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05-27-24 04:31 AM
Acmlm's Board - I3 Archive - - Posts by FPI
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FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-18-06 05:59 AM, in Mist help needed Link
Originally posted by wtfweb
speaking of the mist. how does the game decide whether or not to make it transparent?


You're the one who can decide it, in the "Change properties in header"-setting.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-19-06 06:54 PM, in Super Mario: The Crystal Gateway - So Far Link
Instead of getting demos out as soon as possible you should really take some time to work on your hack. It's not really clever to put out a demo in which mostly everything is unfinished/in progress and just a few playable levels and so on. And from what I can see on the screenshots the hack need some work, especially with the overworld. It just looks like a glitched Yoshi's Island-overworld. So I would suggest to stay a bit away rom the "OMG I must release a demo" and use the time to set everything right in the hack. Maybe that will take some time of course, but that shouldn't be the problem...
And after that, it would be a good step for a demo.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-21-06 09:48 PM, in Trailer time! Link
Uhm yeah, I was bored the day, so I thought it would be fun to create some kind of trailer for my upcoming hack... so, here it is:
http://rapidshare.de/files/18615031/srp2trailer_xvid_.avi.html

Xvid-codec, 13MB
Not the best quality-wise of course, but it's just a trailer, so... that should work.
If you want to see it in HQ, you probably have to wait for the finished hack.
And if you find some engrish etc in the trailer, please let me know... and i will change it as soon as possible.
Hope you enjoy it!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-22-06 01:11 PM, in Trailer time! Link
I'm glad to see, that there are a few guys here who get the idea behind that XD
Besides hacking SMW for example, one of my main hobby is making movies, I started with that in 1996 and felt in love with that, so since I figured out that Snes9x could record avi's that was a "must to do" for me.

In fact, for all the ones who prefer screenshots, there is nothing wrong with screenshots and you can still find a lot of them on my site, so if you haven't the capabilities to download the trailer, you can still take a look on the progress from the hack. During the past few months, I updated the screenshots quite often, so.. that shouldn't be a problem.


I'm looking forward for your next demo

No more demo, the next release will be the final version... I just need to make one level and after that it's done!
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-22-06 05:45 PM, in Trailer time! Link
Originally posted by Darthroma
Check the video in minute : 1:48
I want to know of which game is the FG.... i donīt want it.... i want it the GAME, i donīt know the name of that game, but i remember the FG....the principal character is a Red Chikcken, isnt ?


You're absolutely right, it's Alfred Chicken! I just love the GFX from the SNES-version, but i also think, besides the graphic, the Gameboy/Amiga-version (which are the same) are much superior to the one from the SNES. Alfred Chicken for Gameboy was actually my third Videogame I've played and the first I've felt in love with, i think it's just awesome and totally underrated.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-25-06 10:33 AM, in Few questions (OW/Title screen related) Link
Right now, I have a few questions...
First, knows anyone the four colours in the palette on the OW which are used for the "!"-blocks (which appear after beating the four switch palace-levels? And in addition, how the game knows, which colour have to appear on the OW-blocks? I actually have the problem that the yellow, blue and red switches are working fine, but if you hit the green one, yellow blocks appear on the OW, too - (in the levels it's working right of course)

Second, I have a new problem with the title screen. Unlike DWTLC, the exit counter on the title screen doesn't say 100 exits, if you've found 100, it actually says A0 instead (and so on) . Nothing mayor of course, but still a bit weird, so if anyone knows how to fix that, that would be appreciated as well.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-26-06 09:21 AM, in Few questions (OW/Title screen related) Link
Thanks a lot for testing that! You're right!
I actually have to change the level a little bit, but yeah, it's working right now!

So the only thing left is the problem with the title screen...
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-28-06 06:14 PM, in What's up with this? Link
Originally posted by The V
The game acts like the level is empty. All I see is the BG image, but it thinks the foreground is totally blank and I die as if I fell through a bottomless pit. BTW, the level doesn't start with a pipe entrance. I tried moving Mario's starting position and changing the initial FG/BG position. I saved the changes back to the ROM, so that's not the problem.

The only thing I think could be causing this is the number of rooms that make up the level. Path 1 has 4 connected rooms, and path 2 has 2. I don't know if that's what's wrong or not. There are other levels that have multiple rooms (e.g. Bowser's castle). I didn't make any path changes in the Overworld, so we can rule that out. I'm pretty sure I've done everything right, so what's wrong?


So you can see Mario actually falling down?
If yes, check out if your door pipe/door leads to the right location. Maybe it misleads to a secondary exit. If you're using the M16k7-feature, that could be the problem as well, but It's rather unlikely, because you normally don't see a BG-image, and if yes, not in the right colours. You should also check in LM, if your exit is near a subscreen boundaries, that could cause problems sometimes as well, especially in a vertical level.

If you have a level with many exits in there, that's not the problem for sure. I have a level in my hack with dozens of exits/secondary exits in there and they are all working fine, so I don't think that could cause any trouble. And in addition, the Overworld has nothing to do with that as well.

Edit: Forget most of the things I said above. I just noticed, that you have trouble with entering a level dircetly from the overworld, right? If yes, the OW could be indeed the problem. Is there a chance to take a screenshot from the OW with the path connections visible?


(edited by FPI on 04-28-06 05:16 PM)
(edited by FPI on 04-28-06 05:22 PM)
(edited by FPI on 04-28-06 05:23 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 04-28-06 07:34 PM, in What's up with this? Link
Originally posted by The V

I'm coming in through the main entrance from the Overworld, but since I didn't change any Overworld paths (in fact, all my OW map changes have been palette-related), I don't think that's the problem.

Yeah, if your Overworld is the same as in the original (besides the Palette changes) that shouldn't be cause problems.

But... can you actually see Mario falling into a pit or it is that you just can hear the soundeffect, which comes up when Mario dies? I really think that you probably have a level and Mario's starting position is somewhere at the bottom part from the screen in LM and you've probably set the init FG position to 00 (maybe with "No Vertical Scoll enabled", but that's not neccessary to cause this problem I think). Otherwise, I can't see, what could be wrong, besides all the stuff that is already mentioned in this thread.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-02-06 04:26 PM, in Coming This Summer! Mario Z Link
I also think the last two screens are the best. I like the idea with the clouds very much, and the red/black BG fits the last screen very well. Some of the stuff in the screens looks a bit weird, but also very unique, and that can't be a bad thing! Good Work on that!


(edited by FPI on 05-02-06 03:27 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-03-06 12:51 PM, in Coming This Summer! Mario Z Link
Originally posted by Stifu
it's very hard to take blood and death seriously in a Mario game... The whole thing is more comical than dramatic. Actually It kinda has a South Park feeling to it.


I agree with that absolutely, but from what I can see on the screens, I don't think it must be only a bad thing. Everything on the screens looks a bit exaggerated to me, so the comic/blood-style works, imho. But maybe it's just my weird sense of humour...
I agree that some stuff needs work, and i haven't played the hack yet, so maybe it IS bad, but overall, I like to see this much more than the typical "OMG I have to design a hack which could be easily an original Nintendo-game".
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-04-06 04:25 PM, in layer 3 mist Link
Go to "change index of graphics in header" and set it to 5 or D if you want to use the mist.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-05-06 09:22 AM, in Map 16 page Link
If you just start with page 4, you can't be wrong.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-05-06 01:17 PM, in This one question may help me a LOT... Link
I'm not sure, if you can inport it in YY-CHR (because I never used it), but it's possible to import bmp's in TLP. In fact, I used that method mostly every time, if I wanted new GFX in my hack, but it's not perfect, because even if you save the BMP to have only 16 colours before importing it in TLP, there are still some colours "missing", so normally you have some work to do to set everything up right again. (Maybe there is another and better way, but that's the only one I know for that.)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-05-06 03:51 PM, in Vertical BG Link
As an entrance in a vertical level, don't use an odd-numbered screen. In addition, it will also help to set the BG scroll to none.


(edited by FPI on 05-05-06 02:52 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-10-06 12:44 PM, in stuck on mario second reality Link
You have to use Lakitu's Cloud and fly down below the normal exit.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-13-06 05:01 AM, in stuck on mario second reality Link
The blocks aren't unbreakable.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-13-06 06:19 AM, in stuck on mario second reality Link
Like in the original SMW, surprisingly with the Spin Jump.
And like in the original SMW, you must be big, of course.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-14-06 04:05 PM, in vertical level problems Link
As an entrance in a vertical level, don't use an odd-numbered screen.
It will also help to set the BG scroll to none.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 05-16-06 02:12 PM, in Hack-related gameplay questions ("stuck in hack x"). Link
Originally posted by Pac-Man
Originally posted by Tanookirby
in SMW X SER: Bowser's Strike Back?

... In what game?



http://www.smwcentral.net/?p=showhack&id=56&PHPSESSID=b1baba3e43e45070feb7295951210695
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Acmlm's Board - I3 Archive - - Posts by FPI


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