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04-23-23 08:00 PM
Acmlm's Board - I3 Archive - - Posts by 4matsy
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4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-05-06 03:11 AM, in Super Mario War Link
Originally posted by Bloodstar
His are especially fun to play in... Especially Box Arena.




...Okay, so lemme get this straight. Out of the more than four dozen maps I've made for this thing, you're saying that my SECOND one, of all things, is the best of the bunch.

...That's nice. Really nice.

DAMN YOU AND YOUR SADISTICALLY CRUEL IRONY AAAAAAAAAARF YARGLBF


...Heh. Back to the drawing board, I guess.

*4matsy fires up the SMWar map editor*



...Oh, and nice maps and skins, to everyone that filled up the last 3-and-a-half (default-sized) pages of this thread. Granted, like Alastor said, some of the level design seems a bit...unorthodox, but hey, whatever works...

Here's my latest maps and skins packs, btw. Quite a bit o' new stuff in there since the 1.6 release...
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-05-06 08:37 PM, in Does anyone have Hack X? Link
Originally posted by insectduel
I need another hack to find. The completed version of Super Mario Bros. 1 Challenge other than zophar.net which it does not look that completed.


Being one of the guys that worked on it, I can safely tell you that there ain't one, unfortunately.

We did attempt to throw out the old SMB Revisited-based version and rewrite it from scratch instead, but not even one level got done on that front. (Actually, if I remember right, that was around the time I lost my net access for about a year thanks to assorted computer troubles...)
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-05-06 08:38 PM, in Super Mario War Link
Originally posted by Bloodstar
...Just wondering, but which was your first?


...Generic Hills.

...Yeeeeeah. Feel free to shoot me for that one.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
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Posted on 04-09-06 06:40 AM, in Had any "What the hell?" moments in a video game? Link
Food Fight (Atari 7800):

I had a bunch of close calls during a later level. Which of course, after I beat the level, triggered "LET'S SEE THAT AGAIN! INSTANT REPLAY".

...Then the computer proceeds to DIE during the replay, says "ALMOST MADE IT", and gives me a free life to offset the one it just lost for me.

That REALLY freaked me out the first time I saw it...
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-15-06 01:52 AM, in What are some of the most annoying enemies (in any Mario game) ? Link
SMB1/SMB2J:
- FLYING CHEEP CHEEP FRENZY OF FISHY DEATH.
- Public enemy #1: SMB2J's RUNNING HAMMER BROTHERS. GAH. 8-3 AND D-3 SUCK.
- That one fire-bar in the second narrow gap in C-4 in SMB2J. If you're big, this thing WILL hit you 99.(insert favorite number of 9s here)% of the time.

SMB2US/DDP:
- PHANTO. I mean, this one's, like, a given.
- That exit mask that suddenly comes alive on you right before Wart. Have you noticed the fucked-up collision detection on this thing? You can be ducking on the lowest ground and it still manages to count as hitting you, even though it looks like you were a mile away from it...

SMB3:
- FLYING CHEEP CHEEP FRENZY OF FISHY DEATH.
- Fire brothers. Thank god they're only in, like, two places.
- SUPER ANNOYING LAKITU OF GREEN BOUNCY SPIKY DEATH. GOOD GOD THE PAIN
- Bowser's happy statues of HOT LASERY DEATH. WTF was the idea behind THAT?

SMW:
- FLYING CHEEP CHEEP FRENZY OF FISHY DEATH. See a trend here?
- Splittin' Chuck. Especially at the end of Chocolate Secret where there's, like, 8 of 'em. ZOMG CHUCK OVERLOAD
- Whistlin' Chuck. WHY YES THANK YOU SIR, I WOULD MOST DEFINITELY ENJOY HAVING EVERY RIP VAN FISH AND SUPER KOOPA IN THE GENERAL VICINITY ON MY ASS.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-16-06 01:18 AM, in Rockman Exhaust Link
Heh. I've really come to like this hack in the week-and-a-half I've had it. It looks a bit odd, yes, but plays pretty well, with a nice difficulty.

Video I made of myself playing through the hack, just for the hell of it (and maybe help anyone that got stuck at a choke point, like THAT DAMN HARD LASER SECTION THAT WAS SO CRUELLY PUT IN FLASHMAN'S LEVEL, ENSURING THAT YOU CAN'T TIME-FREEZE IT. YARGLBF).

Made using NESVideos' modified FCEU 0.98.15, but no slowdown or savestates were used; this was just an uncut playaround, basically.

(I did use autofire, though...that should be obvious during the Sniper Joe fights. )

Oh, and feel free to shoot me in the nuts with a fully-powered Mega Buster blast for not recognizing the Cave Story balcony tune until Valcion brought it up, despite immediately noticing the ripped Sacred Grounds blocks in the last level the first time I played the hack. D'OH.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-21-06 07:45 AM, in Mario in Tetris Link
..........

Uh...guys.

Beat game B, level 9. Preferably height 5. There's yer Mario gfx.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-21-06 08:43 AM, in Super Mario War Link
Originally posted by The Red Snifit
That will be an added feature in later versions.


Fix0red.

The dev-team does realize the potential for extreme ass-kickery that netplay would provide; it's just that they've apparently never programmed netplay before, so they just need some time to figure out how to do it. XD

I'd guess somewhere in the next 5 releases or so, we'll be able to stomp plumbers across the ocean.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-21-06 02:07 PM, in Super Mario War Link
...

Oh, no, I'm not one of the programmers or anything, nor is 1.7 out yet. It's just that I read the official forums regularly, and that's what the programmers have pretty much said.

For the moment, they're gonna focus on adding other cool/popular features, mainly the addition of new items. Shells, anyone?


(edited by 4matsy on 04-21-06 01:09 PM)
(edited by 4matsy on 04-21-06 01:12 PM)
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
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Posted on 04-25-06 12:15 AM, in Megaman Ultra Released!! Screenshots & IPS Included Link
Originally posted by Jigglysaint
BTW, Wily 1 is the Great Palace from Zelda 2.

Edit: I am at the guts dozer, and the only thing that works is crash bombs, which do crap damage. Is there any other weapon that will work?
Only thing I found that even did damage at all was the leaf shield.

I had full health and some e-tanks, so I just jumped a couple tiles into his face and made some shields without moving, so that they would hit right away and not waste ammo...

...and yes, the TEN CANNONS OF DOOM ROOM (tm) was infuriating.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 04-25-06 04:37 PM, in Anikiti's new hack Link
Originally posted by Skyon
I've only played up to the 2nd world in this one, and his levels do not have anything above, so it's basically like SMB1 style gameplay kind of, I'm not sure if I like that too much...

Just keep going...I started finding capes in world 3.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 05-04-06 04:28 PM, in SMBUtility Link
Ya think that's bad? There's also an M.K.H and an MHS in the Japanese SMB1 hacking community...

I think M.K.S made a few minor changes since the English translation, but not much...actually, the only thing I can tell is new is that mushrooms and the like are now displayed over ? blocks, so that you can more easily see what's in them...
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 05-09-06 07:18 PM, in Advanture of lolo 1 remix! [Only ss] Link
Originally posted by legoman
I use healed level editor

...

Take a look at level 7-1 and check to see that it's still in one piece...

Originally posted by legoman
and I find some beta gfx

Some of those are used in the final game, actually.

Top left:
The only thing unused there is the staircase; the rest of those tiles are used in the pre-new-floor "Floor x: Congratulations, you have just cleared floor x-1, this is not t3h end of t3h baddle" screen (and I think the empty brick tile is used on the password screen, too).

Bottom left:
I'd guess these are used for the large pixelated Lolo and Lala during the <3 scene at the end.

The rest is unrecognizable to me, though. Though I'd guess the traffic light thingy (marked in the bottom right shot, and taking up most of the bottom left shot) was just generally used by the developers to indicate empty space freed by already-removed gfx...
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 05-11-06 11:06 PM, in The most awesome SMB1 demo hack ever. Link
On a recent search through the Japanese SMB1 hacking community, I found this page. It's some kind of public upload server thingy where ROM hackers are uploading all sorts of lovely Mario-related patches 'n' stuff, and I found some interesting hacks there...

Episodes 3 and 4 of HI.FU'S "Super Mario Hi" series are up on that page (numbers 2 and 20 on the list, respectively...I dunno where the 1st and 2nd episodes could be found, though); they feel quite similar to SMB2J and are pretty good, if a bit hard (wind annoys you in the early levels, and the castles near the end have loops galore)...

...but possibly the most awesome thing since sliced bread is the "Vertical" hack (number 28), made by the godly ATA. Though it's a demo hack and thus only one level, that won't matter when you see how badass it is.
(The pack has 3 ips files; patch the "d'" ips on your rom first, then the "2" ips. I couldn't get FCEU or Nintendulator to work with the patched rom though, but VirtuaNES seems to have no trouble. I guess the spotty emu compatibility is a bit understandable though, seeing how radically game-altering the main feature of the hack is. Or maybe I just patched it wrong or something. )
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 05-12-06 01:20 AM, in The most awesome SMB1 demo hack ever. Link
Originally posted by TheAmazingTed
Am I missing something here? I went through a pipe, killed a hammer bros, jumped over Koopa and that's it. I don't get what's so amazing about this...

After going through the first pipe, look for invisible blocks near the left wall...

Originally posted by Link2006
I coudn't even understand the website itself. Where DO you download the demo .?

See the numbered links on the left side? 028.zip is the one you're looking for. (You can also see, if you go straight across to the far right side, that its original filename was vertical.zip. )
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 05-20-06 10:12 PM, in Just some screenshots Link
Posting in list format just for the hell of it:

- I actually kinda like the new orange overalls for Mario, though now you've got me wondering what his fire palette looks like...

- The hack does look good, especially considering the lack of ExGfx. I really don't see any glaring flaws, in either the graphics or the level design...

- Only one of those 8 action shots shows a timer above 200...is this just a coincidence, or is time going to be somewhat tight throughout the hack? (I personally hate the timer no matter how long/short the levels are...if I ever do a SMW hack I'm gonna kill the damn thing )

- "IIII" is actually perfectly acceptable in place of "IV", as far as I can tell...I once saw a clock with IIII on it.
4matsy

Micro-Goomba








Since: 04-05-06

Last post: 6100 days
Last view: 5934 days
Posted on 08-10-06 02:38 AM, in Blaster Master(NES) upgrade ideas thread. Link
Originally posted by Jigglysaint
I like the idea of an upgrade that renders spikes harmless(all damage zone are counted as spikes).

I've had that thought ever since I saw that unused "Spike" sign in the subscreen's graphics tables, as Shiryu hinted at.
(Judging from the high amount of spikes in the original level 8, I wonder if they originally intended for the player to fight the first boss and get the spike upgrade, then use it to find the final boss's room...)

Originally posted by Jigglysaint
As for the Wall items, they may seem like a hindrance, but the ability to drive down cliffs is very important to the game, especially if you need to get down a tight shaft. It would be cool though if there was a button code that turned it on and off, much like how in MA you could do that to the Shoe since it and water don't mix.

Yeah, the GBC version allowed you to turn it off on the subscreen if you didn't want to be annoyed by climbing down walls.



Anyway, my suggestions for upgrades. Some of these are from the GBC version, or at least Deathspork's guide that I got off GameFAQs tells me...I never played too far into the GBC game.

- Something that lets on-foot Jason's gun break blocks in the sidescrolling mode?

- Something that simply increases the tank's overall speed, or jump height?

- You can't make new sprites, but can you copy old ones? 3-way firing for the tank. I was thinking of Metroid's spazer/wide beam, and thought "eh, why not?"

- Speaking of Metroid beams, maybe plasma? It'd go right through enemies and breakable blocks, scoring multiple hits. Maybe even combine it with the wave beam suggestion, having one item make the shot go through everything.

- Start the player out with only 3 or 4 bars of hover, or Jason's gun in the overhead rooms, or maybe even tank life...then they have to find an item to get it up to the original 8.

- The "immunity to spikes" thing mentioned above. (Probably would have to be one of the last items picked up, since it's so powerful...)
Acmlm's Board - I3 Archive - - Posts by 4matsy


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