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Acmlm's Board - I3 Archive - - Posts by asdf |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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01: Nice, although the path is slightly off.
02: Good. 03: Looks slightly odd for some reason, but still... 04: Is it just me or is the palette for the ? blocks more pale? Keep up the good work! |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Originally posted by FreeDOS Of course they're not. They're called bad dumps for a reason, you know. In fact, bad dumps need to get the hell off all ROM sites. And Fu has stated repeatedly that he is not going to release the source. There's no need to add new features to LM anyhow, except perhaps Layer 3 editing, but that has not been looked into at all and I doubt it ever will. Everything else can be handled by other programs. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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I am posting in the first thread. And my old user ID was 271. Not bad. | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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The overworld is THE shit, but I don't really like YI pipe tiles. They just don't seem to fit into SMW for whatever reason. Other than that, they look great. | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Originally posted by FreeDOSTake my recent case... GoodSNES reported my dump as "perfect" (with the wonderful (!) thing), but Lunar Magic wouldn't open. For the hell of it, I re-dumped my catridge. Whoa, there's a few bytes difference. And GoodSNES still reports it as "perfect", and Lunar Magic now opens the re-dump. Looks like GoodSNES has a problem with CRC collisions, eh? This is a huge problem because if you *think* you have a "perfect" dump, you may actually not.[/quote |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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01: Doesn't seem very fit for a castle. Too elegent, or something. Very nice graphics, though.
02: That doesn't look very crystal-like to me. Cool otherwise. 03: Good. 04: Very nice. Those tiles fit in well with the water tiles. 05: Great. 06: The background bothers me somehow. It's very nice, but somehow, it clashes. 07 to 09: The reflections look very nice, although it seems like a cake layer or something.. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Very nice! Oh, and be 125% sure you fix that problem where certain munchers instantly kill you. That's been annoying me for a while. (edited by asdf on 11-19-05 04:32 AM) |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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01: Holy crap. That's amazing!
02: Very nice background. 03: The bridge is slightly wack, but other than that, cool. 04: Dead Pikachu? Haha. It's a little out of place, but looks awesome. 05: Nice. 06: A little plain. 07: MORE POINTLESS BLOOD. A+ 08: See above. The rest are also great. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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I want to have it so the Goal Point Sphere uses SP1 (specifically, in the space with the unused green/red/blue Koopa kicking tiles) so that it'll look right in every level (because all my levels have SMB3-style endings). Goal Point BLOCKS do not stop the level music when they are used, so that is out of the question. Any help would be appriciated. | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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That would be possible, except it wouldn't vanish. The vanishing part could probably be done as well, but I don't know enough ASM to do that, unfortunetly. Incidently, I do have the tilespace in GFX14 to put it in if I were to do it that way. | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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You could always put them in yourself at a reduced size. I've done much more complicated things than that, like getting two enemies that use the same section in the tile files to work together in the same level (for example, I got Volcano Lotuses and Parabombs to work together by giving the Parabombs a parachute that resembles the top of a lotus). | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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There was another method of making Rain and Snow, by putting it on Layer 3 or something. Let's see...
http://board.acmlm.org/archive//thread.php?id=15517 There we go. (edited by asdf on 11-20-05 04:00 AM) |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Originally posted by BMF54123 That did the trick. I chose to replace the bonus game coin instead. Either way works though. Thanks! |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Mortals.
I crack my neck, shoulders, my jaw and my back all the time. And I crack my left wrist by stretching it. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Those hill platforms look like...
...! You sick bastard. But ignoring that, this hack seems to be coming along well. The ground graphics lack color, but that can be rectified. Good job, I look foward to further information. |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Originally posted by INSERT COIN "Welcome to [INSERT AREA OF PLACE HERE] Bowser has kidnapped the Princess and has taken her to [INSERT LAST WORLD HERE]. Mario must rescue her and Yoshi's' Friends before it is too late." There's your story, or at least an outline of it. (edited by asdf on 11-22-05 02:53 AM) (edited by asdf on 11-22-05 02:53 AM) (edited by asdf on 11-22-05 02:53 AM) |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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The upwards or downwards part would be easy enough (moderate difficulty, you just need to know the right byte to change). Getting it to go up a little, then go down off the screen, all while going foward would not. And don't even think about having special tiles for this form of Mario. | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Originally posted by INSERT COIN That was the whole point of the post . But even the breakfast eggs thing is merely a variation on the typical story (just replace "Yoshi Eggs" with "Breakfast Eggs") (edited by asdf on 11-23-05 08:12 PM) |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Originally posted by SoNotNormal I'm way ahead of you on that one. No, seriously. (for those who don't know, my second world is a burning forest) Originally posted by SoNotNormal You win this whole topic. Oh, and LM does have a lot of undocumented or "buried in the help file" features. The only thing that really needs to be hidden is hack locking, to spare the n00bs who don't know what they are doing. Sure, something like F9 to save a Map16 page is simple enough to remember, but try other things, such as the fix for "Display Level Message 1", that seven key pile of shit (even though there's a "fix" for it) or saving a custom Sprite Map16 page (the help file has it wrong, it's CTRL+SHIFT+F9") Oh, and something I posted at the old board... 21. Don't use the same base of a level twice in a row. It's fine when they're split apart, but having 6 overworld desert levels that take place at sunset thrown at you in one world in a row...no. Look at the original Super Mario World. Let's use Chocolate Island as an example world. Chocolate Island 1: Grassy level. Has rhinos. Chocolate Ghost House: Ghost house, much different from previous ghost houses due to Fishin' Boo and moving holes. Chocolate Island 2: Unique rocky-paletted level with many paths. Chocolate Island 3: Mushroom-Top level with roating platforms. Chocolate Fortress: Brown Castle with mud. Chocolate Island 4: Cave level with mud and diagonal lifts. Chocolate Island 5: Another grassy level with a different palette and enemies in blocks Castle #6: Castle with spike crushers See how the themes vary differently? A while of the same type of level gets repetitive after a while, so keep things interesting! 22. Avoid using objects, particularly ones that can hurt you, that blend into the background too well. It's all right to have it so you can still see it without straining, catching careless players off guard, but not if it's almost literally camoflauged. (edited by asdf on 11-24-05 12:55 AM) (edited by asdf on 11-24-05 12:56 AM) |
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asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6289 days Last view: 6287 days |
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Originally posted by BMF54123 Layer 3 hacking hasn't been done much. But this is great information, though. This is sure to kickstart the sprite editing automohacker. |
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Acmlm's Board - I3 Archive - - Posts by asdf |