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Acmlm's Board - I3 Archive - - Posts by Arthus
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Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-06-06 11:14 PM, in Zelda II Information Link
Originally posted by Jigglysaint
I got to admit this: Starting with magic is just stupid. I mean, the whole point of the game is to COLLECT stuff, not start with it. Lives, however, are great. Maybe you can alter how many continues you get as well?
Well what happens if you wanted to make a challenge sort of thing, you start with everything, then edit the overworld so that the palaces are in a pattern going up seeing how long you can take to complete it. I'm sure someone would use it for something.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-07-06 12:25 AM, in Zelda II Information Link
I always thought that the completion of the palace would make it go to a rock. Anyways, As soon as I can get some help on the compression and location of the overworld, I will work on that.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-07-06 06:03 AM, in Editor Types Link
Well, I will make a concept on how I want it to look, then If people Like it, I'll put it into the actual editor, if not, I'll stick to VB's generic grey. And I will put out a few betas to see if people can just pick it up instead of having to ask for help on how to get it to work.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-08-06 02:29 AM, in Zelda II Information Link
OK, In the overworld viewer, how can you see the hex offset of the tile that is selected, and is it compressed? If so, how?

I'm sure that could ruffle up a few things.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-08-06 04:18 AM, in Zelda II Information Link
I went through it, Maybe I need more help with a picture of some kind. Also, I looked through a fresh ROM and an edited one, I couldn't see any difference.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-09-06 08:36 AM, in Zelda II Information Link
Well I think I located where the first overworld starts and ends.

5064 - Start of overworld tiles.
538B - End of overworld tiles.

I edited one with DWEdit's one and compared with an actual comparer this time. Not by hand. If anyone can confirm this, that would be great.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-12-06 12:45 PM, in Zelda II Information Link
I've almost got an overworld editor working, I know where most of the data is, how it's formatted, what number represents what tile and I know how to write to a picture, so all i have to do is figure out how to deisplay the info in the actual pic.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-13-06 11:56 PM, in Zelda II Information Link
It really depends if I can find the pointers for it, if I can, then it will. If not, you will have to edit around it.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-13-06 11:59 PM, in Virtual HDC's in VB Link
SOunds like your creating an editor, I know how to write to a certain part of an image, but not get one from a file. Did you try looking for examples? A few ROM hackers here have some good ones.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-15-06 02:34 AM, in Castlevania: Chorus of Mysteries Link
Everything looks good except for those chess pieces. They just don't fit in well.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-16-06 02:41 AM, in New Zelda Codes! Link
Do I smell Zelda I darkworld hacks?
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-16-06 10:48 PM, in I want to change my smilies system... How ? Link
Why don't you change the str_replace to have a space infront or behind the smiley. So it would only recognize if there was a space infront or behind it.

Change:
$msg=str_replace($smilie[0],"",$msg);

To:
$msg=str_replace(" " . $smilie[0],"",$msg);
-or-
$msg=str_replace($smilie[0] . " ","",$msg);
-or-
$msg=str_replace(" " . $smilie[0] . " ","",$msg);

THe first one recognizes a space before, the second a space after and the third detects both front and after spaces.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-18-06 11:29 PM, in Zelda II Information Link
Ice Ranger found a lot of HPs for enemies.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-19-06 11:50 AM, in VB6 Halving strings Link
I can't seem to locate a function that can let me half a string. When I tried to make one, I couldn't find anything that would remotly help me in doing so. So does anyone have a function that would let me turn a string into an array.

Example:
String = "AE"

after putting this string through the function:
hlaf("AE")

the array would come as follows:
results = Array(
1 => "A"
2 => "E"
)

Or something along those lines.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-22-06 06:16 PM, in Super Mario Bros: The Castle [Release] Link
I like it how I can start in 1-P mode then switch to 2-P mode midway in the game. I somehow think you arn't supposed to do that.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-22-06 09:24 PM, in Super Mario Bros: The Castle [Release] Link
In the room where you first meet those shinji things. I saw a ^^^ block so i jumped on it and on the second floor was the co-op route.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-23-06 01:09 AM, in Zelda II Information Link
Well progress is coming nicely on the overworld editor, it's starting to load tiles, but not in the exact way of the game, but you can recognize them.

Also, if someone can find the offset/byte that controls the length of the sword projectile that would be great.

[Edit] Also, the byte that tells the game to go to the next line on the overworld map would be good.


(edited by Arthus on 03-23-06 12:10 AM)
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-23-06 10:14 PM, in Super Mario Bros: The Castle [Release] Link
Well it's hard to spot errors when you don't get stuck in them... I never got stuck in the boosts, i never saw the ice bit with the hills.
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-24-06 07:43 AM, in POKéMON QUARTZ - FULL RELEASE (means 100% foo') Link
Why does the boy remind me so much of Bono from U2?
Arthus

140


 





Since: 11-17-05
From: Australia

Last post: 6513 days
Last view: 6513 days
Posted on 03-25-06 02:07 AM, in Zelda II Information Link
Originally posted by Ice Ranger
Hmm, I'll have to figure out the RLE compression (I think that's what someone said the Overworld uses).

Yea that's what it uses, i have figured it out mostly.

"AE" is the offset.
"A" controls the length of the tile in decimal plus 1. So A would be 11.
"E" controls the type of tile it is. I have a list as follows:
0 - Town
1 - Blank
2 - Palace
3 - Ramp
4 - Sand
5 - Grass
6 - Forest
7 - Swamp
8 - Graveyard
9 - Path
A - Lava
B - Mountain
C - Water
D - Walkable Water?
E - Rock
F - Spider

I just can't figure out how the game goes to a new line.
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Acmlm's Board - I3 Archive - - Posts by Arthus


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