(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-26-24 06:02 PM
Acmlm's Board - I3 Archive - - Posts by Knight of Time
Pages: 1 2 3 4
User Post
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 08-12-06 07:04 PM, in Dino-Rhino Link
I think I recall mikeyk made a version of the Dino Rhino enemy in Sprite Tool that can breathe fire. You should check it out.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 08-24-06 06:00 PM, in Looking for approval, please! Link
Hi, I'm slightly nervous about doing this but...

I'm slowly inching closer to releasing the second demo of my hack, Super Mario World: Mario and Luigi's Double Trouble (but with the fact I'm heading to college in a few weeks, I might not be able to do much work on my hack, and it may take me a while to release the next demo). To prove my point, I wish to show a few new SS from the second and third worlds (and hopefully save me from having to post the SS in the main SMW forum if I do get approved), please. I'm also going to post some info about each SS, just so that I can reduce any confusion any of them may bring.



-this is a SS from one of my forest levels. I have the tops of the timed lifts (and the platform that moves to the right forever when you jump on it, this is in another forest level of mine) looking slightly different just to see if I can get them to blend in with the forest theme, that's all. The spikes here are hurt blocks, so they won't kill the player unless he's small.



-this SS is from my second castle, and incase anyone's wondering, the spiked "pillars" are on layer 2 and set to move vertically, so the player has to watch their climbing here.



Can't really say much about this SS, but it is possible to land on the bullet machine here without hitting the Munchers. Timing, people.



If anyone's curious about this SS from my third castle, I have the layer 2 translucent option on, and the water has been set to be on layer 2. The bubbles represent the currents found in this world.



This SS is from the first level in my star world (FYI guys, this world's about having hard levels much like the Lost World of both DKC2/DKC3), and the Porcupuffer is completely invincible here (it has to be; this spot requires spin jumping on it at the right time, which seems to vary from time to time, there's also some other spots where you have to avoid it while getting past other enemies). This spot is one of the tough ones, though.



This SS is from the same level as the previous one. Now, the bridges you guys see are really sensitive bricks that bounce the player up a bit, but this area can be passed without getting hurt if the player is big. Again, timing is the key.



This is the forest level from the star world in my hack. With the combination of moving platforms and donut lifts, this is just one of the hard spots to pass without being hit.

Anyway, what do you guys think of these new SS?


Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 08-26-06 03:57 PM, in Looking for approval, please! Link
Originally posted by Bob M. Frendelkraut, Esq.
YOU KNOW WHAT YOU DOING.

(sorry )


Um, is that a question or a comment?

You got me confused there, BMF.

Other than my Star World SS, the other levels aren't as hard once you get used to the timing. I even have power-ups after some of the tough spots, like in the waterfall cave level.

Still, I wish I was able to help others again in the SMW Hacking forum from time to time, like I used to occasionally.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 08-28-06 07:24 PM, in Sprite Tool, public test release Link
Originally posted by mikeyk
icegoomb: adding a turning frame should be trivial to add for the shy guy and snift. the basic support is already there, and i'll gladly tweak the graphics routine.

it's likely that i'll make a smb3 style nipper at some point. the idea for seeds that turn into nippers had also crossed my mind, and i'm sure i'll make those as well. but right now i still have a long list of things i've been meaning to do.

recently i've started looking at some yi sprites. i never cared for the game, so i never played it much and therefore was not very familiar with the enemies. while i still don't like the game, i've started to appreciate some of its elements. some of the graphics and sprites are great. here's what i've done so far.


this was a really easy enemy to make. it should be clear what it was based off of. it's just a two tile high enemy that you can't jump on


this guy was waaaaaay more complicated. after a couple hours of work i got it's animation to match the yi version almost exactly. he has 8 walking frames and a few more frames for shooting. that leads me to a question... what do you think it should shoot? i'm open to any suggestions here.


Okay, with suggestions for what the Kaboomba (that's the name of the enemy in the second SS you posted here, mikeyk) should shoot out, I'd recommend an unstompable (be it one that hurts when spin jumped on, or not) Bob-Omb that quickly explodes when shot out (but still, the Bob-Omb should look like an explosive cannon ball (I may be wrong about that being what they shoot in YI, but they do kinda look like cannon balls to me)).

Also, about the Spear Guy in the first SS, can they be spin jumped on, or does spin jumping on them hurt Mario/Luigi?
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 08-29-06 07:45 PM, in Sprite Tool, public test release Link
Hi, I just thought of something about the use of Donut Lifts in my hack.

When I use them, I've noticed that enemy sprites go right through them (meaning they can't stand on them at all unlike in SMAS SMB3). Was this problem fixed at all in Sprite Tool?

I'm really curious.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 10-27-06 03:47 PM, in Sprite Tool, public test release Link
Originally posted by Davros
For those who don't know, I made a Fire Birdo and a Fire Brother.



Now that I got the disassembly of the Torpedo Ted Launcher working correctly with Sprite Tool, I can show you this:



I actually disassembled the Torpedo Ted Launcher and made an asm file from it. I'm still trying to do various hacks of this generator, so expect a future release.


Hey, you added a couple of sprites I might want to use later in my hack (just a thought right now).

A couple of questions though, Davros, one, with the Fire Birdo, does its fireballs go in a straight line like in SMB2, and is this one similar to the Green Birdos from SMB2 (meaning it only spits fireballs, no eggs), and two, with the Fire Brother, the fireballs bounce along the ground (just like Mario/Luigi's fireballs right)?

I wish I had time to test these new custom sprites, but I've got my own problems right now, namely, the major computer crash (it wiped out the entire C:/ drive last month, but the computer is fixed now, despite all the files I lost >___<) that would have made me lose all the progress in my hack beyond my first castle, but thankfully, Smallhacker sent me back the copy of my hack I sent him one time when I had a problem with it I eventually figured out, so I didn't lose too much progress. However, my second demo, combined with the fact I'm in college now, has a longer delay, so I have no clue when the demo will be out now. I'll post a new topic in the forum here when I get to that point.

Anyway, to get off the subject of my hack now, I'd like to make a new custom sprite request. mikeyk, you know the bouncing electricity sprite I requested? Can you make a custom sprite version of the electricity sprite that hurts when spin jumped on, and instead of bouncing back and forth horizontally and vertically between two solid surfaces, circles a solid surface either clockwise or counter-clockwise depending on its X position (much like a ground guided, modified Lil' Sparky or Fuzzy enemy that would hurt if spin jumped on), please? It could be a little reminicent of the Zinger/Buzz enemies that are in the Donkey Kong Country trilogy.

As always, thanks in advance.


(edited by Knight of Time on 10-27-06 02:48 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 11-09-06 12:55 PM, in Alphabet Thread Link
Dublin (in Ireland)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 11-15-06 10:26 PM, in Sprite Tool, public test release Link
Originally posted by Davros
If you ever wanted to have your own sprite generators, here they are:

Normal Shooter

The Normal Shooter is based on Mikeyk's disassembly, there are four types:

-A normal shooter
-A shooter that doesn't generate smoke
-A shooter that keeps generating sprites even if Mario is standing next to the shooter
-A shooter that is the same as above but without smoke

Normal Launcher

This is the first disassembly of the Torpedo Ted Launcher, there are four types:

-A normal launcher
-A launcher that doesn't show the hand
-A launcher that doesn't generate sprites if Mario is near
-A launcher that is the same as above but without showing the hand

These sprite generators, like their name implies, can only generate normal sprites.


Wow, this is really a nice new addition, thanks Davros.

I remember a SMW hack that had some generators for sprites like Grinders and Fuzzies (I know it was either Anikiti or KT, or possibly both that had custom sprite generators in their hacks). I have a question though, can these generators be used with line guided sprites, such as the line guided Grinders and Fuzzies, the line guided platforms that are always moving, and both kinds of chainsaws that are line guided?

If so, now this would work wonders for a future level of mine (basically, if I can get left and right movement blocks to act like part of a fence (preferably the top, but that's just me), I could have a line guide right above it, and make it sort of like the conveyor ropes found in one of the Donkey Kong Country 3 levels), sometime after I plan to eventually release my second demo of my hack.

BTW, Davros, just wondering, but would you possibly be able to use the ASM data for Yoshi's fireballs to make a custom block that can only be broken by those fireballs? I don't need this kind of block right now in my hack (I really could use such a block, much later), but it would be nice to try out, just for experimental purposes.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 11-15-06 10:27 PM, in Sprite Tool, public test release Link
Originally posted by Davros
If you ever wanted to have your own sprite generators, here they are:

Normal Shooter

The Normal Shooter is based on Mikeyk's disassembly, there are four types:

-A normal shooter
-A shooter that doesn't generate smoke
-A shooter that keeps generating sprites even if Mario is standing next to the shooter
-A shooter that is the same as above but without smoke

Normal Launcher

This is the first disassembly of the Torpedo Ted Launcher, there are four types:

-A normal launcher
-A launcher that doesn't show the hand
-A launcher that doesn't generate sprites if Mario is near
-A launcher that is the same as above but without showing the hand

These sprite generators, like their name implies, can only generate normal sprites.


Wow, this is really a nice new addition, thanks Davros.

I remember a SMW hack that had some generators for sprites like Grinders and Fuzzies (I know it was either Anikiti or KT, or possibly both that had custom sprite generators in their hacks). I have a question though, can these generators be used with line guided sprites, such as the line guided Grinders and Fuzzies, the line guided platforms that are always moving, and both kinds of chainsaws that are line guided?

If so, now this would work wonders for a future level of mine (basically, if I can get left and right movement blocks to act like part of a fence (preferably the top, but that's just me), I could have a line guide right above it, and make it sort of like the conveyor ropes found in one of the Donkey Kong Country 3 levels), sometime after I plan to eventually release my second demo of my hack.

BTW, Davros, just wondering, but would you possibly be able to use the ASM data for Yoshi's fireballs to make a custom block that can only be broken by those fireballs? I don't need this kind of block right now in my hack (I really could use such a block, much later), but it would be nice to try out, just for experimental purposes.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 11-16-06 06:30 PM, in Sprite Tool, public test release Link
Originally posted by Davros
Originally posted by Knight of Time
I have a question though, can these generators be used with line guided sprites, such as the line guided Grinders and Fuzzies, the line guided platforms that are always moving, and both kinds of chainsaws that are line guided?


Yes, they can be used to generate those sprites.

Originally posted by Knight of Time
BTW, Davros, just wondering, but would you possibly be able to use the ASM data for Yoshi's fireballs to make a custom block that can only be broken by those fireballs? I don't need this kind of block right now in my hack (I really could use such a block, much later), but it would be nice to try out, just for experimental purposes.


Shouldn't that be done in the ASM hacks / Custom Blocks / Custom Sprites Requests thread? I don't have much knowledge in that area and it's highly unlikely that I would do that.


Sorry, my mistake about making a custom block request here, I didn't mean to post the request in the wrong topic.

'looks a little embarrassed'

Anyway...

davros, can you possibly make a sped-up version of either of the two line guided platfoirms, so that they would go at a medium or fast speed (like the yellow and red line guided platforms in Yoshi's Island, respectively), please? Faster line guided platforms may really help in the sky world later on in my hack.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 11-16-06 08:51 PM, in Major Block Tool problem- please help! Link
Hi...

INo offence to anyone here, but I'm betting not all of you may know about the major computer crash I had a couple of months ago, that wiped out some progress I did on my hack, Super Mario World: Mario and Luigi's Double Trouble!.

'begins flashback'
Luckily though, thanks to Smallhacker, I got my hack back several weeks ago from him (I once sent him a copy to see if he could figure out a problem I once had that I can solve on my own now). However, with my very hard re-building process, I've run into an annoying problem with my usage of Block Tool to carefully re-insert all the custom blocks in my hack (I figured I needed to do this, because there are others I can use later that I didn't insert into my hack before I sent a copy of it to Smallhacker that time).
'ends flashback'

I've carefully gotten all the extra custom blocks I had that aren't available to the program right now unless the bin files and offset information are gotten (such as mikeyk's SMB3 pipes, the various kinds of On/Off movement blocks Davros made for me, and the switchable air blocks he also made for me), but when I inserted them all, I noticed many map16 tiles are set to act like only one custom block, even with the correct number for their individual behaviour. I tried putting zeroes where they properly go in my hack's dsc file, but despite it properly showing what blocks are supposed to be what in LM, it didn't get rid of my problem.

What am I supposed to do in this situation?

'really wishes that awful computer crash never happened'
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 11-17-06 04:58 PM, in Major Block Tool problem- please help! Link
Originally posted by HyperHacker
The .dsc file only tells LM what info to display, it has no effect on the data in the ROM.


I figured that was the case.

It's a good thing I have Norton GoBack (it enables you to find previous versions of a file, such as one you might update every day), it makes undoing problems with my hack very, very easy if I right click on the file and go to the "Show Revisions" option.

Anyway, on my problem with Block Tool, maybe putting in each block a few at a time instead of all of them at once will help me out (I'll edit this post or make a new one in the topic if anyone else posts here). That way, incase I get stuck again with the same result as before, I will know I'll still have not found the problem.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 11-29-06 04:39 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Hi.

I just found a block in BMF's SMW hack Super Mario Odyssey, namely the block that has a random item in it when hit (it's the one with 2 "?"'s in it instead of one). This kind of block really sounds interesting to me, but I'd really like to know, what are the mechanics of this block? I know the item inside doesn't vary by the X or Y position, so how is the item inside determined, the frame of the block by chance?

Could I possibly have the offsets of this block please? I 'might' want to use it in my hack, if I could, please. I really like the randomness idea in it.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 12-09-06 09:04 PM, in Annoying Star Tile Problem (#2) in my OV- please help! Link
Okay, just so that nobody gets confused over the #2 I have in brackets in the topic title, I used to have a problem in my hack similar to the one I'm about to describe with a couple of screenshots, but this earlier problem, just so that everyone knows, is out of the way.

The topic I made on the original problem is here.

This time around, this new problem has to do with the Star Tiles I use for Cove Star Road. On the main OV map (as shown in the first screenshot), I have correctly set it up to go to the third star in the star world in my hack, but when going back through that star tile (I linked them both to each other), it takes the player to the spot shown in my second screenshot, which is close to the last level in my second world before the second castle.





How do I correct this new problem? I thought the solution for it would be as easy as the solution Alastor gave me for the previous similar problem, but this one seems to be more complicated somehow, and definitely more of an annoyance, because I've got only one more level to finish before I prepare my hack's second demo for a release (with some new screenshots of levels I had to partly or nearly completely do over again, just to replace the old screenshots of those levels, which had their progress wiped out in the last major computer crash)

Anyway, thanks in advance.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 12-11-06 06:05 PM, in Annoying Star Tile Problem (#2) in my OV- please help! Link
Hmm, changing the exit index for the Star World star to a different value, and putting the old value in a different area made the problem go away, so I'm A-OK now.

Could I request the closure of this topic, please?

Thank you.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 12-18-06 06:39 PM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Hi.

Well, it's been a while, but I've finally got the second demo of my hack, Super Mario World: Mario and Luigi's Double Trouble! up. Hopefully this will fare better than my first demo of this hack. Here's some screenshots (two of them may be familiar to you guys, the others are new).























You guys can download demo #2 here, just be sure to read the included text file.

Hope you guys like the new stuff inside.

Edit: If any of you downloaded this demo already, please re-download it, I forgot to fix a couple of minor details in a level, it's fixed now.


(edited by Knight of Time on 12-18-06 06:07 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 12-18-06 07:30 PM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Originally posted by pikaguy900
Ugh.... Your levels are a bit bland. Every single level in your first world has Water. Most levels are basically a run through a level with a low tide. Not fun at all. Mix it up a bit. Plus, there's a bonus area in almost every level, and going into them allows you to gain way too many lives, because they're packed with coins! There must be about 100 of them in the one in the first level! Each of your levels in World 1 ends the EXACT SAME WAY- With a level that has a little "pool" of water and a goal post. I never reuse goals. Why do you reuse goals like that for every single level in World 1? You also need to make things a little bit harder- Normally, I can't get through a world without losing at least one life, but here, I DIDN'T LOSE A SINGLE LIFE. Call me a good player, but that's not why I was able to clear World 1 so easily and so quickly- It's because you make enemies extremely easy to avoid. Throw in some cool stuff here and there, like some generators where you least expect them, or something! Castle 1 was very short. I think you could've made that level a bit longer and harder, especially at the end. There was only like 2 rooms in the whole castle you could get to without a Cape, and the last room has nothing but Dry Bones. Everyone knows how to avoid them. Some Thwomps would be nice. All in all, World 1 was nice, but I fear World 2. Oh well. Nice hack. By the way, where did you get that Yoshi's Island ExGFX?


Meh, yeah, my first world is too easy unfortunately.

The end part of my first world's levels have water because if I used a goal post in an area with a tide, the tide would vanish (the clearing of the level is on Layer 3 I think). I never would want that, so I put pools of water to symbolize the first world's theme.

If you're wondering where I got all the YI ExGFX, I simply ripped them from the game.


(edited by Knight of Time on 12-18-06 06:32 PM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 12-19-06 10:26 AM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Gah, I KNEW that there probably would be a few mistakes after I re-inserted all the custom blocks, thanks to that computer crash that forced me to figure out which block was which. I fixed the fortress problem (it's not a Luigi-only block, it was meant to be the enterable top of a vertical pipe, but somehow, it became the un-enterable top by accident), it will be done for you guys soon. That crash was no fun. 'growls in frustration it could have ruined my hack if not for Smallhacker's help'

As for the "ugly" blocks, don't you guys even remember the No Mario blocks FuSoYa made for DW: TLC? He gave me permission to use their GFX, and honestly, I can't think of what would look better for them, other than an idea for my fourth world where they will have different GFX.

I'm working on a hint file for the harder exits, if you guys really need it.

'wishes he could make the first world look better by using ropes and log platforms, or something, as a start'

Edit: As for the Item Box GFX patch, I used it at one point, but because my hack is 4 MB, it made it have a failed checksum despite working right.


(edited by Knight of Time on 12-19-06 09:28 AM)
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 12-19-06 11:33 AM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Originally posted by pikaguy900
You mean it said "Bad Checksum" in ZSNES? If that's the case, just simply saving a level in LM will fix that. Hurray for that cool feature.

*turns into Santa Claus and touches nose* There, now that 72 hours have passed, your demo must be ready. DEMO PLEASE! Just kidding. I didn't have any complaints with the No Mario Blocks- I read your first post AND the readme, UNLIKE SOME PEOPLE. Oh, by the way, care to give us a tiny pic of what a "Luigi-Only Pipe" would look like? Are you going to release your YI ExGFX? I've been wanting to use YI stuff for a while.


The Luigi-only pipe is basically a normal pipe.

As for releasing YI ExGFX, well, I guess I could, but at this rate, my hack may not be an early Christmas present anymore, as it needs more work (and some suggestions for my first world, to improve it, would be nice. Would ropes work (the platforms, not the rope mechanisms)?)

The FG stuff is basically the spikes and cement bricks, the BG from Koopwood Forest 3 was made by retard, but I had to move it to a different palette # because I don't like having the Mario/Luigi at the top left of the screen in any colours other than the regular red/green respectively. Ironically, that seems to happen each time I download a new ExGFX BG, because they always seem to use the first palette.
Knight of Time

Red Tektite


 





Since: 11-18-05
From: Canada

Last post: 6314 days
Last view: 6308 days
Posted on 12-22-06 08:06 PM, in Early Christmas present here- Super Mario World: Mario and Luigi's Double Trouble! Demo #2 + SS Link
Originally posted by LuigiFan767
This hack demo was real good.Also,how did you get the blueish tint on screenies 4 & 5?Also I wish you would make the full version soon.


The "bluish tint" I have in my fourth and fifth SS aren't really tints, they're simply usage of the water on a translucent Layer 2. FYI guys, when I made my third castle, I wanted to have the first area be about raising and lowering the water to get past certain obstacles, and that's why the water is translucent. It had to be.

As for the full version, guys, don't expect this anytime soon, I still have a fair bit of work to do, I may decide to revamp the second area of my first castle and make it be an auto-scroll, 100% underwater part (after all, neither of my other two castles have auto-scroll, and this one needs it). I also plan to have less coins in each of my first few bonus areas, just so getting a 1-up each time won't happen this time around, if that doesn't bother anyone here. Custom sprites may also appear in the first world, if I feel inclined to add some.
Pages: 1 2 3 4
Acmlm's Board - I3 Archive - - Posts by Knight of Time


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.076 seconds; used 466.59 kB (max 592.68 kB)