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06-01-24 04:32 PM
Acmlm's Board - I3 Archive - - Posts by Dragonsbrethren
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Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-19-06 07:30 PM, in "Hack" - What's in a Name? Link
Thanks for reminding me where I saw this last, Imajin, it was at SWS2B.

I knew this debate came up somewhere, I probably posted exactly what I posted here, then fled the topic when the stupid level started getting above my head...
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-19-06 07:33 PM, in Chrono Trigger Japanese Script & Retranslation Project Link
Heh, Schala is one of the few things I wouldn't mind seeing changed, I think this is part of the... policy (I can't think of a better term) they had back then about using "real" or common names in translations.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-19-06 07:35 PM, in General Project Screenshot Thread Link
Good to hear
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-20-06 02:44 AM, in "Hack" - What's in a Name? Link


Sorry, I just had too...
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-21-06 12:37 AM, in "Commander Mario" Thread Link
There's an editor (Which has been around for years) that let's you easily change how the fireballs behave.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-21-06 12:39 AM, in Whats The Best Super Super Mario Bros.3 Hack? Link
Hate to say it but that sound lame and overly frustrating. You should challenge the player with creative level design and enemy placement, not the sheer number of enemies.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-24-06 03:26 AM, in ROMHackers RPG: When Worlds Collide Link
Looks pretty good, but some of the maps look a little bland, take a look at these tutorials:

http://www.pavilionboards.com/forum/showthread.php?t=3031

I thought I was making great maps until I looked at the tutorials, they really helped me out

Anyway, the only other thing I dislike is the Hidden Base screenshot, the guardrail at the top of the platform, move it up, it just looks wrong where you have it placed.

(Am I still in it?)


(edited by Dragonsbrethren on 01-24-06 02:32 AM)
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-25-06 01:41 AM, in My first RPG! Link
You should really follow the instructions and install Japanese character support in Windows, it'll make your fonts look a hell of a lot better
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-27-06 01:28 AM, in I am creating a game for the first time Link
Sounds good. Don't let anyone try to convince you to use RMXP, if you don't need extra features RM2k/3 are fine, and I personally like the RTP graphics. (Put it this way, the RTP graphics are a hell of a lot better than the terrible job most people do ripping graphics from other games)

If you do want some alternate graphics, I suggest First Seed Material, they have some beautiful original graphics.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-27-06 03:49 AM, in I am creating a game for the first time Link
Edit: Nevermind, I misunderstood your jumping problem.


(edited by Dragonsbrethren on 01-27-06 02:52 AM)
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-28-06 01:35 PM, in reading is fun with fonics (im hillarious) Link
To be honest, the documents never really helped me, I learned most of what I know by reading the documents, getting the editors they listed, and messing around until I got skillful enough to make a hack.

The editors I use:

WindHex32: Great hex editor, supports multiple tables, kana searching, etc.
YY-CHR: The best tile editor in many aspects, allows you to reorder the tiles in various patterns, inporting palettes, etc. It's only flaws are that some antivirus program flags it as a trojan for some reason and it doesn't support SNES 3BPP mode.

Yeah, that's it, other than game-specific editors.

Don't get me wrong, some of the advanced documents can be useful, but you're better off just using them as a reference and learning the basics yourself (Whatever you do, don't use an outdated program because a document tells you to, most of the documents are ancient)
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-30-06 08:18 AM, in I am creating a game for the first time Link
Argh, some of the rips there make my eyes bleed. Seriously, use the correct palette and fill the entire tileset, extra points for putting the same tiles on both layers (Great for creating secret passages and such). This is why I tend to make my resources from scratch, even if rips are already available.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-30-06 08:21 AM, in Question about an encoded (?) font Link
Reminds me of FF3us/FF6's fonts.

By the way, it's sort of on the same subject, there's a tile editor that allows you to change the size of the tiles, I cannot remember the name, I need it to edit fonts for a project I might pick up.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-30-06 08:25 AM, in What's the difference between SMC, SWC, FIG, and SFC? Link
If you remove the header change the extension to .bin, a number of ROM sites now have .smc ROMs without headers, which doesn't make a damn bit of sense since they should have a Super Magicom header if they use that extension...
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-31-06 12:06 PM, in nes pallette editor help Link
Bah, just search for them in hex, the palette editor lacks an entire line of colors.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-31-06 12:07 PM, in What's the difference between SMC, SWC, FIG, and SFC? Link
Yeah, I know, it's something that should change though. I have no problem with .sfc if it isn't used by a copier, which I think it is (Could be wrong).
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 01-31-06 05:34 PM, in nes pallette editor help Link
One last thing about palettes, often you won't find all the colors in one big row like that in a hex editor, break them up into the four individual palettes when searching. For example, only search for 0F202111.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 02-01-06 10:46 AM, in Switching Mario's Color into Luigi's color Link
Yeah, there's a patch at ZD called Luigi Game, made by YY (Yes, that YY), that inserts SMB2-style Luigi controls and kills two player mode in favor of character selection.

That's what we based Mario Evolution on, by the way (Did anyone ever pick the hack up?)
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 02-01-06 10:52 AM, in nes pallette editor help Link
Nesticle is simply outdated and inferior to the awesome power of FCEUXDSP, the one feature you mention is the only it doesn't support. Built-in hex editor is better, though

Anyway, one last thing, always use $0F for black, the other blacks cause problems when played on a real NES console, it's always a good idea to conform to some sort of standard in the event that NES flash carts come along someday.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6500 days
Last view: 6500 days
Posted on 02-03-06 06:06 AM, in Why hack Mario? Link
Originally posted by Dan
Because there's a criminal lack of originality nowadays in what games people hack.


That's it exactly, games like Castlevania and Mega Man have much easier to work with level formats, and are a lot more fun to hack.

Dan, would you endorse "How to make a badass Castlevania hack in a day?"

(Of course, I'd have to write said tutorial...)
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Acmlm's Board - I3 Archive - - Posts by Dragonsbrethren


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