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05-10-24 01:51 PM
Acmlm's Board - I3 Archive - - Posts by Pac
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Pac

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Since: 11-18-05
From: Ireland

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Posted on 10-21-06 04:23 AM, in Improvised idea Link
It could actually be pretty easy to make 2). You could make a block that will store a different item depening on something like the last digit of the timer. I'd write the code for it, but I've forgotten how.
Pac

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Since: 11-18-05
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Posted on 10-21-06 04:27 AM, in Here's a challenge. Link
Not if you put blocks 1E2 or 1E4 under the sloped tiles. However, you can't have a vertical wall running into a slope.
Pac

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Since: 11-18-05
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Posted on 10-21-06 10:49 AM, in Here's a challenge. Link
Originally posted by ghettoyouth
you can! *cough* custom block *cough*
Yes, a fast movement block that will force Mario horizontally away from the slope, but it doesn't work very well at all. With certain jumps, Mario can fall in and slide back out; it's just too messy.

Unless that wasn't what you had in mind...?
Pac

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Since: 11-18-05
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Posted on 10-21-06 11:13 AM, in Changing Mario's GFX Link
Originally posted by Nintendude88
Do you guys used spritesheets and copy the sprites to YY-CHR
No, you should never use spritesheets.

Open AllGFX.bin in YY-Chr, and then open the ROM in YY-Chr, find the Mario tiles in the ROM you want to copy, and paste them into AllGFX.bin. And don't forget to copy the palette over too.

And some advice - don't rip SML2 GFX. Although they're not commonly used, they don't look good, in my opinion. Also, SMB1 GFX fit very well with SMB2 GFX.

Originally posted by Nintendude88
does anybody have any .zip files for Mario graphics of any game? SMB 1 or SMB 3 would be ok.
I'll see what I can do when I get home from work...
Pac

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Since: 11-18-05
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Posted on 10-21-06 04:07 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Yoshi Master, here ya go: venusbeta.zip

Note: The stem for it will now use tile 3E8, the falling goomba in that image.



And to anyone who's interested, I have another sprite. It's just a classic piranha plant, but the stem now uses palette D to save you from putting green colours onto palette C. Download here: piranha.zip

It's based off the SMB1 piranha plant that Smallhacker made for me, and he based that on mikeyk's Venus FT. So yeah, most credit to Smalls for this one; I only changed a few values.
Pac

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Since: 11-18-05
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Posted on 10-21-06 08:30 PM, in Changing a Level Destination on the OW Link
My initial thought was "no", but with most things, there's a way around it by making custom blocks.

In this case, you would have a lev

Let's make this easier. Level 1 is the level that you want this tile to go to before the event is passed, and Level 2, after. You would need to make a third level, Level 3, which needs not hold anything more than one screen and a pipe. On Level 3, the first screen will exit to Level 1. On top of the pipe, you would need to place the custom block.

The custom block will check if this event has been passed, and if it has, it will change first screen's exit to Level 2, thus making that pipe lead to Level 2. I probably made this sound far more complicated than it really is.

Learning to make custom blocks like this will be very worth while.
Pac

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Since: 11-18-05
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Posted on 10-23-06 07:41 PM, in Changing Mario's GFX Link
Originally posted by Schnauzer
why I can't edit the last 8x8 tile with TLP, the one who correspond to the apple that Yoshi eats?
Because TLP sucks ass. Get YY-Chr.
Pac

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Since: 11-18-05
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Posted on 10-30-06 01:36 PM, in Mario's Lost World, first screens Link
Originally posted by icegoom


To be honest, icegoom, I don't like either of the new ones. They look too stiff. I think you should stick with the one you were using previously.

By the way, the shirt looks good, but as you pointed out yourself, it's hard to identify as a shirt.


(edited by Pac on 10-30-06 12:38 PM)
Pac

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Since: 11-18-05
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Posted on 10-30-06 06:41 PM, in How did you get SMB3 Graphics into a SMW hack? Link
What a coincidence, I just started writing an ExGFX tutorial a few hours ago.
Pac

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Since: 11-18-05
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Posted on 10-30-06 09:22 PM, in ExGFX Tutorial Link
Click here

It's in its early stages; it only tells how to rip a background for now. I'll add more stuff to it if I get some suggestions.

Yup.
Pac

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Since: 11-18-05
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Posted on 10-30-06 11:17 PM, in GFX and Palette problems Link
Originally posted by KPhoenix
About the SMAS GFX hack, I'm not going to get into that because Pac doesn't want people using it anymore. ( I hope he's not mad at me for this )
It's okay; I don't really care anymore.

As for your problem, the best solution is to draw the SMAS tiles to fit into the SMW palette. By adding a few extra colours to some unused colours on the SMW palette, I was able to make a lot of SMAS tiles with no interference with the original ones:



EDIT: The only thing I did overwrite was the SNES logo.

But uh, yeah, this is just something I did for someone a few months ago. If I have the time in the next few days, I might rip a lot more tiles to make a SMW/SMB3 ow, and release it.



(edited by Pac on 10-30-06 10:23 PM)
Pac

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Since: 11-18-05
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Posted on 11-01-06 06:58 AM, in ExGFX Tutorial Link
Originally posted by pikaguy900
I think you should detail how to get colors for the overworld, as I'm having trouble getting the colors right on the SMAS-SMB3 overworld tiles...
I will. Actually, I'm going to seriously expand that page and make a lot more tutorials, on the following sections:

  • Changing graphics in Lunar Magic
  • Using YY-CHR
  • ExGFX
  • Ripping backgrounds
    • Savestate ripping
    • Copying graphics directly from the ROM
  • Ripping foreground / sprite graphics.
  • Overworld graphics
It's gonna take a while though.
Pac

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Since: 11-18-05
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Posted on 11-01-06 07:56 PM, in Finding RGB Values of Save State colors Link
HyperHacker, that's really strange. 40 and 48 look normal (they take the back area colour of the last level you were in), but 41 and 49 should be black...

I'll have to write a tutorial on overworld graphics and palettes. They can be tricky. I know the problems inside out though after having fully ripped the SMB3 overworld.
Pac

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Since: 11-18-05
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Posted on 11-01-06 10:17 PM, in SMB 1 music Link
This is a version of Super Demo World 3 with the Seperate Luigi GFX hack installed, SMB1 tunes, and fixed star music.

sdw3_luigi.zip - 335 KB

No credit required; I just had nothing else to do.


(edited by Pac on 11-01-06 09:50 PM)
Pac

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Since: 11-18-05
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Posted on 11-01-06 10:51 PM, in SMB 1 music Link
Originally posted by Dragon Master Luigi
the link doesn't seem to work
Silly me, sorry 'bout that.

Fixed.
Pac

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Since: 11-18-05
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Posted on 11-02-06 07:43 AM, in Finding RGB Values of Save State colors Link
Alright...



This is how the overworld palette is in RMK. It took weeks, but I finally managed to get a palette that would support every tile with no conflict. Copy the layout if you want.

Anyway, I'll explain how some of the colours work now.

  1. The magenta region is the only part of the palette that can be changed for a different submap.
  2. Colours 0 and 8 on every row will be used for transparency. They are not black.
  3. 8x8 tiles from the yellow region can use any of the 16 colours on a row.
  4. 8x8 tiles from the green region can only use the last 8, which are x8 to xF.
  5. The tiles used for the SMW animations can only use the first 8 colours, x0 to x7.
  6. Colour 4,7 will flash on Bowser's submap, unless you have disabled the lightning.
  7. If your tiles are using palettes 2 or 3, be sure to only use the last 8 colours, as outlined in the red region.
  8. When placing Layer 2 tiles on their own, they can use any colour from the red / magenta regions, provided (as I said) that it's not one of the animation tiles.
  9. Any other colour that is not in the red/magenta section will take the colour of that slot from the last level you were in, therefore, should not be used.
There, just about everything I know about hacking the overworld.

EDIT: Hyperhacker, if you have the time, could you send me your hack?

KPhoenix, I put only the ground on Layer 2 because nearly every other tile needs the ground to show up behind it. And it works perfectly.

pikaguy900, if you want a SMB3 overworld just like that ^, send me your hack, and if I have the time, I'll put it in for you.


(edited by Pac on 11-02-06 06:50 AM)
(edited by Pac on 11-02-06 09:13 PM)
Pac

Bandit
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Since: 11-18-05
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Posted on 11-02-06 02:44 PM, in What does it mean? (SMB2J) Link
I've always wondered what the blocks in this level are meant to spell out.

World 9-4

I think it says Punto or PIJHL9 or something. May be foreign characters though. Anyone have any idea?


(edited by Pac on 11-02-06 07:08 PM)
Pac

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Since: 11-18-05
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Posted on 11-02-06 08:13 PM, in What does it mean? (SMB2J) Link
Originally posted by PrincessPeach
Now PAC, I'm a little disappointed that you didn't see that this is Japanese...
Sorry, but not many Irish people speak Japanese. I'm learning, though.

Originally posted by Yoronosuku
It spells out "arigatou" in katakana
"Thanks" for that.

darkwitch, try it again. It seems vgmaps.com doesn't like external linking.

Yeah, that's interesting. I should have known it said something like that though. _¬
Pac

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Since: 11-18-05
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Posted on 11-02-06 08:29 PM, in General Project Screenshot Thread Link
A few new screenshots of SMWRMK.




I've taken a shine to SMB1 graphics lately. _¬

=>
SMA4 switch blocks... made from the silver P and a custom block.


(edited by Pac on 11-02-06 09:31 PM)
Pac

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Since: 11-18-05
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Posted on 11-02-06 08:49 PM, in General Project Screenshot Thread Link
The spiked fish is actually a Blurp Fish, and goes left enlessly. The red Cheep Cheep is just the fish that goes up and down, and the green is the fish that goes back and forth horizontally. I just changed the palettes in Tweaker.

This is actually one of the few levels that doesn't have any custom sprites at all.


(edited by Pac on 11-02-06 07:49 PM)
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Acmlm's Board - I3 Archive - - Posts by Pac


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