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05-14-24 02:02 AM
Acmlm's Board - I3 Archive - - Posts by Jigglysaint
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Jigglysaint

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Since: 11-19-05

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Posted on 05-04-06 02:37 PM, in Metroid Zero Mission hacking Link
Well Samus starts in crateria, but she appears inside her ship, and that tells the game to go down and start in Brinstar. I bet what you could do is have a totally empty room in the sky where you start, and if I can change where you land, maybe it could be done so you land in crateria. Of course currently it's useless, as all passages are blocked, but with editing it could be possible.
Jigglysaint

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Since: 11-19-05

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Posted on 05-04-06 07:48 PM, in Metroid Zero Mission hacking Link
MZM has events set up in an interesting way. First of all, there are sprites, 2 changes to sprites can occure in one room. These are done by event switches. Second, if a room is to change, that is done by changing the door index to a new one. It too worked on events, so you could make it so after you get an item, entering into the previous room, you see a rockslide occure, or maybe the room is filled with acid, or you see an energy tank that wasn't there before.

The crumbling walls that occure after ridley and Kraid are sprites which are set to trigger upon those events. I should be able to find their code and be able to change it so you can change which event makes it crumble. Of course that would mean you only have 2 to work with, but it still could be used.

As for bosses, I think only Kraid can re-spawn; some others appear as a result of switches so after beating them, you can't reach them again.

Still, the event system is pretty versitile, but not all events have been discovered.
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 05-04-06 09:22 PM, in Metroid Zero Mission hacking Link
Yeah, do you realize that this game supports infinite elevators? Provided they don't switch between areas, you can have as many as you want. You could even make elevators that work within one room only. The thing is that the elevator sprte goes up or down with you if you are standing over a tile with the elevator property, and push the right direction. Elevators are part of the clip data, simple, no?
Jigglysaint

Octoballoon








Since: 11-19-05

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Posted on 05-04-06 10:28 PM, in Metroid Zero Mission hacking Link
An area that uses elevators instead of doors to move arround? Sounds cool.
Jigglysaint

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Since: 11-19-05

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Posted on 05-04-06 10:50 PM, in Super Metroid: Redesign Link
This game blows Legacy out of the water in terms of completness.
Jigglysaint

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Since: 11-19-05

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Posted on 05-06-06 03:51 PM, in Metroid Zero Mission hacking Link
Originally posted by Dragonsbrethren
Another thing I'd like to know, how do those disappearing walls work? It's a really cool effect, are they events, part of the clip data, or something else?


What do you mean disappearing walls? Do you mean like when you shoot a wall and it doesn't come back, or the kraid ridley walls or maybe those unknown item blocks?

How the game works, is that walls that disappear and don't return are part of the clip data. Upgrade tanks too, are level data, and don't come back. I think most types of blocks have 3 settings, regular, don't come bac, and respawn. Some may have only 1 or 2 of those. I have found the block data so I could change the peoperties of those blocks. Perhaps instead of screw attack blocks, you could make speed boost blocks that don't return, or maybe some other kinds of things.
Jigglysaint

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Since: 11-19-05

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Posted on 05-06-06 11:08 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
I think we forget that some people can't read well, or have a learning disability or some other excuse that causes them to not read the readme.

To be honest, maybe it's better to offer on-line support as well as a readme, since some people might not be rom literate as we are. You can't stop people from asking questions. Even the most simple to use instructions come with a helpline just in case. Some people just feel better asking.
Jigglysaint

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Since: 11-19-05

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Posted on 05-07-06 12:14 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Read the readme.
Jigglysaint

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Since: 11-19-05

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Posted on 05-07-06 05:22 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
In the acid room you need to do some reflection if you want to get past the acid. For the other ledge, if you can wall jump off it it might help.
Jigglysaint

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Since: 11-19-05

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Posted on 05-07-06 06:08 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Did you try shooting at things that look strange?
Jigglysaint

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Since: 11-19-05

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Posted on 05-07-06 08:18 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Like I said, Drew, look at things from somebody else's point of view.

See, most of them time when people introduce new things, they give out an instruction booklet. Maybe you can add a section of your readme to outline some things and how to use them?
Jigglysaint

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Since: 11-19-05

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Posted on 05-10-06 01:28 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
I bet you are all stuck in the U. Here is a tip: Some blocks can be wall jumped off of becuase they have good grip. However, if you can't jump off certain blocks, check to see if there is somthing more to them.

Edited to remove false information.


(edited by Jigglysaint on 05-10-06 02:36 PM)
Jigglysaint

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Since: 11-19-05

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Posted on 05-11-06 11:53 PM, in Metroid Zero Mission hacking Link
As for the disappearing walls, that is a combination of an overlayer, and clip data(the part you intereact with). In the clip, there are several tiles that either reveal, or hide the extra layer, or make it transparent. Haven't checked it too much, but that's pretty much how it works. Clip editing isn't in yet, so you can't edit it just now.
Jigglysaint

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Since: 11-19-05

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Posted on 05-12-06 09:00 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Originally posted by cecil99
This hack sucks I'm still stuck can't even find the grapple hook. On gamefaqs board that guy said there is a room with tubes with acid and a energy tank, but not sure what to do. Why is this so confusing to complete. Not sure if its after the U shape room or before. Getting really sick of this stuck all the time.


I said the room with the tubes is above the room with acid. It's not the U shaped room, it's much further on.

It's not that this game is confusing, it's just that most people rush ahead. In this game you have to use a combination of logic(hmm, that looks like it Might be a secret passage), visual cues(a block might look out of place, or crumbly, or somthing else), good use of the wave beam to shoot through walls, and just plain patience. It's not a hack you can beat in 2 hours from start to finish. You have to master it first. Most hacks are like 1 or 2 hourse of wasted time. This game was designed to provide hours of entertainment.
Jigglysaint

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Since: 11-19-05

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Posted on 05-13-06 01:32 AM, in Super Metroid/MZM idea. Link
Originally posted by Phinsfan
Perrferably MZM, because it would be more monumental because no one has hacked it.


Interdepth is making an edtitor based on the data I've located in the rom. I still have tons more stuff that he isn't aware of yet.
Jigglysaint

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Since: 11-19-05

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Posted on 05-13-06 01:40 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
There is no bug. Just about every bug has been squashed.
Jigglysaint

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Since: 11-19-05

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Posted on 05-15-06 02:47 PM, in Metroid Zero Mission hacking Link
Bugs are one sprite, in fact a whole group of them count as one sprite. Each plant is a seperate sprite, and are set to not return once all the bugs are done with them.

As for making chozo statues do more than just reveal things, that is certainly a big possiblity. A chozo statue, item or locator, has an event affixed to it. Those events can be used to change the sprites in a particular room, so you could even make it so you can't get the item untill you find the statue(if you want to make things Fusion style). Also, you can use it to change the doors, thus making landscape changes. Room changes work by any doors you use to enter into the room are modified via an index. Let's say you wanted to make an event where the room before the bombs is a nice simple, flat room. After getting bombs, a landslide occures and you need those bombs to get out. To do that, in the room with the bombs, and the room on the other side of the event room, fix the door event index so both of them change to point to the new room, and have it set upon getting bombs. This works great where only one or 2 entrances are modified. Imagine how many of these things are in Chozodia, especially after the suitless sequence!
Jigglysaint

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Since: 11-19-05

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Posted on 05-16-06 01:52 AM, in Metroid Zero Mission hacking Link
Originally posted by Billiards Koopa
Speaking of that, do you know how to turn it on and off, like you beat a boss armor removed, you get armor, rinse and repeat?


No. That would be somthing interesting to look into. It would be kind of cool to apply the suitless sequence to the rest of Zebes. Only problem is that pickups glitch since suitless samus is not equiped to take on extra abilities.
Jigglysaint

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Since: 11-19-05

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Posted on 05-18-06 12:22 AM, in Metroid Zero Mission hacking Link
I really can't wait for this. I don't think I will ever have this fun since Nephi came out.
Jigglysaint

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Since: 11-19-05

Last post: 6314 days
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Posted on 05-18-06 07:36 PM, in Castlevania: Chorus of Mysteries [SS] Link
Those graphics look pretty impressive.

On a side note, I'd love to see a major overhaul of Simon's Quest.
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Acmlm's Board - I3 Archive - - Posts by Jigglysaint


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