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Acmlm's Board - I3 Archive - - Posts by Glyphodon |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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I don't think the Fishbones detect walls like the other sprites. I doubt you'll find many other sprites that won't be blocked, like urchins.
And since it's mainly one sprite you're worried about, you should just test it yourself. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Con: The administration is fucked up.
Yeah, I went there. Seriously, though, there's this whole flipping from banned to admin thing that Xk did, and Acmlm isn't even around anymore, and it's all pretty fucked up. It's probably the best rom hacking board, though. There just aren't any other rom hacknig boards I know of with people who are both decent and active. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Effing internet. Can't even tell when people are being sarcastic anymore.
Seriously, SMB3? I mean, it was like SMB1 except with more responsive control over Mario and longer and more varied worlds, levels with more blocks, paths, better graphics, enemies in greater variety, and just fun stuff in general. Also, now is not the place, but World kinda sucked. And you totally missed a lot of the originality that made SMB3 so great. Most of the originality World did have was dumb. Chucks and layer 2 levels and less varied yet more unbalanced powerups. Nobody wanted to wait around and hit those jerks thrice. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Augh. How can a game have "too much stuff" or "be good, but not the right kind of good"? Seriously, though. I'm not just talking technical, I'm just talking in nearly all gameplay aspects SMB3 is superior.
SMB3 may have had rather lame boss battles, but at least they weren't all Bowser. You guys don't have a leg to stand on. SMB1 was more linear, had less powerups, less enemies, levels that were repeated, and bad graphics. Not NES so much as just ugly, take a look at Bowser or Peach. The levels in SMB3 weren't bad at all. And they sure as hell weren't repeated. You had all kinds of things that blew SMB1 out of the water with more levels, good levels. Speaking of which, SMB3 had ACTUAL WATER. Puzzles. Items. The entire enemy lineup of SMB1, tripled. Areas where fireballs came down from the sky. Areas where you had to jump on para-beetles. Areas that moved around if you didn't have a music box. Spinning platforms. Waterfalls. That angry sun. Wrap-around levels. Much more music. Whatever SMB3 had, they used just fine. And even more secrets than SMB1, with a more interesting warp zone and hidden hammer-block areas. And hell, even its plot was kind of interesting. Bowser didn't kidnap the princess until you beat level 7, and this was back before Bowser kidnapping the princess was run-of-the-mill. SMB3 kicked so much ass that if my NES emulator wasn't so shitty and my real NES systems broken down, I'd go play it right now. No, I will play it right now. Even though FCEU always screws up my desktop. I might even start hacking it again. (edited by Glyph Phoenix on 12-01-05 09:48 AM) |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Actually, that'd be pretty awesome. Those spinning wrap levels were really quite fun.
And now, for a I'm not a big fan of SMW2. It's got some cool stuff, but lots of dumb stuff as well. And Baby Mario is annoying. But one thing they did get right, methinks, is the point system. I'd like one of those for SMW. Normally, all you can do with a level is beat exit 1 or exit 2. And that's lame. If there was this point system so depending on how many coins you collected or enemies you beat or points you earned, the level would act differently, I think that'd be so great. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Well, as for screen exits, you could just set 7E1493 to $FF to end the level via ? mark sphere, or 7E1434 to $30 to end level via keyhole. These I take directly from the old archive; I haven't played with those two much...
I myself could probably set up a block or something that only let you through if you had X coins or whatever and use it by exits, but the only way that can interact with the overworld is the secret and regular exit. Hey, if there was some way to get it so you need 25 coins to go up, 50 coins to go down, 75 coins to go left, and 100 coins to go right on the overworld, you'd be able to create some bizarre, but fun overworlds. Naturally, you'd have to cut down on events and have to make lots of levels loop around or not do anything at all. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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No, no, no. There was hardly anything even resembling mean in that post.
You're a moron who shouldn't be messing with a rom or posting in a forum until you at least learn what the hell you're doing. That was mean. Compare with her post. See the difference? |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Uh, here. | |||
Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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The game's so lacking if you don't have the powerups, even if they are broken. So I say keep them in, even though I hate them. Haaate them.
HP systems are bad. There's just no good way to have items that increase it. I tried it, and I found that it kinda sucks. And BMF, you could always change the cape a bit and call it a different powerup. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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^^It's entirely possible. It's just not very fun. Powerups generally pwn HP, even as broken as they are. | |||
Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Except, y'know, not stupid. Like my nunchucks were. They didn't have enough frames, I didn't disable floating, yeah.
Since you're BMF, you'll probably go the distance with whatever you do, but if you really don't feel up to it you could always repalette and call it a different type of cape. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Kyouji is right. The interrobang does win the internet. Can anyone best this awesome symbol‽ | |||
Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Between BMF's forum's memory map, the old old Acmlm's memory map, the latest archived Acmlm's memory map, the current Acmlm's memory map, and now this, we've got a shitload of repeats. | |||
Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Don't do this anymore. When you make a topic on a trivial idea such as this, the topic won't likely generate any useful replies and might break out into spam. You'll be no closer to figuring out which choice is better, and the topic will drift off and be one more obstructive topic between the front page and whatever good, informative topic someone is looking for.
Only you can decide anyway, right? So make the 2 second decision already and get back to the hack. Snow, desert, it's all blah. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Originally posted by empulse Well, there's your problem. You don't have any ROMs. Seriously, though, you should get SNESTOOL. It can add and remove headers. And you'll need a headered rom to use Lunar Magic. If all else fails, look elsewhere for an already headered rom. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Glyph to the rescue. At x2D11B there are three bytes.
A number is stored in Mario and Luigi's bonus star counter and decremented and stored again until. The code is written a bit weirdly; you may think changing it can free up some space but it will only cause the game to glitch. Anywho, change 9D XX XX to 9D BF OD to increment coins instead of bonus stars. But there's a problem here: Coins can increase beyond 100 if this is coded that way. So, uh, you'll have to find a way around that. Either that or change 9D XX XX to EA EA EA, meaning absolutely nothing is increased. I'm a bit rusty, so there might be some stuff I didn't catch here. Apologies in advance. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Making the bullets go straight would not only be a bit tricky, but it would make Goombas unkillable with them. The answer is obvious: Grenade launcher. | |||
Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Uh, no. You can't even travel up ceilings and Mario is considerably slower with more hazards than Sonic, so going Sonic fast would be impossible. Using triangles to scale instead of ledges might give things a smoother, more Pac-manish feel to things. | |||
Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Force people to program a totally new system rather than modifying an existing app. Ha ha. (Geiger's debug, anyone?)
Spend your time writing a separate documentation rather than just commenting the code. Ha ha ha. Open source code would cause people to believe to believe they have power and that is bad. Ha ha ha ha ha! "more knowledge is shared" when code isn't released open source. Ha ha ha ha ha ha ha! This is even funnier than the one with pages over the validity of the name "Rom hacking". Keep it up, this stuff is great. |
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Glyphodon Since: 11-18-05 Last post: 6332 days Last view: 6313 days |
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Originally posted by BGNG QFT. BGNG, your keen senses are a gift to us all. *cough, cough* |
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Acmlm's Board - I3 Archive - - Posts by Glyphodon |