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05-28-24 04:23 PM
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
Posted on 03-10-06 11:24 PM, in YI Midrings Link
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)
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-14-06 11:14 AM, in YI Midrings Link
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
Posted on 03-18-06 01:47 PM, in Any new hacks coming soon? Link
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)
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-18-06 01:56 PM, in Any new hacks coming soon? Link
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
Posted on 03-19-06 12:12 PM, in Super Luigi 128 Link
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 .
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-23-06 12:03 AM, in Yoshi's Island: Kamek's Revenge 2-World Demo RELEASE!!! Link
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
Posted on 03-23-06 08:18 PM, in Super Princess Peach Link
Already a thread for this game...

Here
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-23-06 08:23 PM, in Super Princess Peach Link
Originally posted by The Red Snifit
Not bieng a mod but, there is already thread.
http://board.acmlm.org/thread.php?id=3375
no-one has posted on it in a while, but posting on it won't really bump it... I think.


Yeah, that's why I pointed him to the exact same thread right above your post .
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-23-06 08:30 PM, in Super Princess Peach Link
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)
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-24-06 12:52 PM, in Line guided grinders hate me Link
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
Posted on 03-26-06 02:13 PM, in Midrings Again T_T Link
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
Posted on 03-26-06 10:06 PM, in Midrings Again T_T Link
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
Posted on 03-27-06 01:24 PM, in Super Princess Peach Link
Originally posted by MathOnNapkins
Originally posted by Skyon
I'm still not all the way through the second time, but I will be. I'm still playing through SM64 DS, M & L: PiT...


Stop right there. The other games are good, but don't waste your time on Partners in Time. What a waste of $35. I'm looking to sell it as soon as I can. I've got an angry review of it sitting on my hard drive that is almost finished. Maybe i'm wrong, but I think it's one of the worst RPGs I've ever played.


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 .
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-27-06 05:47 PM, in Super Princess Peach Link
Originally posted by Alastor the Stylish
Still, it was better than Superstar Saga, right?


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?
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-27-06 05:51 PM, in last screenshots before I release another demo Link
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
Posted on 03-27-06 06:14 PM, in last screenshots before I release another demo Link
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.
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-27-06 07:16 PM, in last screenshots before I release another demo Link
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
Posted on 03-28-06 04:20 PM, in last screenshots before I release another demo Link
Originally posted by Stifu
Originally posted by Professor Logic
You know it rather annoys me when people say things have awesome graphics when they're nothing but rips.

My thoughts exactly.

This is almost insulting to those who can actually make good graphics. I'm referring to those praises made by easily impressed or tasteless people - I'm not blaming ghettoyouth... He's only showing his stuff, and didn't claim the graphics as his.
And yeah, even if you don't consider the fact graphics are ripped, many things don't match together... There's no definite graphic style or atmosphere...


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.
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-29-06 11:19 AM, in Super Princess Peach Link
Originally posted by Glyph Phoenix
Mario and Luigi: Partners in time seems terrible to you yet Super Princess Peach is fun. Allow me to read that again. Hm. Yes, I read that right.

You two have destroyed the last piece of hope for the world I had. The one thing the existance of Bush as president, the emmy awarded to the show Medium, the chokehold of Windows computers on the market, and the uneffectiveness of schools in America today could not extinguish, has been mercilessly beaten to death. Nice job.

And the very idea that the very Square-enix feeling Super Mario RPG had more Mario feeling than the cartoonish Partners in Time is... is... There are no words for this thread. There are no words.


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.
Golden Yoshi

Paratroopa


 





Since: 11-17-05
From: Edison, NJ

Last post: 6628 days
Last view: 6628 days
Posted on 03-30-06 04:06 PM, in Meh...bad news. Link
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


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