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| Acmlm's Board - I3 Archive - - Posts by FirePhoenix0 |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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| I want to dump some Super Metroid graphics for possible use later in my SMW hack. I'm just not too sure how to go about doing so. I had thought I'd seen a dump graphics option in SMILE but that turned out to be something else.
How do I dump the Super Metroid graphics? Actually, how do I just dump graphics in general? |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Mods, delete this thread, I accidentally hit the sumbit twice...![]() (edited by FirePhoenix0 on 11-28-06 02:47 PM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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| I'm no good at reading Hex so I don't know what that all means.
I'm trying to get all the tiles from the game from all the areas on Zebes too. Though thanks for what you did give me. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by Joshua368Yeah some of the Star World levels are pretty cool. Though I really need to change some stuff around in the pipe level. I just haven't come up with a good way of restricting the player from having fireflower when they come down the drop other than adding the unavoidable black pirhana but even then there's the problem of the item in the box falling down. It keeps falling all the way to the bottom of the stage and if you have fireflower, you can still grab it and skip half the level... |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by pikaguy900Hmm, you're right that'll work fine. I didn't think to check Blocktool for a block that would do that. Yeah something like that will definitely work better than "place two feathers under a pipe you have to slide under to get by." That was the first thing I tried, even before the first Deja Vu demo was released. ![]() |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Well, I inserted the "change into Super Mario" block and it works fine. Thank you Blocktool.![]() I've been working with YY-CHR the past couple days, editing some graphics such as the turn, cement, and "used" blocks and their animations/sprites, the Mushroom/Fire Flower/Star and the 1/2/3-up text. I've also edited all the text for the message blocks in the game, as well as the timer and score numbers. I've got a few pictures of the new graphical changes as well.
First, here's a sample message block with the text changes in it. You can also see the timer/score number changes as well.
Here's a sample of the turn and used blocks. You can also see the edited Fire Flower in the Item Box. Yes I realize the 4's in the score have too many black spaces on the bottom left. I'll fix that.
Now the cement blocks look like square blocks. Their old "almost square" graphics always bugged me. There's the new 1-up text in here too. No picture with the Mushroom in the box but basically the eyes on it have been shifted slightly to one side to make it look like it can see where it is sliding off to when it moves. Same for the 1-up. Other than graphics, I have a new level to show two pictures of, and I ave two shots of the new Bonus Game I created.
This is the Cave of Foliage. I just about have the palettes right except for one gray spot in the rock background. You can see it in the second shot. I can't find which swatch it is! I'll find it eventually.
For the Bonus Game, I created a Super Smash Bros Melee-like "race to the finish" course. You have 45 second to get to the end of the course. If you run low on time, seeing as you can only leave by side exit and there's only one open side, grab a Goal Point Sphere to restart the game.
There's more than Bullet Bills. There are Koopas, Goombas and a few others too. I still need to finish up the rest of the status bar text and titile screen text, as can be seen here:
See? Only thing different is the numbers in the dates. I hope to finish up the graphics soon and move onto working on the third world some more. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Wow, I'd never have noticed that even after playing all the SM hacks I could find. Good eyes Kejardon!![]() |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by Heran BagoHow do I do that? @KPhoenix: I'm not sure if YY-CHR can do that but I can try. It would just take much longer than I'd want but oh well. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by DrewsephThat would rock Drew. Hey, just wondering, are you thinking of making some other hack at some time? I'm not saying you have to because I know that you spent a really long time on this, but it would be interesting to know. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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| 9. The Big Boo Boss is at level E4. Using him in this level activates the secret exit. Using him in any other level though activates the normal exit so plan accordingly.
Also, there's another way of making more bosses than just linking to the levels. You can use the manual insert dialog by pressing "Insert." Once you do that, you can enter one of the following Hex codes to bring up sprites not accessible in the normal sprite insert dialog. A0=Bowser Scene A9=Reznor. Be sure to insert four of them. Other Boss things you can insert are: A1: Bowser's Bowling Ball A7: Iggy's Ball B5: Sinking Fireball from Boss Battles Just remember that you have to be in sprite editing mode otherwise you'll get an "add object manual" dialog instead. (edited by FirePhoenix0 on 12-04-06 09:50 PM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by Bones_the_GreatWith YY-CHR, I had to just figure it out on my own. It looked diffucult at first but, really, just find the graphics you want to edit, upload a save state from the game you are editing the graphics of and then find the colors and start editing. Remember to hit save in YY-CHR and then if you're editing Super Mario World, hit the Green Mushroom icon top do a quick insert GFX. Then reload the level to see changes. Also, remember any changes you make to the graphics are saved for the whole file and every level that uses it so if you're trying to test an idea out, save it as an ExGFX and insert it using the yellow mushroom (Quick Insert ExGFX) and the Super GFX Bypass. This way, you won't be changing the GFX for good incase you mess up while making the graphics. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by icegoomWoah, those are pretty sweet, Icegoom. I say go for it submitting them to SMWcentral. Someone could definitely make use of those Koopas. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by DrewsephI remember that glitch with the Sector 2 guardian. That was really frustrating for me because I hadn't saved nor save-stated in a while (and I didn't know about the rewind key) so I had to reload and head all the way back to it ans carefully jump in for fear of getting stuck again...
I also remember the Morph Ball Mazes. Those were vicious in both good ways and bad. Though I think I was able to skip over about half of the one in the picture by using Space Jump then entering from a point above. That was evil at the end of it though with the crumble blocks! Evil!(edited by FirePhoenix0 on 12-08-06 03:40 PM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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I'm having a lot of trouble choosing a palette for the Ghost House level in the Vanilla Dome (now the Candy Dome) so I thought I'd get some advice. I have three palettes: pink for Bubblegum, green for Spearmint, and white and red for peppermint. Tell me which one you like best or if I should do an entirely different "flavor."
Bubblegum.
Peppermint.
Spearmint. Myself, I'm leaning towards either the Bubblegum or Spearmint. Peppermint just doesn't look too good to me. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Holy. Crap. That was amazing. I've never seen anything like that before. I couldn't make something like that even using Photoshop! The final product looked like it was hand-drawn or something! |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by pikaguy900Yeah, I mean as of now, I'm not too hot about it. If I go with it, which many people seem to like best for the idea, I'll do some more tweaking. Maybe I'll try a black blackground (not solid black) like KPhoenix suggested over IM last night. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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| 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? | |||
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Got some screens to show.
First, just how do I fix this? I have a one screen room that I don't want any scrolling in but if I choose that option, the level won't scroll back over and show the whole screen. I could change the entrance location but if i can remedy this without doing that let me know.
I call it Tetris--Mario Style!
This is an experiment that I hope to put to use someday because hand-drawing those tiles were the biggest pain in the ass I've ever done. I'm happy with how they came out. If you look at the palettes though they look so strange, esp. the colored sprite ones.
These last two are from the new overworld that I'm creating for my hack. Let me know what you think. ![]() |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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Originally posted by Raccoon Sam What I've done is becuase there's no option to restrict horizontal movement for a vertical level, I've placed the part of the level where you actually walk and move in the center and when you see a door (pipe tiles) you'll see a little of the room beyond. The hardest thing though is that in SMW, you can't have entrances to two different areas on the same vertical screen you that first pic you see is actually a horizontal level and that's as far as it goes. Because of this, I've also had to place a Goal Point Sphere at the first vertical room that uses the orange Brinstar palette because I need to be able to access both of the exits there but can't in the same level. So by putting it into two levels, I've made it so you can continue exploring without having the problem of two exit-enabled pipes on the same vetical screen. (edited by FirePhoenix0 on 01-17-07 06:49 AM) |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 5911 days Last view: 5908 days |
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| Finished. 18 3/4 hearts (19 3/4 hearts if you count the heart container I got in the hard optional puzzle but then loaded a savestate from before so I didn't have to climb up again), all items except Bombos, Shovel and Red Boomerang. I've started the second quest as well and have almost left the Guardhouse Sewers
I enjoyed this hack a lot after getting over the difficulty curve. However I must admit to using this thread multiple times to find things I had trouble locating, but it seems that just about everyone here did just the same so oh well.
My thoughts on it: Sheik's Hideout felt like a "Link to the Past" dungeon the most to me. The layout reminded me the most of the dungeons from the original. Nabooru's Hole and Impa's Ways could definitely be improved because both of those levels seem to rely on luck rather than skill. The idea that the items that are found in dungeons aren't necessary for exploring further in them all the time doesn't work for me very well. Sometimes the items seem rather useless at times too. (Ice Rod anyone?) The Parallel Tower Keys being on the overworld was an interesting concept. I didn't mind looking for them and found the ones in the tower with little trouble. There was way too much relying on floor tiles and bosses to make the dungeons hard. It got tiring fighting eyeball dude three times in Sheik's Hideout. And don't get me started on the tiles in the Parallel Tower... Create some unique puzzles and use those to ramp the difficulty. Orochimaru: Check Parallel Tower Floor 6, the room right of the staircase from Floor 5. At the top of the room check the Layer 1 tiles. There were missing tiles on the ground level in the room, allowing me to travel around the floor behind the walls. I couldn't cheat and get anywhere like this but eventually, the game froze because i guess i left the boundaries of the dungeon. I do have some questions though. Where is the Red Boomerang for the second quest? I want to know if I should just grab the blue one in the sewers now or wait. Has anyone found the Shovel? I haven't seen any mention of it yet. Spoiler:
What's with the credits saying there are like nine more tablets to find? Are they only in the second quest? How to I unlock the supposed hidden power of the Book of Mudora that is said to be hidden in the Parallel Tower? I had a lot of fun playing and wish you luck on version 2.0! Some tips for those playing. There shouldn't be any spoilers here. 1. Three words. CANE OF BYRNA. Get it as soon as you can. It takes less magic than the Cape and is an offensive weapon too. It's especially good against the Sand Worm bosses and floor tiles. 2. Want a different way to kill the Armos Knights if you're out of bombs? Pull out the Cane of Somaria and use its four fireball attack to strike multiple Armos. Or try the Cane of Byrna for a hurt-free method. 3. If you have ZSNES, press 2 (default key) to turn off Layer 2 but keep Link on screen. Very useful for seeing what is under those bridges in dungeons. Also, at times, pushing 1 (default) to turn off Layer 1 comes in handy. 4. Visit the Upgrade pond early on. I didn't and it made my life tough. If you miss it, you'll have to wait until you return to the Light World after beating all the Dark World dungeons to get to it. 5. Grab Bombs from the house in Kakariko Village at the beginning of the game and save them. When you get to the room in the Guardhouse marked Prison Warden's Room (or something like that) kill him with Bombs to get his key early, allowing you to get the sword early and save yourself another swordless backtracking for the second key in the Wine Cellar. You'll still need to get that one but it'll be easier, trust me. 6. Get the 1/4 magic! The Cane tricks in Tips 1 and 2 are less effective if you have only 1/2 or normal magic. Plus, it's just a smart idea to get it for anything else that uses magic (Cape drains magic fastest). 7. There is a second mushroom hidden in the game somewhere... make sure you don't have magic powder if you want to get it. Good luck to those still playing! |
| Pages: 1 2 3 4 5 6 |
| Acmlm's Board - I3 Archive - - Posts by FirePhoenix0 |