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05-27-24 02:48 AM
Acmlm's Board - I3 Archive - - Posts by KPhoenix
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KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 11-30-06 01:54 AM, in Title Screen Link


So does it look good? I'm using it for my latest hack.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 11-30-06 02:05 AM, in Title Screen Link
I'll try putting in a faster auto-scroll and some extra stuff so it's not... "boring".
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 11-30-06 09:27 AM, in Title Screen Link
The Yoshi's Island Star music is the same music that Demo World 3 (with SMB3 Music) uses for Star Power music. I still need to change the logo yet, I am not a fan of logo's with solid colors.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 12-04-06 11:17 PM, in Yoshi Questions and other questions Link
Originally posted by Bones_the_Great
3 - How can I make it so that eating berries won't give you anything but a coin, no matter what color they are? Do I modify them as blocks? If so how?


By simply using Map16. You can put 3 of the red berry tiles on an empty page, and select a different pallete for each. That way they look different but act the same; giving Mario a coin.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-05-06 09:23 AM, in SMB3 Jump Sound Link
Something I've been wanting to do lately is change the Jump Sound to SMB3, because it sounds more classic, but I haven't found a way to. Does Demo World 3 have the SMB3 Sounds in it waiting to be used, or is it just music alone?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 12-05-06 06:58 PM, in Yoshi Questions and other questions Link
3:

I didn't realize that the berry tiles remain after being eaten, because of Map16. Go to the page that originally has the berries. Look at the red berry's tile behavior, then set the other two berries at the same.


(edited by KPhoenix on 12-05-06 05:59 PM)
(edited by KPhoenix on 12-05-06 05:59 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-05-06 08:00 PM, in SMB3 Jump Sound Link
I am using it on my hack currently. I want to know if that music set comes with sounds, but aren't being used. I can't stand having SMB3 Mario with SMW sound jump. SMW Sound= Whoosh SMB3 Sound=total classic
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 12-05-06 08:56 PM, in SMB3 Jump Sound Link
Originally posted by Pac
Well considering the jump sound in SMASSMB3 is the same as SMW's

Damn. I thought they kept the same sound from SMB3. Well does the set contain any of SMAS's SMB3 sounds?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 12-05-06 09:19 PM, in SMB3 Jump Sound Link
Aw, I feel stupid now. Well thanks for letting me know. Or I probably would have been wondering for awhile.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 12-05-06 10:08 PM, in OW Walking Speed Link
I searched the ROM Map at SMW Central and the ROM Adresses thread here, but I couldn't find it. Does anyone know what the address is? I need to know because I am doing a SMB3 Overworld.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 12-07-06 07:18 PM, in OW questions Link
Levels 000 - 024 are open for using as level accessable through the overworld, and also levels 101-13B. A good reason why you should use levels 025 - 100 and 13C - 1FF for sublevels.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
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Posted on 12-07-06 07:32 PM, in Where are the offsets for these SFX/Music things? Link
Can you get the regular SMAS Star music with the SMB3 Patch too?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-08-06 05:56 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Custom Block request: A Block that activates the Blue Pow flag when hit from above, and then turns into the next block in Map16.

AND

A block that creates a block (the block I explained above this) on top of it when Mario hits it from underneath. (Like SMB3's POW Switch)


(edited by KPhoenix on 12-08-06 05:04 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-08-06 06:08 PM, in Having problems with SMB3 waterfalls Link
I suggest opening the SMAS rom and looking for the GFX instead of using savestates.

Also, using BMF's SMB3 Brick patch is not a wise idea if you want to make the brick turn into a coin when a POW is hit. Just use the Smashable Brick block that is in BlockTool. If you do take my advice, I've attached a patch to this post that will reverse the effects and give you your Turn Block back.

Attachments

turnblockpatch.ips (114b) - views: 18
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-09-06 12:09 AM, in Where are the offsets for these SFX/Music things? Link
Originally posted by icegoom
Originally posted by FPI
Not really. I'm using the SMB3-music patch for some time now, and the star-music is definetely the one from Yoshi's Island. I'm not sure about the Star music in the SMB1-patch. (Never tried it.)

Oh, wow. It does use the Yoshi's Island music.


Yeah, thats how I used the YI Star Music for the Title Screen in my hack. I tried what Pac said for solving the problem with the SMB1 Star Music, but I didn't work. I guess I just be trying random numbers until I find it.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-10-06 04:49 PM, in Level Names problem Link
I tried to use the Level Names patch, but as usual, it didn't work. I followed all of the instructions.

I started out by applying the ips patch to my rom (levelnum.ips). Then I opened up my rom in a hex editor and the levelnames_table.bin in another.

Then I copied everything in levelnames_table.bin to my ROM at offset $320E00, and put the RATS tag at $320DF8.

Then I converted $320E00 in Lunar Address, which came out to $64:8C00.

Next, I closed levelnames_table.bin and opened up levelnames_code.bin. Then I placed everything in it into my ROM at offset $322E08. Then I put the RATS tag before it.

Then I converted $322E08 in Lunar Address, which came out to $64:AC08.

Then I went to offset $0FE1, and changed it to 22 08 AC 64 EA.

Then I went to where I inserted levelnames_code.bin, and found the string 00 C0 1F. I then changed it to 00 8C 64.

Then I did as the readme said: "Hooray! The hard part's over! You can go ahead and fire up the ROM to see
if it works. You should see the text "LEVEL NAME" at the top of the status
bar."

I opened up my ROM, and all I get is the Title Screen's music and a black screen. When I load a savestate that is on the OW, it works, but enters a level with only the music and a black screen, also.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-10-06 11:34 PM, in Level Names problem Link
By doing some experimenting, I found out what the problem was. Whenever I use the SMB3 Graphics hack Patch on the rom with Level Names, it makes it so the levels won't load or something. Does it have something to do with GFX27?
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-12-06 06:56 PM, in Hack Preview: Super Mario World: Pipe Panic (Tentative Title) Link
You know that piece that consists of 4 tiles that holds a vertical pipe and a horizontal pipe together? I was wondering if you could pack it up in a bin file, because I need it for my hack. I don't have the time to rip and redraw my own to fit my palettes because of a speech and PowerPoint I have to do. I would really appreciate it if you did.
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-13-06 07:12 PM, in Raccoon Mario Patch questions Link
Maybe I should submit a bin file with the SMB3 Racoon Mario GFX to SMW Central?

Update: Here you go


(edited by KPhoenix on 12-13-06 06:51 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6311 days
Last view: 6307 days
Skype
Posted on 12-13-06 07:59 PM, in Early Preview: Super Mario Alchemy: The Mushroom Elements Link
You might want to fix the palette on that pirahna plant's leaves.
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Acmlm's Board - I3 Archive - - Posts by KPhoenix


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