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Acmlm's Board - I3 Archive - - Posts by Chickenlump |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Originally posted by DahrkDaiz Not as far fetched maybe, but also not a terrible idea by any stretch of the imagination. Group hacks are fun, people communicate, skills and talents are shared, and possibly new friendships are made through it. At the very least, more gets done, as long as all members contribute, if not, then still lessons are learned, by all parties. Biejor, make sure you don't allow just anybody in, ask for credentials, their previous work. High ideals don't get projects where they need to go. Even if you have to do most of the work yourself, if you want this project to go through, be selective of the people you assign to part of your game modification. Group hacks are possible, but much planning and awesome leadership are needed, and if you are that leader, you must be awesome at it to get it from start to finish (and I have and am seeing it done in the ROM hacking community). If you really like someone working with you, teach them things they didn't know, that you know so far. Upkeep for your workers will be absolutely vital. Keep in touch with them and help them on the way. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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"Must...not...get....PSwitch...dirty...with ..GOOMBA BLOOD.... on my shoes...." | |||
Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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I personally love the red Ninjis (I love Ninjis), and the new Goombas are simple and cute. Other than those, and the single plant creature, I didn't notice any clashing at all. The sprites seem simple to my eyes simply because the background/foreground are so detailed in comparison. I like both simple and complex art styles at the same time, perhapd that puts me in the extreme minority.
Either way, it's impressive work, even if only some of it (subjective to all). |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Chrono Trigger still has a hold on most of my fond childhood memories, and not many (if any) have captured my imagination, and adoration since then, and it's been a long damn time since it came out. Square's games seemed better when they didn't have unlimited storage space and more powerful hardware to work with. The games had to be good, the tunes had to be catchy, they had to try harder.
The original Suikoden for PSX comes in second though. I love you Gremio! |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Yes, completely NES graphics, and an NES style yoshi and enemies, it would be like the original Super Mario only with the Super Mario World engine.
I've seen other attempts like this in the past, but the hackers got lazy and never finished. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Collapsable forum sections? This may have been in the last update though, I didn't bother clicking them before.
-edit- Yoshaa! (edited by Chickenlump on 05-21-06 10:36 PM) |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Originally posted by Colin I must ask... do you have one dish with butter in it that everyone butters their cob with, or everone has their own buttering slices (or however everyone gets their own butter...)? My family tends to have one butter stick on a dish that everyone rolls their cob in, but everytime I tell that to someone, they freak out and say it's odd... (edited by Chickenlump on 05-21-06 10:56 PM) |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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I would go about the day normally, perhaps watching as everyone else gets all worked up, and have a laugh or two. I may be a bit worried of course, but I see no reason to have my end come upon me when I'm in a state of madness, trying to do too many things too quickly. I'll enjoy the time with my loved ones, and try to be at peace. | |||
Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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I copied this from an ancient post loooong ago by Jigglysaint:
Link's Awakening- Offset for level floor tiles - 80589 - 4c Enemy graphics 831d3 - 01 Wall graphics 805aa - 40 Block graphics 805ca - 79 Special object graphics 82eb0 - ff Staflos ASM - 57bb8 chest asm? 81d2 enemy drop table? d635 Spiky's ASM 1f7e0 Level 6 warp event asm - ba60 Dungeon 1-6 clip bytes - 20bd4 E3dc - part of hookshot event ASM, sort of. Room in which item sfx is heard. DC9C - room where hookshot gfx is displayed. E492 - room where more hookshot data is. prevents sprite 30 from acting like a key. 9EAF - X position of appearance cloud when chest event is triggered(format similar to warp data - X + 8) 9ECB - Y postion of appearance cloud when chest event is triggered(similar to warp data - Y + 16) 9ED6 - y position of location that tells the game to spawn the chest a tile above or below it's current spot. If not reset to match chests, you can get stuck if you let a chest spawn over you. Could also be used to make a cool puzzle, but without gettin stuck I don't know how. 9EE0 - x position of chest respawn location 9DED - same for stairs? X 9DF1 - same for stairs? Y D8A24 - room locations of owl statue text D89Fc - Text values for owl statues. 9442 - x position of the key that falls down from the celing. 9458 - y position of the key that falls down from the celing. 9433 - sprite that falls down upon triggering event 8 9437 - sprite that falls down upon triggering event 8 outside of a dungeon(gold leaf). 9083 - y position of the dive warp ASM in level 5 908D - x position of the dive warp ASM in level 5 907D - which room has the dive warp ASM, possible other values, will need further testing. 64201 - mini boss warp point rooms. Two byte pairs for each level. ---------------------------------------------------------------------------------------------------------------------------- And this is from Jigglybells and TheFakeGod Oracal of Ages/Seasons Apparently, The Fake God has cracked the overworld data, while I cracked the dungeon data. The format for the dungeons I found is like this: First, there are 256 rows of pre-defined blocks. Second, each row in a room is defined by 2 bytes. The first byte has 2 uses: The first nybble is the first byte that references rows of data between 60000 to 61000(first bank), the next nybble is the position of the row. The next byte is almost similar: The first part is the length of the row. Sometimes the row wraps down to the next one, so what it does is it repeats the first few bytes in that row if the row is big enough. The next nybble is the second reference. Let's use an example: In Oracle of Seaons, in the room with the stairway to the ember seeds, the second row(two walls with normal ground tiles between them). The two byte value is 10 FF. Here's how it works: The 1 in 10 is the second most right number in the offset for which row to use. The 0 in 10 is the x co-ordinate of the row in conjunction to the other rows. The first part of FF is F, which means the length of the row. I haven't totally figured it out yet though. The next part is the second offset value, so the row of data is stored at 60F10, or if you read the bytes backwards, FF 01, or F1. The hard part is that many of the rows used in the game are repeats and combos of several rows of data. for example, in this same room, there is a bottom row that is two inside wall connector pieces with bottom wall tiles between them. There is no such row in the game, which means that it actually uses 2 rows, cut to length and pasted together to make it look like one wall. --------------------------------------------------------------------------------------------------------------------------- More from Jigglybells Okay, first of all, I found out that shutters require 2 parts. The level data is merely graphical in nature, and it makes the animation look correctl. The other part is in another section of the rom, and it consists of a co-ordinate and an animation byte. The animation byte is what the door will look like as it's opening, up down, left or right. Then, I found out enemy data. Yes, for now I can swap enemy groups in rooms, and overworld and such. The enemy data is 2 bytes, and works(so far) like the enemy data in LA, but is more flexable. For example, c7 49 is in the roo above the enterence in level 1. What it does is makes bushes contain stuff. Then there is a special object byte that basically sets up the triggers, chests, keys, ect for the room. Also is the person you want to appear. It seems that you can make a person say different things, as the sprite is not a seperate entity, but rather a two-byte pointer, thus far. I still need to do more work. Update: I found enemy data! Now I should be able to place enemies in dungeons and such!. Also, sprites have this weird co-ordinates thing. Say I want to put somthing in position 64. Instead of it being 64, the data looks like 6848. I have no idea why that is, unless the 8 is a pixle offset, just like bytes ending in 8 in the megaman games make's it exactly on the square. --------------------------------------------------------------------------------------------------------------------------- That seems to be all I have on those games, and I'm not sure about any of it, I may have even spelled their names incorrectly. But hey, it's the thought that counts. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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You seem to have forgotten to attatch the file, or link to it.
Either way, it sounds very interesting, and you seem to be putting alot of work into it. Good luck with your modifications. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Try this:
http://chickenlump.googlepages.com/LMClassOverworld.doc |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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No problemo.
It was in one of my many folders, I'm not sure if there is an updated version somewhere on the web, or even this one might be hosted somewhere better, though I'd probably know if I hacked SMW more. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Custer's Revenge.
Or perhaps E.T. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Binaries for now. It is the program, you can use it right away.
You would only download the source code if you wished to add on to, or change the program, since the source code is like the blueprints for the program. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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He's asking for the url of an older thread, and for anyone to recall who found what first. I don't recall who found what, but here is the link to the archived thread.
http://board.acmlm.org/archive//thread.php?id=17177 |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Originally posted by 1337_Ac3 Those that have linked to it probably expected you to click the link to read up about it, and how it works. Ninja 2.0 talk (click the links and read through the entire threads ): http://www.romhacking.net/forum/index.php/topic,1288.0.html http://www.romhacking.net/forum/index.php/topic,1197.0.html Originally posted by 1337_Ac3 Ground and platforms will not be editable yet. You seem to have skipped over the many many times it has been said in this thread, editing that sort of thing may come after later revisions of the program. Texture editing can be done in a tile editor that supports N64 images... Tile Molester comes to mind. No need to reinvent the wheel, really, he may add the ability to edit them later if he chooses, but why wait when you can edit them now? http://folk.ntnu.no/kenth/tm/ VL-Tone has already stated what you will be able to do with the first version, and you should only concentrate on what it can do, instead of what it can't do. Which is still quite a bit. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Originally posted by jensthecomposer That's not really hacking though, just swapping out textures from picture files. That would require the users who want to play your hack to download that specific plugin, and probably limit what emulator they can play it on. It is kind of neat though. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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Originally posted by Serpent Even that has lost all bite these days. It's all pretty funny when you think about it. You are such a sexual preference! Take that! Yeah! Taught you a lesson. |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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I don't remember watching it much as a child, but I seem to remember every single episode that has aired on Adult Swim.
I must have watched it more than I thought, heh heh.... It's a neat show, it packs alot into a half of an hour. It's just eccentric enough to be cool for adults and fun wacky enough for children to enjoy. I wish there were more episodes... Wish? Did somebody say 'wish'? Meka leka hi, meka hiney ho! Say it with me! |
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Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6352 days Last view: 6333 days |
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It's a great channel, it's too bad I work 2nd shift or I'd join more often (not that I have anything interesting to say....ever.... ), and when I do, it's like... midnight here in Indiana. I loved watching others chat all intelligently and have a good time. |
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Acmlm's Board - I3 Archive - - Posts by Chickenlump |