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| Acmlm's Board - I3 Archive - - Posts by BMF54123 |
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days |
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| [nonsensical statement involving plankton] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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BMF54123 Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days |
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This whole idea stemmed from the fact that I've spent waaaaaaaay too much time tweaking the existing "eye candy" aspects of my hack (graphics, ASM, HDMA), and very little time actually designing new levels, which has caused my hack (and in turn, my hacking skills) to stagnate and progress very little beyond the last demo release.
I designed this tileset to be as plain and generic as possible, in hopes that it would force me to focus on the level design first, and then add the graphics and other visual effects later. I have yet to see if that holds true... |
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BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Videos = BAD.
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Screenshots = GOOD. ![]() (restricted) |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Funny, that's exactly what 99% of our chronically-banned members say right before they're banned again. |
(I don't mean to be a jerk, I just need a little more to go on than "I've changed")
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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RUNNING TEST . . .
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BRAIN = PRESENT GRAMMAR = ACCEPTABLE CALCULATING . . . STATUS = APPROVED
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Yes, but only if I get some extra help with the approval process.
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*BMF54123 pokes Xkeeper REALLY HARD
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Heh, I just found another disabled debugging feature, shown in an old SMW commercial: the ability to walk on unrevealed paths on the overworld! This is much easier and quicker to use than the old Start + Select code, since you don't have to enter every level. It's activated like so:
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- Open the ROM in a hex editor. - Go to $21491. You should see "EA EA EA" (three NOPs, which often indicates where code was removed). - Replace this with "4C AF 92" (JMP $92AF). - Debug! You can also use the codes 0492914C + 049292AF + 04929392 if you don't want to change the ROM. Enjoy! ![]()
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Er, I suppose I should clarify: it doesn't allow you to walk anywhere, it just allows you to walk on paths that haven't been revealed yet (as though every level had all 4 "Enable xx" direction bits set). I've changed the title to reflect this. |
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BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Yeah, I remember you. I don't recall you ever registering on my idiot radar. |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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Uh. This topic is over two months old, and his problem has most likely been resolved. |
Large bumps are bad, k?
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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BUMP |
*closes*
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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I abandoned Block Tool not too long ago in favor of my own system. I use 7 tables, each containing 128 16-bit addresses, which gives me 128 blocks and 32K of space to work with (plenty for now). Each table corresponds to a different action (touched from above/below/sides, hit by fireball, etc.). Basically, the code gets the current block number and uses it as an index into one of the aforementioned address tables, depending on the current action. This address is then compared with a reserved "unused" value. If it matches, no code exists for this block number/action, and the routine exits; otherwise, the routine jumps to the block code at that address. This method is simple and elegant, and uses very few CPU cycles, since no loops are involved. |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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10. Pokemon 360 degrees will be on the PC, XBOX, XBOX 360, Playstation 2, Gameboyadvance, and Nintendo Gamecube
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I literally felt my brain deflate when I read that. It was an...odd sensation. durrrgggghhhhhhhfsdlfhsdfkghkghkh
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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4 1/2 banks (~147K?!) seems a little...excessive. |
Perhaps you could allow users to choose how many blocks they want to reserve the first time they run the program, in order to decrease the amount of space used? I highly doubt anyone is going to use that many blocks. ![]()
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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yessir. |
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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I am convinced that OpenCanvas |
* until they removed networking and started charging money for it. bastards.
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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When I was a kid, I imagined this room in a video game...a dark room with three triangular windows, with tan/gold structures in the background. I imagined the character having to stack objects in order to get out of the room. I even drew a picture of the room, though it was either trashed long ago or is still buried in one of the countless sketch pads packed away at my parents' house.
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Nearly a decade later, while playing the game Puggsy, guess what I saw?
Same windows, same tan/gold structures, same ability to stack objects to get out of rooms (though not this particular one). Coincidence? (I really wish I could find that blasted drawing...)
BMF54123 |
Since: 11-18-05 From: MOOGLES Last post: 5908 days Last view: 5908 days
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I think I remember you...no idiot alarms are going off in my head, anyway. |
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| Acmlm's Board - I3 Archive - - Posts by BMF54123 |