(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
05-06-24 02:00 PM
Acmlm's Board - I3 Archive - - Posts by FPI
Pages: 1 2 3 4 5 6 7 8 9 10
User Post
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 11-19-05 12:32 PM, in Hack Database Link
I want also to make some updates. My first hack, "The Second Reality Project" is also in the Main list, but all the links are very outdated, so I've made a updated version with working links and downloads.
Funny enough, the same hack is also listened on the "Hacks in progress list", which is wrong of course. The same thing counts for my "Chaos CompleXX"-hack, which is also completed.

The Second Reality Project 1
The Second Reality Project 1 - SNES Version
Screenshots TSRP1
Screenshots TSRP1 - SNES Version
Author: FPI Productions
Status: Completed
Playable stages: 75
Release Date: 2002
Release Date SNES Version: 02 / 16 / 2004
Description: One of the first large hacks to be completed, and still undoubtedly one of the best. The fact that it doesn't have a custom OW shows its age, though.
Difficulty: Easy ---> hard
Locked: Yes
FAQ: Not really a FAQ, but maybe helpful: Secret exits
Rating:

Super Mario World - Chaos CompleXX
Screenshots
Author: FPI Productions
Status: Completed
Playable stages: 26
Release Date: 08 / 09 / 2003
Description: Like GoldenYoshi's "SMW Minus - Utter Garbage", this is a garbage hack.This hack is full with glitches, weird colour palettes, annoying and simple level designs, and a lot of message boxes with senseless and funny comments - engrish included.
Difficulty: Easy
Locked: Yes
FAQ: N/A
Rating:


(edited by FPI on 11-19-05 11:33 AM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 12-18-05 11:18 AM, in What's your "slow spot" in SMW hacking? Link
I voted for "graphics (setting up etc)" - finding/ripping them isn't really a problem for me but I need a really long time to set everything up in LM.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 12-18-05 11:27 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
I would like to request two custom blocks for SMW.

First, I need some kind of the "Sprite Smashable Brick" , which changes into the next Map16 when hit by a koopa shell.

Second, I need a mix between the "Sprite smashable brick" and the "Goal Block", so what I need is exactly a block which ends the level by hitting the block with a shell.

(I posted the request some time ago in the "old" board as well, but you know, it's gone now, so I try it again)

If anyone could help me out with these two blocks, it would be really much appreciated!!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 12-19-05 03:05 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by Xeruss
Hmm... I think there already is a "sprite smashable brick"... If I'm wrong... sorry.


I know, there is a "Sprite smashable brick" in the Block inserter. But afaik there is no one, which changes into the next map16, or one which will end the level by hitting it with a shell.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 01-04-06 03:18 PM, in Lunar Magic on German TV Link
Originally posted by andres
But that isn´t illegal?


Afaik Giga TV don't care that much about illegal stuff. Some time ago they showed also several times some Star Trek TNG-Fandubs called "Sinnlos im Weltraum" (Senseless in Space), which was made just by fans without the permission of Paramount. And I'm very sure Giga TV hadn't the permission to show it, but they did nevertheless. This Lunar Magic report is just another example.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 01-24-06 04:58 PM, in The Pac Man concept Link
The screenshot looks really great. I had the idea of doing a Pac-Man-SMW-hack a few years ago, but I never get into it. Mostly, because I'm still working on "Second Reality 2", but for a few years, I thought I would done it earlier to come up at first with an idea like that, lol XD. But besides that, I really would like to see a Pac-Man-hack. Full with puzzles and of course you find all the "coins" to get to the exit (like in Pac In Time for the SNES as well, if i'm remember right)

Too bad, that's only concept art. I would really like to play a hack like that!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 01-24-06 05:15 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
Originally posted by FPI
I would like to request two custom blocks for SMW.

First, I need some kind of the "Sprite Smashable Brick" , which changes into the next Map16 when hit by a koopa shell.

Second, I need a mix between the "Sprite smashable brick" and the "Goal Block", so what I need is exactly a block which ends the level by hitting the block with a shell.

(I posted the request some time ago in the "old" board as well, but you know, it's gone now, so I try it again)

If anyone could help me out with these two blocks, it would be really much appreciated!!


Hi there, it's me again!
I would like to know if there is some progress on this (if it's even possible). There is no need to hurry, I just would like to have the status (for example if anyone tried it and it didn't worked, there is no need for me to wait for this, right? ) Thanks! ^^
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 01-26-06 06:42 AM, in The Pac Man concept Link
Originally posted by Skie the Kitsune
But, I just wanna ask, what are spikes doing in a game with Pac-man in it?


Can't see a problems with that. You have probably never played one of the Pac in Time-games, they have the ghosts included as well as dozens of other enemies, they have spikes, lava, whatever and even dozens of different locations. So, in fact you can do everything in a Pac-Man-themed hack.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-04-06 09:54 PM, in Mario's Return demo 1 Link
Originally posted by Alastor the Stylish
Ha ha. If you think the paths don't work lined up like that, I direct you to the rest of my overworld



On a first look, they are all working...
but you will have later problems with that for sure. Place a level exit tile on the overworld as well to connect the main overworld with one of the smaller ones, and the chances are good that the connection will not work right. It will sometimes also happen, that you want to enter a level, but instead of the level you see the bonus game round forever. Trust me. Take a look on the path connections in the original SMW and try to do something like that. What you are doing right now will not work right!




About the problem with the triangle: Why not using ExGFX for that grassland-tile, so that it looks like the proper pipe-tile? It shouldn't be so hard and it will look much better.


(edited by FPI on 02-04-06 08:55 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-04-06 10:02 PM, in Mario's Return demo 1 Link
Yes.. you're right of course.
I mixed the things a bit up, because I never used the normal GFX for something like that XD, but yeah, it's only some Map16-stuff as said by Sukasa. ^^


(edited by FPI on 02-04-06 09:03 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-05-06 03:02 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
I have another question right now. I was playing with the "mario only blocks" a bit, and I would like to know, if there is a way to make the block passable for Fire-Mario's Fireballs? Or is it impossible? I still want it inpassable for all the other sprites, but not for Mario and his Fireballs... _¬
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-06-06 04:47 PM, in Super Mario in Learning Land: Part 1 Link
From what I can see on the screens, the Overworld is very well done, and the title screen looks good as well. But I think, that these SMB1/3-levels are overdone.
And I agree to the others, the enemies are looking very strange. On the first screen I first thought it was a glitch.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-06-06 05:24 PM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
I just tried it right now and it worked perfectly! Thanks a lot!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-09-06 12:02 PM, in ZOMG hacked in new animations Link
Originally posted by Techokami

This level is a LOT of fun


Hehe, yeah, that looks something familiar. ^^ Some years ago I had the same idea about the lost levels, but I used only the one on this screen in SRP1, because this one is the "best" of the incompleted stuff I would say, all the others looked too boring or much too incompleted.




All the new sprites on all the screens are looking awesome, but I think the new goomba is my favourite. Excellent work on that! And also much better than the usual SM Allstars replacements which seems to be overused much like the original SMW-Goombas.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-10-06 11:59 AM, in FuSoYa's B-day? Link
Originally posted by Crysillion
Oooh. I was wondering why he was riding a blue Yoshi. Haha, thats neat.


Yeah, me too. But this is a very nice gag. So, Happy Birthday, FuSoYa!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-11-06 01:03 AM, in Update on Blocktool §Ù [Omega] Link
That sounds all great so far, can't wait for the release, because I have actually really huge slowdown problems and the old slowdown fix don't worked right for some reason. I also can't wait to finally insert new blocks, because I actually don't inserted so much, because I feared, with every new block the slowdown gets bigger or so, lol. Thanks for the great work!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-13-06 05:08 PM, in Vertical Level BG Problem Link
Originally posted by Xeruss
Try playing with the BG\FG initial position, or at least make sure the level starts on screen 1, not screen 0. (Oh, and for clarification the BG/FG initial position can be found by clicking the mario head.)


Afaik that is wrong. Don't use oddnumbered screens as an entrance in a vertical level or you will have this garbage on screen.

It's also helpful to set the BG scrolling rate to "None".
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-17-06 06:31 PM, in Advice for new SMW hackers! Link
Originally posted by LocalH
Everybody's forgotten the most important rule:

38) You can ignore any of these rules, as long as your hack is still awesome.


I think I absolutely agree with that.
Some of this advices are helpful, of course, but in some way this list is also a limitations list, some kind of "make what we want" - no, you should do what you want. If you start hacking SMW, the chances are good, that you have some kind of vision or whatever of what you are planning to do...so, make your own thing.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-18-06 08:41 PM, in I have a serious problem... Link
Uhm yeah, I just started a new game to test some overworld event shit, and just noticed a glitch which makes it impossible to start the game. For whatever reason the intro level is screwed up like you can see on the screenshot:


Normally the message is layed over the Big Boo and the bad thing is, after the intro sequence, the intro sequence start again... and again... and again... no way to get out of there.

I actually checked my old security copies, and the last one which is working right goes back to november 05... so i did shortly after that time something that screwed up the Rom somewhat.

So, what can I do? ... I think the easist way would be to save the levels and import them in the last working security copy, but as far as I know there is no way in LM to save/copy/insert the Map16-data so I have to set all this shit up again, right?
OMG that could be funny, lol. If anyone have some other ideas/suggestions, it would be much appreciated...
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6288 days
Last view: 6300 days
Posted on 02-18-06 08:56 PM, in I have a serious problem... Link
Originally posted by asdf
There is a way to copy Map16 data. The F2 and F3 keys and the F5 and F6 keys will do all the work. I don't know what you did to cause that to happen, though. But it is important to identify it before it happens again.


Wow, that's great, never noticed that before (it just never was important for me,
) I just tested it, and from what I can see, it worked very well... so that isn't a big problem anymore. I think I will everything getting right again.
So, thanks for the help!
Pages: 1 2 3 4 5 6 7 8 9 10
Acmlm's Board - I3 Archive - - Posts by FPI


ABII

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

Page rendered in 0.018 seconds; used 439.63 kB (max 572.19 kB)