Some games use the terms "object" or "actor" to refer to sprites. "Object" is probably a bad idea since levels are made of objects, but "actor" could work...only problem is that it would confuse newbies who don't realize that what LM calls "sprites" are actually "actors", or that "actors" may consist of multiple sprites in-game.
Another, better method might be to refer to them as "software" sprites defined by the game's code, as opposed to "hardware" sprites used by the SNES PPU. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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This is a known glitch; I noticed it a while ago. In fact, I just PM'd spel werds rite with a fix. Here's what you'll need to do:
- Remove the original pipes.ips from your ROM. To do this: ---- Make a copy of an unmodified SMW ROM. ---- Patch pipes.ips onto it. ---- Open Lunar IPS (or the IPS patching facility of your choice) and make a patch, using the pipes.ips-patched SMW as the old copy and the original ROM as the modified copy. ---- Apply this patch to your hack. - With that done, download this updated version of pipes.ips, and patch it to your hack. Let me know if it works. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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OK...fortunately, I have an alternate solution. (Needless to say, if you made a backup before trying my previous method, restore from it.)
Try this instead. (No need to remove pipes.ips this time; just download and apply.) |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Yellow Switch Palace - Secret exit from Desert Pyramid
Green Switch Palace - Secret exit from Sky World 6 Blue Switch Palace - Secret exit from Ice World 2 Red Switch Palace - Secret exit from Bowser's World 2 If you need additional help, look here. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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I like that; it's pretty cool. Are you planning on doing something like this with all the powerups?
One question, though. What happens if you get a Fire Flower with 0 coins? |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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I'm looking for the Yoshi's Island cave background (the one with the waterfalls). I know it's used in 2-6: Cave of the Mystery Maze, among other places. If it already exists (I checked SMW Central and didn't find it), could someone send it to me? If not, could someone please post a screenshot of that level with all layers except Layer 2 disabled (and/or a savestate taken in that level)? I can take it from there.
Thanks in advance. (edited by SnifflySquirrel on 05-05-06 09:41 AM) |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Awesome. Thanks again. | |||
SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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I'm afraid you can't. The hacked sprite is basically activating the Bowser battle sequence (the hammers are sprite data representing where the "battlements" are in the Bowser battle, and the "sproing" noise is Mecha-Koopas being tossed). You'll either have to live with the glitchiness or write your own lightning routine with LevelASM.
Now that I think of it... *wonders how hard it would be to trace the Bowser battle lightning routine* |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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While I agree with Glyph Phoenix that the original SMW gave ice-themed levels the shaft, making an entire hack with nothing but ice levels might be going a little too far... especially considering the fact that ice-themed levels derive difficulty by reducing the player's control over Mario and throwing off their coordination. If the entire hack is icy, players will get very used to the icy physics by the end of the game. (This might be solved by having a mostly icy theme with occasional patches of normal ground, as Ghost recommends.)
The happy bunny cutesy theme might work, but would require one heck of a story in order to be really appealing. Of course, you could always try to make an icy cutesy hack. Perhaps the story could be "Oh no, Bowser has blocked out the sun and caused Super Cutesy Land (or whatever it is) to freeze over!" |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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I prefer the new Yoshi voice... I just wish he said something besides his own name. (It makes him sound like a Pokemon.)
However, I prefer the way Yoshi looks in SMW2. So I guess that would make SMA3 my favorite Yoshi-related game. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Okay, and now to balance out the random flaming with something completely different.
I just stumbled across this comic a couple of weeks ago, and I think it's cute. I even dug into the board archives to read it from the beginning, and am eagerly awaiting the next issue. The assorted game references are great, and you do a very good job of making the different sprite styles work together. Keep up the good work! (edited by SnifflySquirrel on 05-09-06 05:08 PM) |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Originally posted by Alastor the Stylish When I first saw the button, it said "I'm a moron, ban me". I didn't need to check the address to know what would happen. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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The level itself is level C5 in Lunar Magic. Just open it up and edit it to your liking.
To change the text shown during the intro, open your hack in LM, open the Overworld Editor, and click on Overworld -> Edit Message Box Text. The string for Level 0, message 1 is shown during the intro. You can't change the music used for the intro level, though. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Open Lunar Address, and make sure that the topmost option in the SNES ROM Type box (LoROM - PC; 00:8000-6F:FFFF) is selected, as well as the "Include $200 copier header" box on the side. (These are the default options, so you shouldn't have to worry too much about it.) Then just enter the starting address of the LevelNames table into the PC Address box, and the SNES address will automatically be displayed in the SNES box.
Good luck with your hack. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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I'd say SMBE, since it sounds pretty cool (and I don't have an E-Reader ). Failing that, I'd say SMWRMK. | |||
SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Long story short... for my SMW hack, I needed a map with a large tree in the middle of it. I started with a tree from The Legend of Zelda: Oracle of Seasons, scaled to 200% normal size, and tried to smooth it out while adding something of a Mario spin to it. It could still use some work (lots, in fact), but here it is, for what it's worth.
Any and all criticism welcome. |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6410 days Last view: 6309 days |
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Thanks for the input. I've decided to redraw the tree a little smaller, and get rid of the highlight on the trunk. This freed up an extra color in the palette, so I added another shade of green (which I used mostly for smoothing out the outline). Here's the improved version.
(Looking at it now, I should probably add a little more shadow on the trunk.) It could still use some work, but I like this one a lot better. Thoughts? |
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Acmlm's Board - I3 Archive - - Posts by SnifflySquirrel |