(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
05-27-24 02:45 AM
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: 6309 days
Last view: 6321 days
Posted on 12-30-06 02:36 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
I just tested ZSNES 1.42. Yeah I have the same problem with that. So if you want to play it on ZSNES the only solution would be to switch to an older version? At least I'm very sure that it works very fine on version 1.36, because that's the one I'm using.

And, uhm, there aren't any ceiling-walking koopas, but I'm sure that could be done with Sprite Tool as well. The answer is much simpler. Edit the normal koopa-graphics and place invisible mario-only-blocks under them.

Btw the trouble with ZSNES 1.42 is caused by the m16-7k-feature in LM. And I thought it would be gone but it seems it was there all the time. I just switched the emulator accidently and haven't noticed that I was using an older version.


(edited by FPI on 12-29-06 08:38 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-30-06 03:05 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
I just tried the new version 1.50 as well, and it seems to work fine... still can't see any slowdown-problems.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-30-06 02:18 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Yeah, you're overlooking probably the possibility that you can run up the wall on the right side.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-30-06 02:31 PM, in Second Reality Project II Status (+new Trailer) Link
Originally posted by Alice

Are those Panzers alive though? Their colour makes them look like gold statues.


No, they are just GFX-replacements for the munchers.

Originally posted by Alice
This looks OK, but I can't tell just what it's supposed to be. It looks like a cross between a cave and a space station.


That would be a fitting description, yes.


I assume the lighter red platforms, like the one directly above the Yoshi Dragon Coin, are a moving layer 2?


No, the difference between the colors only means that the darker ones are totally solid and the lighter ones aren't, you can go through them, but standing on them as well of course.



The orange blocks again have edge problems making them look like they're behind the BG, but otherwise they're quite nice. The BG is very plain, but I guess it does the job. The green junk doesn't really fit next to the orange blocks. Bonus points for using a Yin-Yang, but shouldn't one side be white?


The whole set is actually ripped from "Donald Duck in Maui Mallard", the Yin-Yang was this way. I don't know why they did it that way, but the fact that both sides are black is very fitting to the level, actually.



Does the coaster really move?


Yep.

Originally posted by SecretGlitch
The koopa is up-side-down, too. Are all the enemies up-side-down in that level?


No, you have to switch between ground and ceiling all the time.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-30-06 08:20 PM, in Second Reality Project II Status (+new Trailer) Link
Originally posted by FirePhoenix0
There seems to be a problem with the end of Midnight Canyon. There's no Goal Tape to break, the BG looks glitchy and the Palette doesn't look anything like the rest of the level. If I remember from a demo a long time ago, there should also be some Koopas and a Yellow Switch here. What's up with this?


I just made a few experiments on my own and the funny thing is, this happened during the hack-lock-process. I have actually two finished versions, both are totally identical, with the only difference that one of them is locked and one isn't. With the locked one I get the glitch you describe, the unlocked version works fine.


I unlocked the locked patch to see how it looks in LM and it was screwed up, too. So I think during the Lock-process something went wrong (or maybe during the ips-patch creating). The good thing about that is: It's "easy" to fix.
I just have to lock my unlocked hack again, make a copy from the locked hack, ips it, patch it, unlock it and open it in LM to see is everything is still allright... and I hope it is.

edit: That just doesn't work. I noticed after the unlocking that most of the levels are screwed up in LM, so that doesn't work. So, locking make problems, unlocking as well. At the moment it seems to me that providing the original unlocked version, which was never locked before, is the only way to make sure that everything is allright.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-30-06 08:26 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Yep, KPhoenix noticed that, too.
I've checked it out by myself, and it seems that something went wrong during the hack-locking-process. I tried to unlock it, but in most of the levels I get error messages from LM, and some graphics are wrong and whatever, so unlocking isn't an option.

The only solution I can think of at the moment is providing the original unlocked version I have, because with that everything is allright. I will have one ready very soon.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-31-06 12:32 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by AlexAR
Will my savestate work on your unlocked version?


I suggest making an savestate while you are on the Overworld - that should work, but I haven't tried it yet. The fixed version is online, btw. I hope there aren't any other surprises like that.


(edited by FPI on 12-30-06 06:33 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-31-06 03:04 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
You are wrong. Try to enter the first pipe in "Mario's Castle" - the glitches are still there, they only have the tendency to move to other levels by changing something in the hack. So I would still suggest to try another ZSNES-version, because sooner or later you WILL have problems with 1.42.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 12-31-06 11:11 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by sergio
P.D:How to beat Horror Mansion, i can find none to do here.



The first thing to do is to find a Fire flower (if you don't have one already) - it's hidden in one of the rooms, but behind a wall, but you can break the wall by touching it. After that you should find out which walls you can destroy with the Fire flower.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-01-07 02:16 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by sergio
I do this in horror mansion and get the key to open the level 1 door and get the other key but i can't do anything with it, the door in level 10 don't open. What is supossed to do now?
Edit: Thanks Kailieann now i hit the switch and i don't have idea what isthe next thing to do


The question you should maybe ask is, where's level 5? You have 0,1,2,3,4,6,7,8,9 & 10, but no 5. And is there really no level 5?


Btw, yeah the problems with the blocks sucks. I noticed the same thing with the "add 50/10"-seconds-blocks. You know I had an idea for an Sonic-styled underwater-level (with Labyrinth-Zone-GFX of course) and I created some airbubble-GFX, so that you can breath underwater, because they add some new time to the counter, but most of the time they just doesn't work, so the only thing I could do was to forget about that.

Hm, and about the key-blocks, it would be probably a good idea to add that in the Readme. I haven't realized, that this problem is so big, I've never read something about that on this board until now.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-02-07 04:58 PM, in What are the limits to using Level Enders for Custom Bosses? Link
Originally posted by icegoom
So I guess I'm asking what triggers the cinema scenes after castles. Are they just hardcoded to occur after you beat a Koopa Kid in one of the original castle levels? I've never tried sticking a Koopa Kid battle in a normal level before. Would that trigger a cinema scene? The original castle levels be used as normal levels so long as you don't use a Level Ender sprite to clear them, right? I don't really care all that much about having a cinema scene after clearing a world, I'm just curious about which levels I can use for what...


You can set the castle sequences after the bosses in the Owerworld editor. Go to "Owerworld" --> "Change Boss sequence levels" and set it to the right level number. But the sequence will only appear, if you really have a boss fight in the level. If you try to set up a sequence like that in a level without a boss in it, the cinema sequence will not appear.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-02-07 05:18 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by Surlent
It's not too hard for accumulating some lives in one of the easier levels, but this still takes time since you cannot use the good ol' known START + SELECT code for collecting flowers or capes.


Why not? It is actually possible to use Start + select here.

Originally posted by pikaguy900
even though it was SO obvious where it was, despite being "well-hidden


Oh, really? I had some thoughts about it, putting the message box with the hint in the hack was actually one of the last things I did before releasing it.


If there's one thing I've noticed, it's that you have bad names for levels. You took that one right out of an Indiana Jones movie!


Maybe you should see the movies. I'm not a big fan of my level names, too, but that is mostly because I have to use english names, of course.
I could them just call "Level 1-1" and so on, but I hate these kind of levelnames even more. Besides that, the levelname "Temple of Doom" isn't so unfitting at all. At least you have a similar trap in the movie: the downcoming ceiling with spikes on it.

Btw, ripping Wario Land-tiles is the easist thing ever. Forget about ripping from screenshots. Just open the rom in Tile Layer-Pro or YY-Chr (or whatever it is called, I never used it) and you will find mostly all important graphics (if not all) - they are all uncompressed and really easy to find.

Originally posted by BooUrns
It's evil that you can't keep Yoshi after you finish a level.

Since Yoshi is not compatible with most of the levels at all, it was neccessary, not evil. It's a little bit like in the DK-games, you couldn't take your animal friends in other levels either.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-03-07 05:39 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
That's because you don't need to go up there anymore. Like all the items, the door switched the location as well.

edit:

Edit 3: I'm already in level 5 but there isn't nothing to do


Sorry, I oversaw your edit. I'll give you another hint: The "5" is the answer.

Btw, I think I will release Version 1.2 very soon. It will include mainly some changes in Hotel Horror. Nothing major, but I decided to get rid of the key/locked-door-blocks, since they are obviously causing problems, which can be very irritating in a puzzle-level like this. (Because, if you can't open the door after getting the key, you first have to think of, that it's caused by a glitch and not by some other additional puzzles or whatever)


(edited by FPI on 01-03-07 10:48 AM)
(edited by FPI on 01-03-07 12:57 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-05-07 02:28 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Wow, the list looks actually really complete. If I'm not mistaken (and if you completed all the secret levels as well, you should have 94 exits with that)
(Ok it wasn't probably too hard to find out which levels have two exits since they are all marked with a red dot with the exception of Kamek's Magic Castle, Temple of Doom and Mario's Castle, obviously, because they are castle/fortress-levels.
Spoiler:
But, there is one other big exception.



EDIT: Version 1.2 is now up! Nothing major this time, as I said before, I just made some edits in "Hotel Horror" to get rid of the key/locked door-problem, so I think your actual save states should work on this one as well (with the exception of save states made in Hotel Horror, obviously)


(edited by FPI on 01-05-07 02:37 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-06-07 10:14 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Spoiler:
None of it. As I said before, it's a BIG exception...
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-06-07 11:22 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by sergio

P.D: The levels in secret world are awesome, i love goombe quest 3 and powercats castle. It's there a way to replay castles?



Of course, like in the original SMW, you have to press the L & R-buttons to enter destroyed castles again.



P.D2: What's the meaning of the A8 next to my file


As already mentioned in the Readme, after you've found 99 exits it will continue with A0 instead of 100 and so on until you get all 109 exits.



P.D3: I attach a image of a little BG bug.

Ah, damn. I thought I had that fixed a very long time ago, I guess I'm wrong. Thanks a lot for pointing that out. I won't put up a new version for now only because of this, but if anything more important is to fix so a new version is neccessary I'm very sure this will be fixed. But, once again, thank you for pointing that out. ^^



P.D4 (for FPI): If you don't like the spoilers i put PM me for deteling the post


I don't have a problem with the spoiler.


(edited by FPI on 01-06-07 05:25 PM)
(edited by FPI on 01-06-07 05:25 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-07-07 10:44 AM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
You can go through some of the walls. That will help you finding the switch you'll need. Have you found the message box with the hint? It will tell you what to do after hitting the switch.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-07-07 09:01 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
The easiest way for getting a savepoint would be probably playing Mario castle, since it's by far the shortest level in the hack.
If you are at the final level, you should have got a save point after the penultimate level, if I'm not mistaken, so your progress is already saved.

Besides that, there are throwblocks in the final boss fight, you have to go to the very right. They will appear when the Layer-2 scrolls up.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-08-07 06:50 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
No, but I've made a few experiments and it seems it was like that in the original SMW, too. I couldn't find a option in LM to change that (so that you would get the save prompts everytime you finish the level with a "Save prompt") , so the only level I've found that WILL give you a save prompt after beating the level again is... "Hotel Horror". It seems the Ghost House-levels are working a bit differently than all the others. I just tried to get the same effect with a castle, and even without a destruction sequence, you won't get a second save point.
So, that means at the moment there is nothing I can do about that.

edit: Ah! I found a solution! So that means that version 1.3 will be coming, haha, since I can understand that disappearing savepropmpts could be a bit frustrating. Sorry for that, I just never noticed that, lol. And playing Hotel Horror everytime you want to save is surely not a good option, so yeah... Some more work to do to get some save prompts in the hack...

edit2: So yeah the work in LM is done. You have to wait a few days for the new release, because I changed a lot of things on the OW, and I want to be sure that I haven't screwed up some event-stuff and of course I want to know, if all the changes are working right. I'll need some time for it.
The "Green Valley" and the graphic-glitch in "Funhouse Deluxe" will be fixed in the new release as well, and I've made another change, too:
Since the last Extra-level (where you can get the Power-ups) used the Funhouse-GFX I thought it would be a nice change to use the Ghost House-tile for that Extra-level on the OW. In addition, unlike all the previous Extra-levels you can enter this one again and again... so it will be a nice place for getting power-ups AND savepoints!... in the next release.


(edited by FPI on 01-08-07 02:09 PM)
(edited by FPI on 01-08-07 03:12 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6309 days
Last view: 6321 days
Posted on 01-09-07 05:31 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by sergio

P.D2: Nobody can help me. Pass a game at 99% with only one exit left is frustating. What do you need to help me?


Since zztman pointed out the Save Prompt's unusual behavior, I would guess that you've found all exits, but can you tell me what was the last level/exit you played (in case you remember that). - Most of the secret levels have Save Prompts, especially when they have dead ends. But there are some secret levels which don't have save prompts, so if you played one of them at last, you don't get a save point and the title screen will still say A8. If you haven't reseted the game some time after finishing all the levels (from what I can see on the screenshot I don't think so) the best you can do at the moment is playing Hotel Horror again and get a save point after that, save, and reset and see, what the title screen says. If it still say A8, you missed something, obviously.

Btw, thanks for letting me know about the Crazy Castle-glitch with the wall!


I got to the boss room in Crazy Castle and was very surprised to find NO BOSS. I finally realized that Zycloboo didn't appear because I brought a red shell through the pipe with me. I think there were too many sprites, so Zycloboo didn't appear.

This could be fixed by using a door to get to the boss room instead of a pipe, preventing Mario from bringing any items with him.


Yeah... thanks a lot for pointing that out. Still very weird. You can have dozens of eeries per generator, additional ghosts and even a fishing boo along with the Big Boo-boss sprite, but two small ghosts, a level message and a shell is too much. I'm surprised now, that the boss fight in World 3 worked. There are even three shells in the level and no problems with Zycloboo. Blah, whatever. Making a door instead of a pipe will solve the problem. Thanks again!


...It was pretty good but didn't seem all that challenging or unique compared to a lot of other levels.


Spoiler:
I think the whole world is not "that" hard if you compare it with world 6 or 7. (maybe with the exception of Balloon Cave #1, which is imho the hardest level in this world) So... I don't have a problem with that. Just another addtional bonus-level.



Are there any levels besides one to have a koopa kid fight? (I'm pretty sure not, but I'd rather be certain.)


No, there's indeed only one.
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 0.067 seconds; used 457.70 kB (max 593.44 kB)