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DiscoPeach
Posted on 06-17-08 05:44 AM, in Problems importing ExGFX [GFX] [QUESTION] Link | Quote | ID: 85252


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I don't know why, but I have the ExGrafics folder in the same folder as the ROM I'm hacking, but Lunar Magic won't recognize any .bin file in there. I'm trying to import a Mouser I found and I renamed the .bin file to ExGFX80.bin. What am I doing wrong?

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DiscoPeach
Posted on 06-18-08 03:11 AM, in Additional Yoshis (rev. 2 of 06-18-08 03:12 AM) Link | Quote | ID: 85283


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Well, it is was possible, obviously it wouldn't be easy. And if I were to win the Tibetan lottery, the prize would probably be a dr (a dr is not doctor, but a kind of llama that lives in the Himalayas, and is pronounced like grrr, only with a 'd' )

Edit:

I'll see if I remember where I saw this information. Sorry that I didn't type it in, so I edited my message. I'll see if I can find it for ya. But yeah, it was most likely a color change reference that I misunderstood. Still would've been cool to add more Yoshis to SMW

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DiscoPeach
Posted on 06-18-08 03:15 AM, in Problems importing ExGFX [GFX] [QUESTION] Link | Quote | ID: 85284


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Alright, the folder is named ExGraphics and is in the same folder where the ROM is. So maybe my problem is the second part of your advice. Could you try and be a little more specific, please? What regular graphics do I have to extract and reinsert before I can insert the ExGFX? How I know which sprite was edited to make the Mouser in question that I found?

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DiscoPeach
Posted on 06-21-08 01:20 AM, in Problems importing ExGFX [GFX] [QUESTION] Link | Quote | ID: 85449


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Um... yeah... that what be a humongous no . What do I have to do with SpriteTool, then? Can you help me out?

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DiscoPeach
Posted on 06-23-08 03:59 AM, in Problems importing ExGFX [GFX] [QUESTION] Link | Quote | ID: 85578


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Yeah, I renamed the .bin file in that format. I just didn't know that detail about the Spritetool insertion. I'll get right on it. Thanks for the help!

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DiscoPeach
Posted on 06-23-08 07:26 AM, in Pokemon Tropical Link | Quote | ID: 85588


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I like your graphics, foofatron. And your mapping. I'm writing up a Pokemon hack myself, and I'm real new to this game hacking deal. I feel like it's gonna take me forever to import custom graphix and deal with all the other custom tweeking with assembly, etc. It seems you got that down, but need a new story. If you don't mind working in a team, maybe you and I can work on a hack together. That way it would at least be done in half the time . I, myself, have school to attend to, two jobs, and a social life (yet all of the free time I can muster up to spare I use for gaming ). Most of the great hacks out there are done in two-men teams, anyways. Like FuSoYa and Zero-G's Super Demo World (SMW hack) and Parallel Worlds (Zelda: A Link to the Past hack) as well. Both are some of the greatest hacks I've ever played. What say you?

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DiscoPeach
Posted on 06-24-08 05:25 AM, in Additional Yoshis Link | Quote | ID: 85812


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Interesting...

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DiscoPeach
Posted on 06-24-08 06:02 AM, in Pokemon Tropical Link | Quote | ID: 85814


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@ foofatron:

I have 60 custom pokemon ideas, with some designs for all of them. I also have a complete story for the game, and (if it could be pulled off with some ASM hacking) I designed a 438 pokemon pokedex. Also, some type combinations not used in any previous game (Diamond and Pearl included), like a Flying/Fighting type for example. The plot development is very deep and enveloping and as the story progresses, more and more things occur (it's not just about the same fight 8 gyms -> elite four -> pokedex completion). In my new dex, there are pokemon from Red/Green, Gold/Silver, Ruby/Sapphire, and Diamond/Pearl (thanks to some Custom Sprites ).

I don't know how PMs work here in this forum, but if you're interested in my ideas and stuff (not just ideas, but I also take consideration into stats, moves, text, trainer ideas, styles, etc, you know, the major bulk of what is a pokemon game) and have MSN messenger, PM me so that we can try and make a killer. I'd tell you more about the story here in the forum, but I'd like to keep it fresh and have people see it via a demo or a video.

Thanks in advance for the consideration!

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DiscoPeach
Posted on 06-24-08 06:59 PM, in Pokemon Tropical Link | Quote | ID: 85844


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Righteous! Then let's try and make the best pkmn hack of all time .

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DiscoPeach
Posted on 06-30-08 08:30 PM, in Additional Yoshis Link | Quote | ID: 86348


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Yeah, Nintendo has a way of doing random things like giving dinosaurs brown cobbler shoes. Thanks for the insight, now! Now I know you can only change his colors and not the abilities he has. That would've been kickass, though

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DiscoPeach
Posted on 07-01-08 05:37 AM, in Additional Yoshis Link | Quote | ID: 86422


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Posted by Xeruss
Posted by DiscoPeach
Yeah, Nintendo has a way of doing random things like giving dinosaurs brown cobbler shoes. Thanks for the insight, now! Now I know you can only change his colors and not the abilities he has. That would've been kickass, though

That's actually quite insightful.
Maybe I should change the shoes in my hack too.


Give him bunny slippers

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DiscoPeach
Posted on 07-03-08 03:47 PM, in Additional Yoshis Link | Quote | ID: 86682


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Maybe the ability coding is mixed together with the pallet coding.

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DiscoPeach
Posted on 07-03-08 11:02 PM, in OpenPoké - Starter monsters Link | Quote | ID: 86715


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That's actually a great idea. However, if you have the item in your bag, then it would take the fun out of experimenting. For example, if you had a custom pokemon, and you wanted it to evolve if you "traded" it holding a particular item, it sort of defeats the purpose of the surprise if it were to evolve automatically. You'd want the person to experiment to see who evolves with what. Just create new items for evolution purposes. Like the "Trade Stone" (good one). For example, have Scyther hold a Metal Coat and use Trade Stone on it. That's a much better idea. Besides, Alakazam, Haunter, Golem, and Machamp were broken, anyways. Their stats were super high and the moment you evolved your Abra into Kadabra, you just traded it forth and back and got a lv. 16 Alakazam, that kept learning moves (unlike other stone evolutions which, if you evolved too early, you never got to learn any other moves beyond that level). Vicious.

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DiscoPeach
Posted on 07-05-08 01:12 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86839


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Oh please don't sacrifice functionality over presentation! D:

I do understand Kawa's statement, though. However, I do believe you're all making a big hullabaloo over this. Just try a different layout not too "complicated". Like a font change, or some color changes. Maybe a little shading in the tabs that allows the vision to clearly separate them when you look at it. I don't know. Just a modest suggestion, I wouldn't know how simple it is to change that. But Omega is right. If you really want to do something with a program, you gotta learn to deal with its functions. If the program is as in depth as this, it's bound to get complicated. I remember when I first started using Photoshop. My God what a bitch that was. I would tinker on it all day all the time, and had tutorials up the yingyang. Now, I am quite skilled in many things Photoshop has to use, and I'm well aware that I have yet to master approximately 75% more of the program to use it to its full potential.

*excessive whistling* All we need is just a little patience...

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DiscoPeach
Posted on 07-05-08 01:16 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 86840


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Most awesome!!! This will be great! When you finish polishing this as to make it bug-free, can one alter the ROM with this and then hack it, yet give you the corresponding credit?

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DiscoPeach
Posted on 07-05-08 01:51 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 86843


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Yeah, I see what you mean. The problem is that Kawa is right in the sense that people would prefer simplicity in the layout. I just don't think that it should be changed completely. Ever since you first showed it in the board, I did find it to be a bit jarring at first. I thought it could've been the layout, but I think it's a bit too prissy to be fussing over a layout. And he doesn't appear to be the only one who talked about the layout. However, people sometimes dive too deep into changing something and fuck it up completely. It's like these makeover shows, where all they do is move the furniture around a bit and change some colors and voila! New house. No need to rip apart floors or knock walls down. Why don't you ask giangurgolo to see if he can at least change the font around, work with the tabs a bit. See if you can get some color or shading in there. I bet that would improve it greatly! You don't even have to change anything. Test it out! I love how it's coming along and can't wait to see what games people will take out of its womb!

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DiscoPeach
Posted on 07-05-08 03:32 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 86850


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Alright! In my eyes Miyamoto is god just cuz Mario and Link came from his creative nuts. He jizzles gold. Whatever you need tested in Zelda, I'm your guy! What would you like to test?

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DiscoPeach
Posted on 07-05-08 04:27 AM, in Zelda 3 ASM Hacks (rev. 2 of 07-05-08 04:28 AM) Link | Quote | ID: 86854


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Well, for starters, you can try and see if you can work out the kinks for not having the animation of Link picking up the bomb. If the bomb is independent of enemy bombs, there shouldn't be much trouble there. If your code wasn't written over any other code I guess it's fine. It shouldn't fuck anything up. I'll try and test it on every hidden room, cuz that's what bombs are for. Also, if they appear normally as an item, and will always route back to it, perfect.

Also, test to see what happens it when you drop it in water. Do fish pop out? Also, test it on all the wishing wells where the item swap faeries are. Test it on the Dark World water circle where the catfish gives you the Quake Medallion, as that's an event triggered by throwin' somethin' in there.

What I recommend you do (if possible, to maximize testing) is remove the fact that it doesn't kill Link and that they're infinite. I want to see what happens when you run out and reach more, or what would happen with other things, etc. What do you think? That way it would be ultimately tested. It doesn't matter if I die, what's the save state for anyways?

Cuz I can probably play Zelda 3 completely in one day from sun to sun, cuz that game to me is the reason why I am alive today. I was born to game, born to hack, and born to program my own games. I spent father's day with the man who raised me... Mario Mario.

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DiscoPeach
Posted on 07-05-08 06:37 AM, in Zelda 3 ASM Hacks Link | Quote | ID: 86860


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Posted by MathOnNapkins
The record for playing the game is something like 1 hour 30 minutes. I doubt I'd even come close to that .


Yeah, I know what you mean

But I know this game in and out, to the point of saying: "a bee'll come outta that bush". It's alright. I saw a guy beat Super Mario 64 in 14-some minutes. I mean, BEAT it. Peach gives him the cake at the end (people bitched about the "coffee" from GTA: SA, but Mario went through hell, fire, and brimstone just for a "piece of cake"; probably because he'd be providing the frosting ).

Alright, gradeschool jokes aside, try and see if you can fix that falling into the water part, because that's like a MAJOR glitch if it were to come out wrong. Since items can go through objects (like walls and stuff), I don't think any glitch or crash at all would come from chucking them anywhere, being as Keese or other monsters drop shit in places you can't reach sometimes. If the bombs act like the stones, or bushes or whatever, I don't see a problem, being as the game allows for those types of objects to break when they strike something and they have a priority over any layer.

Anyways, as we all know from experience, no matter how many beta tests, glitches still appear (as we all see in people youtubing their way of entering "The Unicorn Fountain" (that SO sounds like an entry from Charlie, the Unicorn: "let's go to the Unicorn Fountain, Charlie! yeahhhhhh!")

Anywho, I don't think Zelda 3 would crash because of the bombs. Something else might crash it, like the other stuff you did. Especially if going in and out of places glitches a bit. What's more likely to happen is a map crashing and the game freezing going in and/or out of someplace, not because of a bomb.

I'd be more than happy to test it out completely to the best of my ability - but as a quasi finished product. Fix the water, make Link animated grabbing it, and then I have more opportunities to find bugs. More tinkering means more spaces for bugs to pop through

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DiscoPeach
Posted on 07-05-08 09:55 PM, in Zelda 3 ASM Hacks Link | Quote | ID: 86885


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Thanks! Forgive my sudden burst of ignorance. But you're right. Just because the nature of what you coded isn't meant to crash, doesn't mean it will. Thanks for listening to me so far. I'm glad I was able to give you at least some things to fix before it was even tested. You're lucky I have have real keen eyes to detail. A great game can either be made or killed because of detail.

Anyways, thanks for fixin' that up! When you reupload it I'd be more than happy to test it out for ya! I'm on vacation so I've got nothing else to do besides my hobbies! So bring it!

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Main - Posts by DiscoPeach

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