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Acmlm's Board - I3 Archive - - Posts by Kailieann |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by asdf The hell there isn't. LM desperately needs a zoom feature. (edited by Kailieann on 11-20-05 01:36 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Memory Map
I haven't gotten around to cleaning up the code, yet, but it still works. (edited by Kailieann on 11-20-05 01:36 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by kailieann Originally posted by smallhacker Originally posted by kailieann Originally posted by smallhacker Originally posted by kailieann Anyone else have anything to add? (edited by Kailieann on 11-20-05 01:36 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by asdfOriginally posted by Kailieann Logical uses could, theoretically, include being able to see what the hell you're doing on the overworld editor. A grid function would also be nice. (edited by Kailieann on 11-20-05 01:37 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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New Memory Map - http://lavenderjade.hyuri.org/Mario/memorymap.php
An alternative to the original memory map, with more detailed information and more features (ROM map also planned) (edited by Kailieann on 11-20-05 01:38 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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As far as I know there's no direct way to import backgrounds. You have to use a tile editor to insert the background one tile at a time. (edited by Kailieann on 11-20-05 01:39 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Well. You still have to use the tile editor to insert the graphics, all this does is save you the trouble of putting it together one tile at a time.
And considering all the preparation work you have to do anyways, it pretty much comes down to a matter of personal preference. Besides, according to the tutorial you need PSP 3.11, and I only have 7.04, so I'm like so totally screwed anyways. And most people have actually never heard of PSP, so you may want to add a note explaining what it is and where to get it. (edited by Kailieann on 11-20-05 01:39 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Dunno about anyone else, but I use ZSNES's cheat search. (edited by Kailieann on 11-20-05 01:39 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Or they don't like programs that magnify everything when they only want to zoom in on one part of one window. (edited by Kailieann on 11-20-05 01:40 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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First of all, for everyone who pointed it out, I just feel compelled to point out that many of the better hacks out there have multicolored pipes.
As for the actual screens... The mushroom sprite is a bad edit, but it's not the worst I've seen (because, of course, I read sprite comics..) Using the paw prints and Ms to indicate the dialogue between Yoshi and Mario is a good idea, but it still needs a little work on the presentation. The alignment of the text is poor. You should make sure the Auto Space box is checked in the editor, and check the preview to make sure it looks good. The spelling and grammar needs work. It should be: "Yoshi: Mario! Help! Peach is gone again. I think it's Bowser. Look at this mushroom. Bowser ate all the skin! Mario: Let's-a go!" As I already said, many of the better hacks out there have multicolored pipes. That doesn't mean it's a good idea. Move it over a tad, especially if you're using it as an exit. I'd say the level design isn't very good, but there doesn't really seem to be much design. Either move the rope down a little so it's closer to the bottom of the screen, or put something underneath it so that it doesn't look quite as empty. The water level and the mountain background don't mix. At all. Change the background to match the level. "I want revenge! Meet me in the pipe." Other than that, it's fine. Generic, but fine. Too much open space. Looks like a whole lot of nothing. The paths on the left edge don't line up. Putting two levels right next to eachother isn't a good idea for your first hack, it can cause problems with movement. The vine doesn't look good. The edges of the lake don't line up. Overall, it sucks, but it's not completely beyond hope. And, more to the point, everyone has to start somewhere, and first hacks are usually not the best. (edited by Kailieann on 11-18-05 07:29 PM) (edited by Kailieann on 11-20-05 01:40 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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I'm pretty sure color 0 on all the palettes is transparent. (edited by Kailieann on 11-20-05 01:41 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by Tweaker You mean like this? (edited by Kailieann on 11-20-05 01:42 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by Jessica Nope (edited by Kailieann on 11-20-05 01:42 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Hmm...
Would it be possible to change the length to something higher than 16 characters by changing the ram addresses it uses? Like making it start at $7FFF0F instead of $7FFFDF? (edited by Kailieann on 11-20-05 01:42 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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The Memory Map is a list of RAM addresses that can be used with custom code.
Since Lunar Magic doesn't do custom code, it cannot be used with RAM addresses. Custom blocks, on the other hand, can. (edited by Kailieann on 11-20-05 01:42 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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PalASM questions belong here (edited by Kailieann on 11-20-05 01:43 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by spel werdz rite Which is precisely where PalASM questions belong. There is nothing basic about PalASM. (edited by Kailieann on 11-20-05 01:43 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by SoNotNormal Plan first, then hack. (edited by Kailieann on 11-20-05 01:44 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Originally posted by HyperHacker You could try designating specific ExGFX sets and Map16 pages to each member, that would avoid graphics and block conflicts at least. As for ASM hacks, that would take a bit more work. (edited by Kailieann on 11-20-05 01:44 PM) |
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Kailieann Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Use multiple roms for editing, and don't be afraid to start over every now and then.
Once you're done you should get a clean rom anyways and copy everything over to clean up any excess code that you didn't end up using. First off, have a clean SMW rom squirreled away somewhere in case you screw something up and need to start fresh. Have a test rom for new ASM hacks/custom blocks. Keep a record of everything you change in it, and just keep adding and testing new stuff until you break something, then replace it with a copy of the clean rom. Have another rom for level design. Insert blocks and graphics as needed (you may want to hold off on the graphics. Make sure the levels are playable before you worry about making them look good). It helps if you don't do an overworld on the design rom -- just make Yoshi's House point to whichever level you're working on for testing purposes (but, as I already said, plan first. Make sure you know what you want to do with the overworld, and how many levels you want to have before you start making them). Once you've got all your hacks, blocks, and levels working the way you want, get a clean rom again. Apply the ASM hacks first, then insert the custom blocks. Copy over the levels, and put in the required graphics. Then, put together your overworld, opening, and credits for the win. (edited by Kailieann on 11-20-05 01:44 PM) |
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Acmlm's Board - I3 Archive - - Posts by Kailieann |