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06-03-24 01:30 AM
Acmlm's Board - I3 Archive - - Posts by wtfweb
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User Post
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 07-30-06 09:03 PM, in Opinions needed for graphics Link
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?
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 07-30-06 09:08 PM, in Bowser Entrance Suggestions Link
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)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 07-30-06 09:12 PM, in Opinions needed for graphics Link
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)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 07-30-06 11:46 PM, in Super Mario World: Return to Yoshi's Island (SS/Demo) Link
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)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 07-31-06 01:08 AM, in Sprite Tool, public test release Link
this is very amazing stuff

i'm so glad you're still making such consistent updates!
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-01-06 02:11 AM, in Super Mario's Crystal Island Adventure Link
Originally posted by The 13th Prodigy


Hmm...what do you think?


i think this is the most random, confusing hack i've ever played

not the worst though. so keep at it!
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-02-06 02:54 AM, in Super Mario World: Return to Yoshi's Island (SS/Demo) Link
Originally posted by Goldensunboy

9. Did you even test your levels yet? If not, do so, or get a handful of beta testers.


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
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-03-06 12:37 PM, in So I found a file recovery program demo and... [SMW hack related] Link
what's cotmk1?

i want screenshots or a link to a thread with screenshots so i can know how excited to be
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-09-06 05:39 AM, in Screens Of Bowser's Return [Anti-56k] Link
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.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-11-06 01:25 AM, in ASM hacks / Custom Blocks / Custom Sprites Requests Link
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
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-13-06 12:34 AM, in Editing HUD & Graphics Link
i think the last line could have been better
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-14-06 06:00 PM, in Screens Of Bowser's Return [Anti-56k] Link
Originally posted by Ice Man
Originally posted by Ice Cirvante
Screen captures with layers turned off + PSP 3.11 + m16-7k = win
Eh? That's just wrong.

I just use VisualBoyAdvance -> Tile Viewer -> Extract -> Paint to choose the GFX I want -> IrfanView to save as 16 color .bmp -> YY-CHR to import and create the ExGFX file -> LM to set it up -> Done


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)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-14-06 06:12 PM, in Would it be possible to... (ASM related) Link
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
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-14-06 08:33 PM, in Would it be possible to... (ASM related) Link
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)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-14-06 08:42 PM, in Screens Of Bowser's Return [Anti-56k] Link
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)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-14-06 08:48 PM, in Help! Link
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
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-14-06 10:52 PM, in Screens Of Bowser's Return [Anti-56k] Link
oh. haha. i never thought about that
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-15-06 01:18 PM, in Would it be possible to... (ASM related) Link
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.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-15-06 04:27 PM, in Approval Request Link
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)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6325 days
Last view: 6315 days
Posted on 08-21-06 01:41 AM, in ASM hack idea. (Sprite graphics related) Link
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


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