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Acmlm's Board - I3 Archive - - Posts by wtfweb |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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i've heard of a few different hdma kits
is d4's kit the one that doesn't add that alternate nintendo screen when the game boots? whichever one doesn't do that is the one i think i'll have to end up using once i have my levels planned out. it would also be nice if one of these kits allowed me to add/edit/remove hdma effects without moving to a new rom, is this possible? |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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i think alastor was kidding. either way i dont even know what this thread is about anymore! (ok i figured it out. the hand idea is cool, i sure as hell cant think of anything better)
but yeah! 4D! mario world! wooooooooohoooooooo! (edited by wtfweb on 07-30-06 08:09 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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i remember reading about another kit that you'd need some asm knowledge or heavy use of a hex editor to use. is this one worth looking into or is it missing a lot of things d4's has? also, where can i download these kits? i dont see them in the tools section of smwcentral (edited by wtfweb on 07-30-06 08:13 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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hmm well this hack is almost unplayable. is there even a way to beat the first level?
have you playtested this yourself before releasing it? some major issues off the top of my head... - in 2 levels i played there are parts where you can't see your character at all... or the enemies (you need to turn vertical foreground scrolling on to fix this) - in your castle there are so many ball'n'chain sprites on the screen at once that parts of them (and other sprites) disappear. change the sprite header or get rid of some of those sprites! - there were at least 2 sections where you pretty much automatically get hurt if you haven't played the level before (one being at the start of the first level where you sink into nippers) - in your underground sections with floating skulls, there are some pretty severe graphic and gameplay glitches with your uphill and downhill lava, which makes it extremely hard to stay alive (you have to balance on the edge of a skull to not get hit by the awkwardly shaped lava) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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this is very amazing stuff
i'm so glad you're still making such consistent updates! |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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Originally posted by The 13th Prodigy i think this is the most random, confusing hack i've ever played not the worst though. so keep at it! |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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Originally posted by Goldensunboy this is the best advice given so far. get a group of beta testers (or just a few really smart ones) and take into account all of their advice before releasing your next hack |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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what's cotmk1?
i want screenshots or a link to a thread with screenshots so i can know how excited to be |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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this looks so amazing
i just wanted to point out that i hate the colors of the word SHOP. it really stood out to me how each letter is a different shade and doesn't look good imo. but that's the only thing that didn't look amazing to me in these screens. |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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ok i have i suppose a ASM hack request.
i just playtested my hack in 2 player mode over zsnes netplay, and noticed that the overworld graphics will glitch if exgfx are in use if 2 players are on different submaps. apparently this is because going from player 2 to 1 or vice versa on the overworld, like traveling on red exit paths, doesn't load the new graphics data for the submap you're traveling to. anyway i was just wondering if it would be feasable (probably not since i'm assuming it would already be done if it was) to make red exit paths and switching between players on the overworld reload graphics data for maps just like pipes and stars do. i was hoping maybe this would be as simple as calling whatever routine loads the overworld tiles into memory or something whenever the submap switches. but, i know nothing about snes programming and i'm sure it's far more complicated than that. anyway i was just wondering if this would be possible at all or if it would require way too much work to achieve |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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i think the last line could have been better | |||
wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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Originally posted by Ice ManOriginally posted by Ice CirvanteEh? That's just wrong. but m16-7k makes the 16x16 tiles for you, imports the colors for you, and puts the 16x16 tiles in the right places in the background for you. so i'd say your way is more wrong (wrong being difficult) anyway i wonder if d4 would ever consider releasing his HDMA kit without that annoying new nintendo screen. or at least with a way to customize it. i know he talked about that before (edited by wtfweb on 08-14-06 05:01 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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i just playtested my hack in 2 player mode over zsnes netplay, and noticed that the overworld graphics will glitch if exgfx are in use if 2 players are on different submaps. this is because going from player 2 to 1 or vice versa on the overworld, like traveling on red exit paths, doesn't load the new graphics data for the submap you're traveling to.
anyway i was just wondering if it would be feasable (probably not since i'm assuming it would already be done if it was) to make red exit paths and switching between players on the overworld to reload graphics data for maps just like pipes and stars do. i was hoping maybe this would be as simple as calling whatever routine loads the overworld tiles into memory or something whenever the submap switches. but, i know nothing about snes programming and i'm sure it's far more complicated than that. anyway i was just wondering if this would be possible at all or if it would require way too much work to achieve |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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if it's as... (kinda?) easy as what's being suggested, then if someone with asm knowledge would look into a possible way to fix this i would be forever grateful. i'd love to do it myself, but i dont really have too much interest in learning snes asm just to fix this bug. although it is a pretty annoying bug that really limits the use of exgfx on the overworld
hopefully someone with a lot of asm knowledge sees this thread (edited by wtfweb on 08-14-06 07:34 PM) (edited by wtfweb on 08-14-06 07:35 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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ohh. yeah i kinda misunderstood what you were saying with the "that's just wrong" comment.
but anyway, just as clarification, m16-7k shouldn't produce any more tiles than the number of tiles that are used in the actual game you're ripping graphics from. this is because (as long as your pcx file has the tiles lined up correctly) pic2snes will optimize the 8x8 tiles by throwing out re-used ones. for example, the last time i ripped a background (it a sky background from yoshi's island), pic2snes optimized several hundred extra tiles, leaving me with a little less than 128 tiles (a perfect amount for just one exgfx file) (edited by wtfweb on 08-14-06 07:43 PM) (edited by wtfweb on 08-14-06 07:44 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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if you click the starman icon in the level editor to open the palette editor, you can choose the background palette from a dropdown menu
OR you can go to the level dropdown menu and select "Enable Custom Palette." then you can click the starman and click the individual background colors to edit them to whatever colors you want. (the background colors are typically colors 0 through 7 in palettes 0 and 1 OR you can read the lunar magic help file instead of posting your questions here and waiting for replies |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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oh. haha. i never thought about that | |||
wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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well... how long did it take you to learn enough asm to even attempt something like this?...
anyway. i'm guessing i'll just have to live with this problem. but on the bright-side at least my overworld is designed so it only happens when playing 2-player games. |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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ok, so I guess I need approval to post now.
I just tried to post in the SMW forum and I was really confused when i couldn't reply to my own thread there! Anyway, I guess I should say that I'm not stupid, in fact if you check my posting history you'll see i'm pretty competent. right now i'm working on my first SMW hack, which I would say is fun and well-made, and I'll be contributing that once I'm approved to post (and finish 2 more levels.) Other than that, if you checked my posting history I'm sure you saw that I'm pretty good at answering questions people have about SMW hacking, at least some of the more simple ones. Anyway I think this approval thing is a weird idea that'll could discourage posting a good deal BUT i'm glad only literate people will be posting in the SMW hacking forums now. (edited by wtfweb on 08-15-06 08:26 PM) |
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wtfweb Red Koopa Since: 02-10-06 Last post: 6325 days Last view: 6315 days |
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so umm
fusoya's said that he will never, under any circumstances, release lunar magic's source? |
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Acmlm's Board - I3 Archive - - Posts by wtfweb |