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Acmlm's Board - I3 Archive - - Posts by Golden Yoshi |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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First, you will need a hex editor, preferrably Translhextion, I'm sure this is the one you've been using all along anyway . Now, properly setting up the midring will take some going back and forth between the hex editor and EggVine, so listen up .
1. Open up Translhextion and load your ROM. Jump to offset xBF7DC. This will take you to the beginning of the midway data. It starts at the midway data for 1-1, and lucky for you, it goes in order to 6-8 . You will notice that there are sequences of 4 byte values...this represents a single midway entrance. The first number in the sequence is the level index of the midway entrance, second is the X coordinate, third is the Y coordinate, and the fourth is the entrance type. Change these values to your liking. Remember, in each level, you may have up to 4 midway entrances, but be careful when you put extra midway entrances into one level, because you may overlap into the next level's midway entrances. 2. Now, go into EggVine and insert a midring. Go into edit header and go to Unknown 2. If you wish to use the first midway entrance of the level, enter 0 in this spot. Enter 32 for the 2nd midpoint, 64 for the 3rd, and 96 for the fourth. You can only use one single midway entrance for each level index, however, there can be up to 4 for the entire level. 3. Repeat process for the rest of your hack as you wish. Take note that along the midway data in the hex editor there are clusters of 00's. These represent unused midway data, so you are free to use them . Have a ball . (edited by Golden Yoshi on 03-10-06 10:25 PM) |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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I know what the problem is. The spike balls only belong to the castle tileset. The reason they worked in that part of 5-3 is because there are tileset changing sprites in there. I don't remember which sprite numbers they were, but look at that part of 5-3 and look near the spike balls. There should be sprites that say "Change palette..." or something or other. These change the tileset to castle so that it can use the spike balls. There should be more sprites past the spike balls to change it back to snow tileset, so use these sprites mentioned. The only drawback is that the castle tileset can't use the snow FG, so you will need to put these sprites away from any snow-related objects, however, they will work with the ice blocks since they are standard objects. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Try taking a look around the forum. You're bound to come across some hack in progress .
Plus, if you've downloaded many hacks from that archive, that should keep you occupied for quite some time . (edited by Golden Yoshi on 03-18-06 12:50 PM) |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Wow, simmer down now. Just a little too much excitement there. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Well...the screens look alright...but this is nothing novel at all. Just the same old SMAS rips, so this isn't very impressive. If you have any talents in artwork or ripping from games we don't see much graphics from, I suggest you put those skills forth. Plus, all those bullet machines look pretty tough .
And peter_ac, relax. You ask for too much credit . |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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As I recall, the correct version you need is specifically: Yoshi's Island v1.0 (U).smc. That one should work. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Already a thread for this game...
Here |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Originally posted by The Red Snifit Yeah, that's why I pointed him to the exact same thread right above your post . |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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This definitely wasn't one of my favorite Super Mario platformers, although I still enjoyed it. Seeing all the old Super Mario enemies and stuff and just jumping all around and going in pipes pleased me enough. Some of the weak points of the game were that the levels became pretty predictable as you got further along, you'd always be estimate when the goal would be coming up. Also, the fact that they didn't finish up Perry's story was disappointing. They shouldn't have put the ????? in the bonus menu when it just turned out to be the Endless Vibe switch, so I was pretty certain that they were going tell us the rest of the storyline. Hell, the damn umbrella's storyline was better than the main storyline. (edited by Golden Yoshi on 03-23-06 07:33 PM) |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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From what I've seen in the original levels that use these grinders via LM, they only use the grinders that are set to go left. I've tried using the ones that go to the right but I had the same problem as you did, so I believe they can only go to the left in order to work. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Well, it appears you are doing everything right...problem most likely lies in the value under "Unknown 2" in the EggVine "Edit Header" menu. Try changing the value to 0 if it is not already. If it is already 0 and it doesn't work, try putting in 32, 64, and 96. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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You know what...the first midring actually starts out at xBF7DB. I read a long time ago that they started at xBF7DC but it's actually back one byte. So, you actually need to start your midring data at xBF7DB. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Originally posted by MathOnNapkinsOriginally posted by Skyon Nah, you're right, PiT was terrible, I don't recommend it. Back on topic, though, I already got everything in the game. After getting everything, the levels become quite boring and pointless, however, they were still fun the first few go-arounds . |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Originally posted by Alastor the Stylish Well, I thought Superstar Saga was better than PiT, that's just my opinion. Anyway, this is the Super Princess Peach topic. I really don't have anything else to say about this game since I completed it 100%. Anyone else have something to say about it, good or bad? |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Excellent job as always, GY! This looks to be your best graphical work to date, since I'm not seeing only SMAS rips here. The levels are very colorful and vibrant and make me want to play very badly . I trust you will have well-designed, reasonable levels as well. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Don't treat us like morons, please.
Anyway, the rips look great in my opinion, and since some of them are from games not commonly ripped, that sets it apart. Obviously, level design is very important as I earlier stated, and that will be the ultimate judge of quality. |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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That's just what I got from what you said about people commenting on ripped graphics. It just seemed as if you thought we all had poor judgement. Bottom line is, graphics are graphics whether ripped or original. I was just judging it because his rips looked good to me, and not everyone can rip graphics properly, so that is the reason I think it looks good. At the risk of this going any further, I'll stop arguing with you, carry on if you wish. | |||
Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Originally posted by StifuOriginally posted by Professor Logic If he made original graphics that looked good I would praise him for that too. It all depends on what you do. I just simply stated my opinion that his graphics look good. Yes, I did not say rips, but I think GY gets the idea of what I meant. Even though the styles don't completely blend together, they still look fine to me, and is a lot better than some people can rip. If you can rip from a game successfully, good for you, if you can make great original graphics, good for you, and if you have well-designed levels, great for you. The level design is the ultimate way to determine the hack's quality, and even though the graphical work may not be perfect, I still think he did a respectable job. Keep it up, GY. |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Originally posted by Glyph Phoenix Mario & Luigi PiT was very linear and boring, all you did was go to different points in time, go through a few rooms, fight a few enemies, hit some blocks, fight a boss, then repeat. There were no unexpected turn of events or disasters like in SS, until the end, so that contributed to the overall quality. SPP is a platformerer and I am for the most part satisfied with it. Since an RPG depends on a great story and such, I'm more lenient on the platformer. And if you wish to continue to duke it out with me please resort to PM. Not that I want you to PM me, I'd rather you not, I'd just rather you not fill up the SPP thread with this crap. |
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Golden Yoshi Paratroopa Since: 11-17-05 From: Edison, NJ Last post: 6628 days Last view: 6628 days |
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Damn...another one bites the dust.
And you were one of the few good SMW hackers left. Shame to see you go man. Disclaimer: That was my opinion, don't go stomping your feet if that isn't referring to you. |
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Acmlm's Board - I3 Archive - - Posts by Golden Yoshi |