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04-25-23 10:44 AM
Acmlm's Board - I3 Archive - - Posts by ghettoyouth
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ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-11-06 12:30 PM, in Question about ripped graphics Link
Originally posted by Cloud7
I mean, can it be so hard to draw your own?


Not everyone can draw, you know?


(edited by ghettoyouth on 08-11-06 11:31 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-14-06 10:15 AM, in fireball question Link
try x80C5


(edited by ghettoyouth on 08-14-06 09:15 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-16-06 05:16 AM, in request Link
well, I'm not good at this stuff...the most of you should know me as the author of the SMW hack "Panic in the Mushroom Kingdom" 1 & 2. So I'm only here because of the SMW forum, please approve me.


(edited by ghettoyouth on 08-16-06 04:16 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-19-06 11:43 AM, in Sprite Tool, public test release Link
Big Problem:
Sometimes original sprites go crazy in a level with custom sprites. They're moving left without animations and their tiles are flipped. After a while they start to act normal. It happened with red and blue koopas, mega moles, spineys and bom-ombs. Here's a gif:



It's not caused by the blocks, because it happens even on normal cement blocks! Has anyone the same problem?


(edited by ghettoyouth on 08-19-06 10:44 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-19-06 12:36 PM, in Sprite Tool, public test release Link
Ok good to hear, thank you!


(edited by ghettoyouth on 08-19-06 11:36 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-22-06 06:58 AM, in SMW ROM addresses Link
ram $7E:0088 Misc. movements of mario
rom x7609 wich movement when Mario enters a vertical pipe.

00=nothing
01=flashing
02=
03=game stops for a while, after that Mario is flashing
04=get flower animation
05=enter a door
06=enter a vertical pipe
07=shoot from a diagonal pipe
08=shoot into the sky (like when yoshi get's wings from a ?-block)
09=end the level without activating events on the OW
0A=seems to be the castle entrance moves(?)
0B=game freezes
0C=WTF??? can somebody explain this?? O_o
0D=game freezes
0E-FF= crash


(edited by ghettoyouth on 08-22-06 05:58 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-22-06 01:00 PM, in Sprite Tool, public test release Link
yay I made a custom generator
clicky
This sprite will generate lightning and thunder. Well, it just jumps to the lightning routine in SMW but it's still nice and you can turn it off with sprite D9


(edited by ghettoyouth on 08-22-06 12:01 PM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-22-06 01:28 PM, in SMW ROM addresses Link
Originally posted by Raccoon Sam
Originally posted by ghettoyouth
08=shoot into the sky (like when yoshi get's wings from a ?-block)



Moses! Someone take advantage on this and make an NSMB Vertical Cannonpipe!


hmm the ram adress doesn't work with a custom block for some reason


(edited by ghettoyouth on 08-22-06 12:28 PM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-23-06 08:22 AM, in SMW ROM addresses Link
I didn't knew about this, I'm sorry


(edited by ghettoyouth on 08-23-06 07:22 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-26-06 04:59 AM, in Sprite Tool, public test release Link
awesome! a smb1 bowser now I won't have to use these stupid bowser kids


(edited by ghettoyouth on 08-26-06 03:59 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-26-06 08:41 AM, in Sprite Tool, public test release Link
For the 2nd and 3rd shot, looks like the nipper plant changes into a piranha plant after getting a mushroom


(edited by ghettoyouth on 08-26-06 07:42 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 08-26-06 11:17 AM, in SMW ROM addresses Link
Does anyone now some RAM adresses to hide the statusbar?


(edited by ghettoyouth on 08-26-06 10:17 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-03-06 06:53 AM, in BlockTool Omega UI overview + demo Link
I really like the way it looks and I agree with Smallhacker's first suggestion too.

Originally posted by Smallhacker
FuSoYa's patch that allows one to set offsets for "Corner touched by Mario" and "Center touched by Mario"? (He did make something like that, right? I remember reading about it somewhere...)


Can anyone tell me where I can get this patch?


(edited by ghettoyouth on 09-03-06 05:54 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-15-06 12:12 PM, in [ASM Question] Is there a way to disable the select button Link
As it's said in the title, I need to disable the select button. I don't want to disable it in general, only in a few levels. Can anyone help?


(edited by ghettoyouth on 09-15-06 11:12 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-15-06 01:10 PM, in [ASM Question] Is there a way to disable the select button Link
yes I could use that, but I already have a custom generator* for the levels in that I want to disable select. So I want to add some more intructions to that generator

(*disables the item box for the cape, if anyone wants to know)


(edited by ghettoyouth on 09-15-06 12:10 PM)
(edited by ghettoyouth on 09-15-06 12:11 PM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-17-06 04:24 AM, in [ASM Question] Is there a way to disable the select button Link
ok I'll give it a try. thanks


(edited by ghettoyouth on 09-17-06 03:25 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-18-06 08:32 AM, in New Project Link
show ya title screen 8)


(edited by ghettoyouth on 09-18-06 07:33 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-27-06 05:28 AM, in Stranded demo release Link
Story:

Mario is stranded on an island which is inhabited by
Catgirls (yes really ). Bowser kidnapped the Cargirl
princess...you know the rest.

This hack features:
-new ASM hacks
-Custom blocks/graphics/sprites
-a new power-up

download

















(edited by ghettoyouth on 09-27-06 04:28 AM)
(edited by ghettoyouth on 09-27-06 04:29 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-27-06 09:03 AM, in Mario's Lost World, first screens Link
just beautyful


(edited by ghettoyouth on 09-27-06 08:03 AM)
ghettoyouth

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Since: 11-19-05
From: Germany

Last post: 6023 days
Last view: 6023 days
Posted on 09-28-06 04:53 AM, in Stranded demo release Link
Thanks for all your replies!

Originally posted by Icegoom
Were those giant flame enemies based on Giant Spinies?


Yes. I drew some giant spinies but they looked horrible in the end. I got inspired when I saw this flame enemies of Kirbys Dreamland 3.

Originally posted by Stifu
Well, they aren't really goombas, are they ?


They are goombas, just more cuter than nintendo's ones

Originally posted by Stifu

In the 3rd level of world 2 and in the ghost mansion and castle, it felt like the mist should have been semi transparent rather than opaque, wasn't it possible ?... It's only semi transparent right before you enter the mansion...



It's because the mist at the exit is behind all other layers. I'll change it

Originally posted by Stifu

By the way, there's an item color palette problem when you enter the castle (of world 2)... My flower in the item box was all black.


I looked at the level palettes and it seemed to be ok, does anyone noticed the same problem?

Originally posted by Surlent
There is a small bug in the bonus game


oops, I thought it was fixed

Originally posted by Surlent
although the vertical SMB3 pipes seem to have slightly less room for entrance. When running and jumping, I often miss the exact center and have to very accurate below those pipes in order to enter them. The screen also seems to follow slightly too slow.


I know they're not perfect, but at least they're selfmade

Originally posted by Stifu
but I take it you couldn't make it so they needed 3 hits...


I'm not really good at sprite hacking, that'd be a job for mikeyk *cough*

Originally posted by Stifu
The catgirl is a sprite edit of that Seiken Densetsu 3 heroine, unless I'm mistaken...


Yes, it's Angela from SD3 with some edits

Originally posted by wtfweb
i pressed Y to do that spin float thing and it instantly killed mario for some reason and i got a game over.


I never had this problem O_o

Originally posted by Raccon Sam
Did you fix the elevator?


No it still don't stops at the end =/

The time problems and the font will be fixed in the next release.


(edited by ghettoyouth on 09-28-06 03:53 AM)
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Acmlm's Board - I3 Archive - - Posts by ghettoyouth


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