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05-06-24 05:33 AM
Acmlm's Board - I3 Archive - - Posts by Knight of Time
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Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 11-18-05 10:46 AM, in List of Enemies unaffected by Mario only blocks Link
Hi.

A while ago, I noticed that there's at least one enemy who is unaffected by Mario only blocks, namely Fishbone (this is while I was first working on my first castle in my hack).

Right now, this subject has gotten me very curious about something I am willing to try in one of my harder swimming levels in my hack, namely by using the type of Urchins that move back and forth vertically or horizontally between two walls, and using the blocks appropiately so that they are stuck in place.

The question is, are Urchins among any other enemies that are not affected by Mario only blocks?

Thanks in advance guys.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 01-26-06 07:15 PM, in Yeah... I seem to be having ridiculous, ridiculous problems with movement pipes. Link
Hmm, about the problem you encountered with the SMB3 style pipes in that vertical bonus area you mentioned earlier Alastor, I actually came across the same problem when I made my own vertical bonus area (it contains vertical SMB3 style pipes, horizontal turn block bridges and coins over the turn block bridges).

Strangely enough, it seems like mikeyk's SMB3 pipes don't work in vertical levels (when I first found this problem, I didn't delete the SMB3 style pipes I have in my hack; I have some of them in some levels of mine and they work just right, even a couple on a level of mine where the player exits through a horizontal end with no nearby ground, causing the player to start to fall when they come out of the pipe. I used a Red Koopa Paratroopa in the first case as the way to cross a pool of water with a strong undertow that makes it deadly to fall in, and two of the Red Koopa Paratroopas the second time on the level).
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 04-12-06 06:14 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Hi, I'd like to make a couple of (hopefully simple) custom block requests please.

Firstly, can someone make a version of the movement blocks (preferably on either the slow setting or the very slow setting) that reverse direction when an On/Off switch is hit (I've seen these kind of blocks in SMW Returns II). I'll give a couple of examples of what I mean:

Movement Block Right Slow- changes to Movement Block Left Slow if an On/Off switch is set to Off, otherwise is a Movement Block Right Slow on the On setting

Movement Block Left Slow- changes to Movement Block Right Slow if an On/Off switch is set to Off, otherwise is a Movement Block Left Slow on the On setting

Secondly, can someone make a version of each Switchable Block so that on one half of the frames (1-8), the block is passable, but on the second half of the frames (9-16), instead of being solid, it acts like a water tile. Such a block may be very, very handy on my third castle incase I wanted to try a water raising/lowering idea out.

Anyway, thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 04-13-06 04:08 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
As far as I know, the Water On/Off blocks in Block Tool cause the player to be able to swim when a Warer On Block is hit (e.g. if it caused a level to be entirely flooded in the process), and hitting a Water Off block causes the player, if they are swimming, to stop their swimming altogether (think of what would happen to a fish if the water around it suddenly vanished).

When I made the request for the blocks that act like water on one of the On/Off setting, and act like air on the other one of the On/Off setting, what I really wanted was to use this idea to make a castle level where hitting On/Off switches will give a "water lowered" or "water raised" effect when hit (in fact, if I make small rooms in the castle to hold the On/Off switches, I'll probably have some of these blocks to demonstrate what I mean).

davros, thanks for making the blocks for me, I really appreciate it. At first I thought all the 2 digit values you put under the name of each block were supposed to be reloc offsets, but after noticing a "lack" of the necessary bin files needed for these blocks, I managed to start to understand it more after I went into a hex editor I have here, and found where to insert the hex values. So now, all I've got left to do with all four blocks is to test them (I might use the On/Off Right/Left and On/Off Left/Right blocks in my next swimming level, so that there could be water currents that could have their directions reversed just incase one was in the way).

Thanks again.


(edited by Knight of Time on 04-13-06 03:15 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 04-21-06 04:41 PM, in MWR question Link
Hi.

I wasn't completely sure if this question would be more suited for the Advanced Rom Hacking board, but here goes anyway.

I'm using MWR right now to try and see if I can get the Porcupuffer sprite to be immune to the cape (I think I've noticed they are immune to the cape in SMW Returns II, is that right?), but not immune to a Starman. If possible, how do I make this work in MWR (w/o making it vulnerable to fireballs of course) when I'm viewing the sprite's info?

Thanks in advance.

Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 04-21-06 09:12 PM, in MWR question Link
Originally posted by Davros
Actually, the original Porcupuffer sprite in SMW Returns II remains unchanged. What KT did in his hack was use a custom block that changes sprite A4 (the Floating Spike Ball) into a Porcupuffer sprite that still has the original settings of sprite A4 (inmune to fireballs and cape, but vulnerable to starman).


Oh, so KT used a custom block for his Porcupuffers in his hack, interesting.

When I got into MWR earlier today to select unknown bit 6 today for the already existing Porcupuffer sprite (I didn't make any new sprites in my hack, but who knows, I might have some custom sprites someday with a bit of help) and saved the change to my hack, I opened my hack up in ZSNES (I tend to use this emulator more than SNES9x, it simply suits me better), not only did I notice the checksum failed, but the Porcupuffer I put in a star world level of mine could still be killed with a cape (I had to uncheck the unknown bit 6 to make the checksum of my hack alright again), so what do I do now?

BTW, one other thing, is KT registered on the new Acmlm's Board, and if so, what's his new username (I don't see anyone named KT here)?
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 04-21-06 10:41 PM, in MWR question Link
I had a funny feeling KT was using custom blocks the first time I really played his hack.

Anyway, thanks for correcting me Bio, I managed to get the Porcupuffer situation all sorted out in my hack using MWR, so they are capeproof now in my hack (just so that I can make my first star world level a harder Koopa Lake themed level).
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-05-06 03:15 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Okay, I just have run successful tests with the On/Off Left/Right and On/Off Right/Left blocks I got from davros, so now, before I forget, could I make a request for On/Off Up/Down and On/Off Down/Up blocks please (so that they'll work in the same way as the previous two blocks, but vertically)?

Having the horizontal reverseable water currents in my hack is really bound to come in handy, but then again, having vertical versions would be nice, too.

Anyway, thanks in advance.


(edited by Knight of Time on 05-05-06 02:16 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-05-06 09:20 PM, in SMW Central - http://www.smwcentral.net/ Link
Hi.

I have a couple of questions about submitting custom blocks to SMW Central I'd like answers to, please.

Firstly, are people allowed to submit a zip file that contains the bin files for more than one block in the single zip file? I have a couple of simple custom blocks I had help in making, and with the fact their functions are opposites of one another (I'm talking about the On/Off Left/Right and On/Off Right/Left Blocks, they are virtually movement blocks which change the player's movement direction when an On/Off switch is hit), can they be included in one single zip file, or do they have to be in separate zip files?

Secondly, if you're submitting a custom block someone else helped you make (for example, it was davros who helped me with the required offsets and ASM values for the two blocks to make them what they are right now), do you have to credit that person when you make a readme file for the block?

Thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-06-06 08:12 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by BMF54123
<nitpick>

You can simplify your code a bit by eliminating the CMP and RTS operations at the beginning. Since the On/Off flag can only be 0 or 1, you can just use BNE/BEQ, like so:

(On/Off Down/Up)

AD 14 AF D0 1B AF 08 BD 7E ...

(On/Off Up/Down)

AD 14 AF F0 1B AF 08 BD 7E ...

Also, in this case, you don't need to use BRA xx...a simple RTS is faster, and a whole byte shorter. 08 C2 20 xx xx 28 can also be replaced with C2 20 xx xx E2 20, if only to save a few CPU cycles (always a plus if your hack has a lot of custom blocks).

</nitpick>



Wait, BMF, I need to ask you something real important here.

If I used the ASM code you just gave me above in place of the code I got from davros, and I used it successfully to change the On/Off Up/Down and On/Off Down/Up blocks, would they be at the medium speed instead of the slow speed? If not, can one of you make medium speed versions of the two blocks above please?

Reason is, I tested the On/Off Up/Down and On/Off Down/Up blocks just now, and the player can pass through them in the opposite direction, which is something I don't want happening in my hack with these two blocks inserted, basically.

Again, thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-07-06 06:50 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Okay, thanks Davros, but I just realized I need four more kinds of blocks related to the On/Off Movement Blocks.

Can you make blocks that will act like a movement block (air, water or conveyor belt) on one of the on/off settings, that will act like normal air, water or solid ground on the other on/off setting please?

If possible, I'd like a block for each direction, and one of each of the three speeds (slow, medium or fast) please. Can't have the player forced through the pipes (and possibly losing a life) after all when using these reverseable currents (I found that out the hard way earlier).
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-16-06 04:51 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Okay, I think it's about time I posted a couple of new custom block requests that I'd like (hopefully) made, please.

Firstly, could someone make a version of the Sprite Smashable Block that can only be destroyed by Yoshi's fireballs and Podoboos (not just the ones that jump out of lava, but also the ones that move diagonally and can bounce off surfaces), please?

Much later on in my hack, I've been hoping to use a block only breakable with Yoshi's fireballs, as it will be very handy on a level of mine I'm going to make someday.

Secondly, can someone make custom block versions of the line guides (possibly including the line guide object that is placed under scale lifts) please? I might be wrong about this theory of mine, but aren't line guide custom blocks used in one of the ghost houses in SMW Returns II?

Thanks in advance, as always.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-17-06 04:25 PM, in Annoying WinAMP problem Link
Hi.

I'm not sure how many of you guys besides me use WinAMP (I use it with a few plugins that allow me to play certain music files on it, like minigsfs (GBA music), spcs (SNES music), gyms (Genesis music) and miniusfs (Nintendo 64 music)), but many times I open up WinAMP to play an audio file of my choice, I get kicked out of WinAMP a few seconds after the audio file I selected begins to play . How can I prevent being kicked out of WinAMP in this situation?

Thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-26-06 09:56 AM, in Layer 2 translucent level problem Link
Hi.

I'm not sure how many of you guys (still) here have any level in your hack with a translucent layer 2, but I'm having a problem with getting it fully working on a new castle level I'm working on.

In LM, I have set up the first part of the castle to have translucent water on layer 2 (that way, part of the FG is obviously submerged), and it appears normal in the program, but in the rom itself, when I go to test it out, the water isn't translucent, and it covers everything (including the player, objects in the FG and sprites) until it lowers (I have one of the layer 2 scroll commands for a horizontal level here, namely the one with a range of 6). Point is, how do I undo this annoying effect in my level so that the water will be translucent in the rom?

Thanks in advance.


Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 05-26-06 02:04 PM, in Layer 2 translucent level problem Link
Originally posted by Bio
I bet your mistake is that you put the water ON LAYER1 and the rest on layer 2 so you cab still see the ground in LM but not in the emu, just delete the water, cut everything on layer 2 and paste it on layer 1 then just add the water on layer 2


No, I have the water on layer 2 and the FG on layer 1 (either way, part of the FG is submerged).

Also, my castle level has a bit of a slowdown problem (basically slower movement and jumps), which thankfully isn't in most of my hack's levels. Could this slowdown possibly have anything to do with why the water in my current castle is translucent in LM, but not in the rom?

Edit: I managed to find out what was causing the water to be translucent in the level, it was caused by my placing of a Magikoopa (either I placed it in a bad spot, or they aren't meant to be used in layer 2 levels like this).


(edited by Knight of Time on 05-26-06 01:52 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 06-01-06 04:20 PM, in Just wondering what you are strong in. Link
Hmm, what am I strong in, now this is quite an unexpected topic.

I'm probably strong in custom block uniqueness in my hack in some factors, for example, how many of you guys have movement blocks in your hack that act like water? Better yet, do any of you guys have any of the On/Off movement blocks in your hack that davros made?

My third world in my hack has quite a few movement blocks, some of which can be reversed by On/Off switches (just for the record, I have an underwater level with On/Off switches; I might show a SS or two of it when I feel I'm ready to post my next batch of SS, with the fact my second demo is getting closer to release), and others that are irreversible. One other thing my hack has, is a version of the switchable blocks called switchable air blocks. You see, on one of the On/Off or POW/Silver POW settings, these blocks act like air, while on the other setting they act like whatever they were set to behave like (in my third castle, I'm making them act like water to achieve a sort of water raising/lowering effect).

I'm feeling my OV designing is getting a little bit better, no need for pure square stuff all the time anymore.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 06-03-06 08:54 PM, in Does anybody here listen to video game music? Link
Heh, listening to VG music is one of my favourite computer hobbies.

The music I listen to is mostly actual music from the games (in all sorts of formats from minigsf to gyms to spcs to mp3s), and the games I like listening to the music of, in no particular order are:

Sonic series (mainly the Genesis titles sans Sonic Spinball, but I also like listening to stuff from the Advance series for GBA, Sonic Adventure 2 (Battle) and Sonic Heroes)
Super Mario series (sometimes I like listening to GBA music from the Super Mario Advance series, but I really like the music of the various Mario Kart games, obviously including the original)
Kirby series (here, I'm mainly talking about Kirby and the Amazing Mirror, Kirby Super Star and Kirby's Dreamland 3, I love the music in these three games)
Zelda series (another favourite, I mainly like the music from OoT, MM and WW, but listening to older stuff from time to time is nice as well)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 06-07-06 08:54 AM, in A Saved State for SMW on 100 ? Link
Originally posted by Vangar
Originally posted by richyawyingtmv
Originally posted by BMF54123 X
Um, if you've edited your overworld at all, an original SMW save file isn't going to do you any good.

Use these debug codes instead, which will allow you to clear any level with Start + Select (or hold A and press Select to activate the secret exit):

00A26800 (ROM address: $002468:00)
00A27300 (ROM address: $002473:00)


Man, I didn't even know about that. Shows just how long since I've last been hacking Mario World.

Thanks for sharing.


Don't mean to sound like a newb, but how do i enter these codes?


Those codes you got are in Pro Action Replay (SNES format). Simply open up the rom in whatever emulator you're using (I use ZSNES), go to the cheat menu (if you don't have any codes in it, it's blank), and input your code (don't put a hyphen in the middle though, that's used for Game Genie codes for the games, Pro Action Replay codes are entered as an 8 digit code, without the hyphen), and it's description. Just remember to save your codes once you put them in, or you'll have to put them in all over again the next time you go to the emulator.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 06-08-06 05:43 PM, in new sprite - venus fire trap Link
Wow, as a certain person would say that was part of the creators of a favourite computer game of mine (Atomic Bomberman), boy, am I being impressed.

Next to the amazement I had when I first successfully used your SMB3 style pipes in my hack, MikeyK, the sight of all of these new ASM hacks of yours (first the donut lifts I believe, then the hammer bros. and parabeetles, and now, the SMB3 venus firetrap) definitely is filling me up with amazement.

However, I too, feel I should ask a couple of questions about using the SMB3 venus firetrap in a SMW hack.

1. When they are used, do they spit out one fireball or two fireballs (I recall in SMB3, the only ones that spit out one fireball are in world 1, and the rest of them spit out two fireballs throughout the game)?

2. Similarly, would it be possible for you to code the upside down versions of the venus firetraps (I think they only shoot two fireballs in SMB3, but I could be wrong) please? I'm sure this would be majorly good news to me and others as well.

Awesome coding! 'insert thumbs up sign here'
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6294 days
Last view: 6287 days
Posted on 06-10-06 10:45 PM, in new sprite - venus fire trap Link
Great and all with the fixes MikeyK, but something about the venus firetrap in SMB3 has me very, very curious. In that game, does the number of fireballs one spits out depend on its X position? Whether or not that's the case, would it be possible to make that small tweak so that the sprite will spit out one or two fireballs depending on the X position, please? That might make things even easier here for people.
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Acmlm's Board - I3 Archive - - Posts by Knight of Time


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