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05-12-24 04:25 PM
Acmlm's Board - I3 Archive - - Posts by NES Boy
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NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-22-06 05:50 PM, in Well, hello there. Link
I've read the rules and stuff. No posting pictures of hacks with nothing changed shown, don't spam or be stupid or flame anybody, can't have Acmlmboard 1.92, don't ask for ROMs, etc. I got it.

So, I've just registered as you can see. I got a few things to show off and all, and I'll get to it as soon as I can. Thank you.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-22-06 11:37 PM, in Hack: Super Mario Acid Link
Okay, recently I went through Donkey Kong Universe's old news and happened upon an article where they talk about the first batch of media being released then, and when Nintendo.com gave vague information to the storyline and characters, they proceeded to make up their own storyline for the game where K. Rool drugs up Donkey Kong. Thus inspired this ROM hack. The story, taken from the afore-mentioned news article at DKU (entitled "Brutal Jungle Beatings") and with names replaced where appropiate:

King Bowser has a new dastardly plan to defeat the Marios once and for all! After weeks of planning, he has kidnapped Yoshi and trained a Koopa Troopa to go to the annual Mushroom Kingdom Beach Barbecue in his place! When the Mario Bros. are off competing in Toad's limbo competition, the Koopa Troopa spikes their italian daqueri with LSD! No sooner do Mario and Luigi pass out than Bowser shows up, kidnaps the other Yoshis, and sets off with Princess Peach! Mario and Luigi wake up to the trip of a lifetime, but they're not going to take this injustice lying down. You get to control Mario and Luigi through the maze of their subconscious, exploring bizarre landscapes and encountering a plethora of off-kilter, tripped out enemies!

Right, so lets roll with the screenshots!


This hack is still in its very early stages, so don't expect new level design, but some changes HAVE been made. Yoshi here is meant to be a parody of how his sprites were in the original SMW. In SMW, his arms are orange, but in the GBA update, this has been corrected. In this game, due to the LSD, Mario is seeing Yoshi with the correct arm colors, but with the rest of his body orange! So the color of the Yoshi relies on the color of his arms now. Also note that Pokey is replaced with the version of him from SMA2's post-Special Zone mode, except this one's not gray.


The opening text basically summarizes the story above. I think the "Super Mario Bros." heading is a nice touch myself. This is the only text change I've done so far.


Mario just stomped on a blue Koopa with no shell, and it turned into a Goomba (remember, Mario is on a psychedelic experience). What's notable is that that "smashed Goomba" sprite came from the SNES Test ROM that also used other prototype SMW sprites. Also, I've replaced the Dragon Coins with Princess Coins, which appeared in place of the Dragon Coins in SMA2 when you get all of them in their available levels.


No, I'm not making an "alternate version" of the hack, I'm actually using Super Mario All-Stars + Super Mario World to make this hack, hence the alternate Luigi sprites. Anyway, notice how I'm using more SMA2 graphics here. The Goombas here are the versions from SMA2 after you clear the Special Zone.


Pay close attention to Iggy's hand. He has four fingers rather than three. This is yet another SMA2 change that carried over to this hack. This minor detail applied to the six other Koopalings and even Bowser, who not only got the extra fingers, but also newly colored arms as well. As you can see, I'm doing things that nobody else bothered to do before, like using the SMAS+SMW version of SMW for a hack. Oh, and note that I'm using the Prototype SMW Fire Flower from the SNES Test ROM as well.

Well that's it for now. I've given a few other enemies stange changes as well so far, but I'm still trying to think up things for this game. Anything goes, since this hack has a hallucinogenic theme to it. Comments and ideas for the hack would be ice.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-25-06 02:42 PM, in Viewing 8BPP graphics in SNES and GBA games. Link
Is there any efficent programs that let me view graphics for SNES and GBA games that are in 8BPP? I tried using Shaun Lindsay and Jason Fries's "SNES Sprite Viewer", but when I tried to set the bitplanes to 8, it looked as though it is on 1BPP.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-25-06 08:21 PM, in Importing GBA pallettes in Tile Molester Link
How do I import GBA pallettes into Tile Molester? It's very time consuming to recreate the pallettes color by color.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-26-06 02:01 PM, in Importing GBA pallettes in Tile Molester Link
Originally posted by Celice
Visual Boy has some exporting thing under Pallete Viewer :/

Yeah, but the only available extentions are .PAL and .ACT, and Tile Molester doesn't support those.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-26-06 06:54 PM, in Mega Man: The Wily Wars Game Genie Codes Link
I've collected these from the internet.
---

European version (Mega Man: The Wily Wars):

Master Code:
AJBT-AA5J

Reigon Lock Disabled:
B32A-CA50

Enemy Number Modifyer:
??PT-AAH8 (too many enemies, and the game may crash; too little enemies, and the boss may not appear)

Extra Lives are worth 5 Lives:
SEEA-DYWG

9 lives in Mega Man 3:
BHJT-AAEJ

50 Lives in Mega Man 3
GMJT-AAEJ

Japanese version (Rockman Megaworld):

Reigon Lock Disabled:
V2AT-BMEJ
EAAT-BL1T
REBT-A6XL

---
I haven't tested all of them. All I know is that both Reigon Lock codes work, as I have just tested them. I'm more interested in getting a code that enables Wily Tower from the game select without having to beat the other three games, as well as codes that let you use weapons and items in games where you normally couldn't (for example, MM3's Rush Jet in MM2, or MM1's Rolling Cutter in MM3).
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-26-06 08:00 PM, in Mega Man: The Wily Wars Game Genie Codes Link
Originally posted by Dragonsbrethren
I assume you know this but there are savestates that allow you to play in Wily Tower. I'm surprised no emulator supports saving in this game yet...

The AGES emulator supports it. I even have the .BRM file for the European version that has the first three games already beaten and Wily Tower being available. I've included a zipped file that contains said file and how to use it. Here are some screenshots of what we miss out from Zophar's Wily Tower savestate, since is was saved at its level select.

Here's what the game's logo looks like, since Wily Tower itself does not have its own title screen unlike the other three games:



And here's a screenshot of the opening sequence:



Attachments

wilytower.zip (579b) - views: 41
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-26-06 10:02 PM, in Mega Man: The Wily Wars Game Genie Codes Link
Haven't heard about that site until now. Thanks for the link anyway, iamstillhiro1112.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 02-27-06 08:01 PM, in Luigi in SM64? Link
Originally posted by Bloyburt
I was just looking around the internet earlier and I found a site that says how to get luigi in on official, unedited SM6 Rom! However, I think it may be fake...I'm going to try it out to see if it works. Since I'll probably going to fail, I'd like someone else to try it out too. Here's the site where I found the tip:
http://hometown.aol.com/rynex/mario.html

I skimmed through the code itself to see a certain part I expect:
Originally posted by The "way" to get Luigi
[...]
a green hat will come out of it. Pick it up and Mario will spin around and say "It's a Luigi time!"
[...]
You don't know how many fake Luigi codes contain a variation or such of that part.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-03-06 06:48 PM, in Earthworm Jim 3D: Poultrygeist Problems Link
You know in the level "Poultrygeist", where you have to jump on various furiture to get a Golden Udder? Well, whenever I jumped on the thrid furniture, everything suddenly resets and I can't get the udder. I tried this in both Nemu and Project 64, the same problem exists. And apparently this guy has the same problem.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-08-06 03:34 PM, in Redrawing every sprite... Link
Originally posted by Mattrizzle
Icegoom, this should help you with the problems you're having with Morton:

Originally posted by Mattrizzle
I've also discovered Morton, Roy and Ludwig's tile mappings. They are in the same simple format as Bowser's, starting at $1DBDE.
As you can see from the picture below, there are unused fire breathing animations for Morton and Roy!


Now if only someone could find the bytes that change which palettes they use...
EDIT: I've found them!

$1DF6E-1DF70 are the low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes, and $1DF73-1DF75 are the high bytes for these addresses. Going by this, the pointers read as follows:
SNES $00/B2BC (PC $34BC) Morton
SNES $00/B2A4 (PC $34A4) Roy
SNES $00/B298 (PC $3498) Ludwig



Ironicly, the ending uses one of Morton's unused sprites.



Also, I noticed from the tiles that there's another missing animation for all three of them:

NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-08-06 11:07 PM, in Redrawing every sprite... Link
Great sprites. Terrific!

As for the third Boo, maybe make one based on the Super Mario Sunshine Boos? (They have different faces and slightly different "tails".)
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-10-06 02:59 PM, in Does anyone still have Bouche's custom SPCs? Link
Speaking of Bouche's stuff, does anyone still have his SMAS MIDIs?
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-10-06 03:28 PM, in Redrawing every sprite... Link
Originally posted by andres
Nice ghosts . Also, I prefer the Sumo Bros., itīs more original from SMW.

Which Sumo Bros? The Hammer Bro like one or the more sumo-like one?

And here's the Super Mario Sunshine Boo for reference:



Ignore the error in the texture of the eyes.



Sorry for being blurry here.

We need better pictures of the SMS Boos. I recall them having slightly different tails as well.

Anyway, I hope you consider this for the third type of Boo.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-11-06 11:27 AM, in Does anyone still have Bouche's custom SPCs? Link
Originally posted by asdf
Originally posted by NES Boy
Speaking of Bouche's stuff, does anyone still have his SMAS MIDIs?


You don't really need those, as VGMusic has most of the tracks from the game (and with those that there aren't any from, you could take the ones from the NES section). ;P
Ah, but it has tracks that VGMusic doesn't have, like SMB World 8 Bowser!
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-11-06 06:00 PM, in Redrawing every sprite... Link
Nintendo recently released artwork of Buzzy Beetle from New Super Mario Bros. I'll post it right here:



Thought you might use this for reference.


(edited by NES Boy on 03-11-06 05:04 PM)
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-11-06 06:46 PM, in General Project Screenshot Thread Link
Originally posted by Rockman
Originally posted by Hyperganon
Why do you want Bubble Man's stage to be first?
And why is Zero is in it?
Since Bubble Man is the proper stage to do first, (if you want to get all of the weapons to defeat the bosses in order), I wanted to make Bubble Man an intro stage. Similar to the X series, have an intro stage. It hasn't been done to MM2 before to my knowledge.

Yeah, even Mega Man Powered Up, which is a remake of MM1, has an intro stage:

Originally posted by Hyperganon
Just to let you know, so far in the original story, Bass and ProtoMan know of Zero, MegaMan does not. At the end of the second arcade MegaMan game, Wily unveils Zero to Bass, and ProtoMan destroys the plans.

If you were refering to Mega Man & Bass in Proto Man's case, that's not the plans for Zero. That's an upgrade of King.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-11-06 09:54 PM, in Redrawing every sprite... Link
Here's something interesting... In Super Mario Advance 2 (GBA remake of SMW), Nintendo actually redrew the Pidget Bill sprites! Here's a comparison between the original (left) and the new one (right):
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-11-06 10:27 PM, in Hacks you would love to see... Link
The NES MM1 with the Intro Stage, Time Man Stage, and Oil Man stage from Mega Man Powered Up.
NES Boy

Red Paragoomba


 





Since: 02-22-06

Last post: 6533 days
Last view: 6533 days
Posted on 03-15-06 03:32 PM, in New Game Genie Codes for Mega Man II Link
The red select screen kinda reminds me of the Wily Wars version of the game.

Pages: 1 2 3
Acmlm's Board - I3 Archive - - Posts by NES Boy


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