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04-29-24 11:54 PM
Acmlm's Board - I3 Archive - - Posts by Chickenlump
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Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-18-05 01:10 AM, in Forum names Link
I beleive it started with Weasel, at DES, before he left.

Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-19-05 02:43 AM, in How old are you? Link
I'm 27 right now.
I look young, but have a head full of grey hair. It's an odd sight.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-24-05 07:51 AM, in So... Link
My best friend, my parents and sister...

Basically everyone that puts up with me.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-25-05 03:13 PM, in fusoya's patch help? Link
Originally posted by insectduel
Originally posted by Mediocre Ibex?
That file size tells me your ROM doesn't have a header. Most patches require one, so get SnesTool (SNESTL12.ZIP) from Zophar or elsewhere, and add it. Straight from the patch Readme: "Note that this patch is only intended for use on the US Evermore ROM with a header."


I threw the SNEStool away for Lunar IPS. SNEStool is not one of the good IPS patcher.



SNEStool adds a header onto the ROM, I don't believe he meant that he should use it for patching.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-25-05 07:36 PM, in Startropics series Link
I've played the first one, and I remember enjoying it quite a bit. I'll have to try playing the second one (now that I know there is one... ).

Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-26-05 06:04 PM, in What part of a game...? Link
Good music. I've seen awesome games with terrible music, causing me to not play them. I don't care how orchestrated the sound is, or how many songs there are, I want catchy tunes that I can remember, and music that won't make me turn the volume off. If the music isn't memorable, then the game usually isn't either. For me, at least.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-27-05 04:57 PM, in Wizardry 6 for SNES Link
I see Wizardry 6 was released for PC and Saturn as well. Maybe you could use one of the Gamefaqs' walkthrough guides to help you through the game?

I am assuming that the Wizardry 6 games listed on Gamefaqs are about the same as the SNES.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-30-05 01:02 AM, in My SMW hack Link
http://board.acmlm.org/thread.php?id=515


Read through that post.

I like the idea of having Mario's suit being orange, though the bright outline should probably be quite a bit darker.

That 3rd screenshot kind of scares me though (that jump... that jump...).


(edited by Chickenlump on 11-30-05 12:03 AM)
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 11-30-05 01:12 AM, in My SMW hack Link
Cool. I thought you were one of THOSE people...
the kind that think it's funny to have a pipe that leads to lava, or spikes...

The green switch palace kind of looks like it could teeter off the edge if the slightest wind would hit it. Just a fun thought.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-03-05 05:40 PM, in JAMH: A Refresher Course [SS] Link
It almost looks like you drew and shaded the graphics just for that filter you are using, as it looks (incr)edible. I too would like to see it unfiltered though, but I can wait untill there is a release of some sort.

Are you going to give the Koopa Troopa's arms the same black outline? It's still orange on the 'inside' of the sprite, contrasting with the 'outside' of the sprite, only really noticable when he hits the walking frame of animation, one arm out in front, black outline, one arm to the side, orange outline. Either way, nice improvement over the last batch of screens.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-09-05 05:50 AM, in NES = YAY Link
The Magic of Schaharazade.
Marble Madness.
Metroid.
Crystalis.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-14-05 12:33 AM, in Tetris At-- er, "Puzzle Leauge" Link
The controls are tight, and the difficulty is a great challenge (level 16, I will beat you eventually...).

I do miss whatever characters they might have put in, but it plays great, and that's what I'm most impressed with.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-17-05 05:20 PM, in LM 1.63 bug Link
Originally posted by insectduel
Please post something that there is an actual bug next time. Plus you should read the Readme on Lunar Magic.


Originally posted by Sukasa
The way the help file is worded, it sounds like you have to also hole down cntl-rightclick to plaste from the clipboard, but that's not entirely true.


Something tells me he did read the documentation that came with Lunar Magic (call it a premonition), and he thought it was a bug... which is why he posted...
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-19-05 11:03 AM, in I only have Lunar Magic,so........ Link
Pssst...

http://hypernova.amarok-shadow.com/programs.php?id=marioworldreconfigurator
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-24-05 02:52 AM, in Temporal Flux v2.00 Release Link
Start a new game to see it. It had me in stitches.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-26-05 05:39 PM, in Temporal Flux v2.00 Release Link
The dialog is stored in with the events. Open up the events editor for the location you wish to edit the dialog for, and in the events you can view/edit all the dialog.





Each event can now have up to 256 unique text strings - the old text space restriction is removed.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-26-05 10:44 PM, in Temporal Flux v2.00 Release Link
Go to Window > Misc. Settings menu option.


Manage Party
Here you can change at what point the "Who'll you replace?" character exchange menu becomes available. This setting reads the "7F0000 mem.Storyline counter" used in Location Events.



In the original storyline, the menu became active at storyline point 49, during your first visit to the End of Time.



If you would like the menu available immediately upon starting a new game, set the value to zero.

Since you can edit all events and locations, you can change the story to have any combination of characters available at any time.


(edited by Chickenlump on 12-26-05 09:45 PM)
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-27-05 03:17 PM, in Temporal Flux v2.00 Release Link
Originally posted by beneficii
OK, thanks y'all. The bug was rather easy to fix.

I also have another issue, this site:

http://www.chronocompendium.com/wiki/index.php?title=Utilities_%28Chrono_Trigger%29

said that "Chrono Trigger Editing Companion can edit Item, Enemy, Playable Character, and other stats...[and] was designed as a companion for Temporal Flux until Geiger added these features to that program," in other words, saying that Temporal Flux has enemy-, playable-character-, and item-editing capabilities, but I checked the old Temporal Flux manual and I dug through Temporal Flux 2.00's menus and cannot find any such editing capability anywhere. Is it placed within a specific area of the program, or was the info on Chrono Compendium inaccurate? Thanks.



'untill Geiger added these features to that program (Temporal Flux)'
That means the Chrono Trigger Editing Companion edits these things because Temporal Flux at this time cannot. Geiger has mentioned that eventually TF will edit just about everything in Chrono Trigger, but untill then, the CT Editing Companion is one of the best stat editors around.


Originally posted by beneficii
Also, I've been toying around with the event editor, simply learning how it works. The thing that I'll probably have the biggest quesiton about are the Objects and the Arbitraries. Under quite a few Objects, I see a list of Arbitraries that sometimes do things and sometimes don't. Perhaps we could see a manual that gives an explanation of the Objects and Arbitraries, as into how and when they're executed and perhaps into how we can change that. Thanks.


-----------------------------------------------------------------------------------------------------------------------------
Events are made up of up to 50 Objects, and objects are made up of 1 Startup/Idle, 1 Activate, and 14 Arbitrary (0 - D).

Objects
Objects can be anything, visible or invisible, that do things, or are constantly doing things in the event. Every NPC, character, enemy or condition is an object.

Startup/Idle :
This is split into two parts.
Before the first Return is Startup, when the event first begins. This code executes once during event startup, and only executes again if called upon.
After the first Return is Idle, always in effect when nothing else is going on.

Arbitrary 0
Arbitrary 0 is the section you would want to put your code in for when you approach and/or touch the object in question. For example, when you approach an enemy, a battle will initiate, or you touch an NPC and he talks to you, without you having to press any buttons. Touch an object, and call another object to react upon contact.

Arbitrary 1 - D
These are code for the objects that can be called from other objects, or from the same object. This is basically code that runs when you want/need it to run.
-----------------------------------------------------------------------------------------------------------------------------

The best way to learn is to clear out an event (except for the objects that load the PC characters), load up 2 or 3 NPC characters, and have them interact with each other. Have them walk around, have them talk to each other, and react when things happen.


(edited by Chickenlump on 12-27-05 02:42 PM)
(edited by Chickenlump on 12-27-05 03:41 PM)
(edited by Chickenlump on 12-27-05 03:46 PM)
(edited by Chickenlump on 12-27-05 04:13 PM)
(edited by Chickenlump on 12-27-05 05:01 PM)
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-27-05 05:16 PM, in Earthbound Map editor Link
http://starmen.net/

Starmen.net has every Earthbound hacking utility publicly available. Look around the entire site to find them, there are certainly map editors there, PKHack or something similar in name is what you need.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6335 days
Last view: 6317 days
Posted on 12-27-05 05:33 PM, in Temporal Flux v2.00 Release Link


Each event has 7 objects that load the Playable Characters into the event, and make them playable. Without these objects, you cannot walk around and interact with anything. Make sure your events have these objects. The example above is just the basic Load Crono as a playable character object. Many events have conditions and other code that does numerous things if Crono is loaded, and you can change and add to these objects if you like, but anything beyond what is in the picture above is entirely optional.


[edit]
Great point, Zeality, reusing code is a great way to simplify the events if you end up doing something multiple times.
[/edit]
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Acmlm's Board - I3 Archive - - Posts by Chickenlump


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