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Acmlm's Board - I3 Archive - - Posts by Dan
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Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-15-06 04:14 AM, in A question about Castlevania Bosses Link
Originally posted by Homie0static
Originally posted by Dan
I don't think there should be a problem with switching those bosses, but I don't know for 100%.

As for adding a boss to level 6, maybe changing the boss screen value in one of the dialogs (maybe level properties) will allow a boss. (I've added bosses to non-boss stages before)




No. One of the CV hacks done by Thaddeus allows you to fight dracula on level 4 although you do end up fighting Drac's ghost right after beating Drac's human form per usual and the game will continue after that level is completed.

So, that's a yes to the part of my quote that you addressed then. (Because in no way did I say you couldn't move bosses)
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-15-06 07:06 AM, in C++ vs C# vs Java? Link
Originally posted by sloat
However, for an editor, I wouldn't use either Java or C#. In my experience, the higher level the language, the harder it is to work with binary files. I honestly wouldn't even know where to begin with either C# or Java. I do remember when I was messing with stuff in VB4, binary files gave me many headaches. In contrast, with the zamn editor (written in C), I could make structs and arrays of structs and copy the data from the game almost directly in to them. And writing the data back was about as simple.


Old VB's file access sucked. C#/VB .NET's file access isn't anything like old VB (although I do believe you can still use the old-style file access in VB .NET), it's a lot more powerful, and easier to understand.

Personally, I think you should write the editor in whatever language you know. But in my opinion, using C/C++ for something as simple as a level editor is a bit overkill. Most high-level languages (well Java/.NET/Delphi at least) come with class libraries that eclipse C and C++ standard libraries.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-17-06 12:44 PM, in HELP!!! Link
Even if you are using an IPSed version of the hack, then you are still using custom blocks. You just can't be bothered fiddling with it.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-18-06 05:29 PM, in SMB3 Level Editor Help Link
Put the ROM in the same directory, rename the ROM to 'smb3.nes' and enter that in the path/filename dialog that appears when you first run the program.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-18-06 05:59 PM, in General Project Screenshot Thread Link
Some Famicom Wars stuff:

The level data for the first level is at 0x10056. The (what I presume to be) header's for each level are at 0x10012. The header is made up of 4 bytes. The first two bytes I don't know what they are, but the last two bytes are the pointers to the actual level. The header data runs all the way to 0x10055. The pointer table for the TSA data is located at 0x1B2E9. The TSA data's format are the four bytes that make each 16x16 block, followed by the byte that controls which palette to use.

The title screen is located around 0x493C, and it looks to be slightly compressed. (RLE, quite possibly)
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-19-06 01:09 PM, in SMB3 Workshop Link
Here. It's also the first result if you type "SMB3 Workshop" into Google.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-20-06 04:33 AM, in requesting information about blocktool Link
Lunar Compress might have some kind of free space finder. Look at Blocktool's source, because I'm pretty sure it looks for free space using Lunar Compress.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-21-06 04:44 AM, in The place for mario 64 ips patch posting and help Link
This is where NINJA will be useful.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-22-06 06:56 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
There are other patching formats about. NINJA patches is at least one.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-22-06 05:57 PM, in smbarchives.run.buttobi.net hacks Link
Why can't you just change the graphics yourself?
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-23-06 04:05 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by HyperMackerel
Like I mentioned before, ideally, the editor should be able to compress everything back down into one 8-16MB ROM once you're ready to release the hack. That would pretty much solve the IPS problem. A better patch format would be nice, though, especially since IPS provides no way to ensure you have the correct byte order.


NINJA.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-23-06 01:29 PM, in SMB3 Deserted Link
Any screenshots?
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-24-06 02:54 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
From what I understand from VL-tone's post It's still gonna be coloured, but just have a different colour scheme.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-25-06 02:58 PM, in Super Mario Bros. 3 Workshop Problem Link
Telling us what the error actually says would be a start.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-25-06 03:05 PM, in Metroid Zero Mission hacking Link
Yep, it is indeed. (As evidenced by the window's icon, and the fact he's mentioned VB several times in this thread)
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-25-06 03:41 PM, in Super Mario Bros. 3 Workshop Problem Link
Sounds more like a problem with your computer than SMB3 workshop itself.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-27-06 12:45 PM, in Mario Improvement 3 Link
Try using SMB3 workshop instead.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-28-06 04:43 AM, in Mario Improvement 3 Link
Originally posted by Electrify
SMB3 workshop always crashes.

For you maybe. But lots of other people have used it without a problem. Don't bad mouth a program and spread false facts just because you can't get it to work.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 06-28-06 08:28 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by The Ultimate koopa
I agree wit Marioman64 about a totally new forum.

That would be jumping the gun to say the least. One of the prerequisites for a new forum is lot of threads about the subject in question. There is like one thread about Mario 64 at the moment.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6319 days
Last view: 6310 days
Posted on 07-01-06 07:32 AM, in General Project Screenshot Thread Link
Did you find out how to control where your base is? I noticed that even by changing your base to another place, you can still only create units in the old position.
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Acmlm's Board - I3 Archive - - Posts by Dan


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