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| Acmlm's Board - I3 Archive - - Posts by Ice Man |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Are the hammer bros. working like in SMAS? |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Awesome work there Bio and peter_ac. I think, I would start hacking SMW again, if someone could implement those animations into my hack. ![]() |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Ugh, just FYI guys. This has already been done a year ago or so. It's just a plain replace of the fire flower and some hex editing to make the ball go straight, I think + the palette of Mario doesn't even fit to the Ice Power-Up. ![]() |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Just awesome, what else can I say? Totally awesome,indeed. *speechless* |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| Xkeeper is the new owner of this board, since Acmlm, the real owner, isn't around here anymore, cause he works for Ubisoft.. | |||
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| Just :O :O :O
Seriously, that's an awesome thing and sure will get me back to my 98% finished hack. ![]() |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| And I mean, really good news. I slowly start working on my hack again. In case you don't know what hack it was (mainly to the new members), it's called Super Mario World: Bowser's Return. Ghettoyouth made 2 underwater levels for me, since i suck at doing these. Now I just need to finish some cave levels and wait for sprite tool, then my hack will be complete, unless I redo some graphics again, since PITMK2 and icegoom's hack are by far alot better than mine. Well yea, I guess I'm back to SMW hacking. | |||
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Dont worry, koopa chains are out. ![]() |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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This is awesome, alot of gold and all good avys. I met a delay hacker, too, forgot the name though. Oh well, I'm too good anyway. My account on GBWC is a saphire wand, so yea. xD |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Awesome. I inserted all needed sprites and it works like a charm. Thank you so much mikeyk. ![]() |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Umm, I got a problem. The sprites aren't compatible with d4s' HDMA kit. They disappear behind the background because of the layer priority. ![]() |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| I removed it in the venus.asm but then i get an error, that the file couldnt be compiled... I also have probs inserting the donut blocks. I did everything in the readme, but I have two questions, since those things are confusing me.
1st: $0534 is the position where the block should be, but is this hex or dec? 2nd: Which offsets do I have to choose for the block, since you used 2 different ones. //copied from donutblk.asm// ; 9. Compile this block and use it in block tool. Set Above offset to 0, and all ; others to -1. Make sure you insert it into the map16 location that you specified in ; the sprite code. Remember that block tool uses decimal numbers rather than hex. //end// //copied from donutblk.txtt// Above Offset: 328 Reloc Offsets: A,1A5, All Other Offsets: -1 //end// Which one to choose? Thanks for the help. |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| Alright, I deleted the line ORA $64 in venus.asm without deleting the label. Compilation was fine, but nothing changes. | |||
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| A little info for those who are using d4s' hdma kit.
To disable the layer priority bug for the venus fire trap and maybe some other sprites, change the line ORA $64 to ORA #$20 in the .asm files and insert the sprites again. ![]() (edited by Ice Man on 07-20-06 06:46 AM) |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| Tetris
Gunbound Half Life 2 Super Mario Allstars Hitman Blood Money |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| Very nice work, though I have 2 nice ideas for sprites.
The chain chomp and the pirahna that jumps when Mario jumps over it. Both are from SMB3. |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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Yea, but I didn't know the name anymore. ![]() |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| Recover My Files did very good for me, try it out.
PM me for some more info, since its a demo only... |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| I'm actually quite lucky, cause I had a chance to beta-test solar soundtrack. It works fine, crashes on playback though. It's not even half-way finished but useable.
If you ask me to give it to you, sorry, I can't. I promised blackhole89 to NOT give it to any other peson without his permission. |
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Ice Man Panser Since: 11-18-05 From: Germany Last post: 6007 days Last view: 5943 days |
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| I'm totally reworking on my overworld and so far I was only able to rip the graphics and set them up. I also made a small isle for Yoshi's Range, just to show you, how it would look like.
I'll post more screens soon, when I get more things finished. |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 |
| Acmlm's Board - I3 Archive - - Posts by Ice Man |