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DiscoPeach
Posted on 04-17-08 04:19 PM, in Help with changing Link's House in Hyrule Magic Link | Quote | ID: 81989


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I've just started using Hyrule Magic. And there are important rooms and events that I know I can't alter, otherwise the game will crash or it will run all fucked up. What I wanted to know is if I can change the exit/entrance to Link's house so that I appear somewhere else i.e. not in the 2C grid of the Light World overworld.

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DiscoPeach
Posted on 04-21-08 02:42 AM, in Help with Zcompress Link | Quote | ID: 82154


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I've downloaded Zcompress from many sources and it does the exact same thing. The second I run it, it closes. How do I use this thing? Or does anyone know what could be wrong? Any help please?

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DiscoPeach
Posted on 04-23-08 06:40 PM, in Help with Zcompress Link | Quote | ID: 82272


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YES!!! Thanks, dudes! I finally got it working. I didn't realize it was only accessible via the cmd. Righteous!

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DiscoPeach
Posted on 04-26-08 06:03 AM, in Inexplicable crash of Hyrule Magic when editing overworld Link | Quote | ID: 82394


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I don't know if this is a default problem with the program, but it seems that whenever I change the tiles in some areas, and I go save, Hyrule Magic crashes. I don't know why. For example, Area33 and Area2D both cause a crash when I edit them IN THE SLIGHTEST. I have no idea what's wrong. If anyone knows why this happens or just know a way around the problem, I'd be most grateful because I wouldn't like to have missing areas in my game or in the WorldMap, for that matter .

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DiscoPeach
Posted on 04-26-08 06:43 AM, in Inexplicable crash of Hyrule Magic when editing overworld Link | Quote | ID: 82397


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:'( noooooo!! dammit! oh well. Are there anymore of these "technicalities" with Hyrule Magic that I should know about? 2 hours into editing Area2D caused a fucking crash when I went to save. Lost all the custom tiles I made and everything. I was PISSED. But, I love the program anyways . Can't wait to see what I can make out of this. Oh well back to the drawing board.

Anybody have any kind of bug reference guide for Hyrule Magic? It's gonna be hard to work around the uneditable areas but I'll manage at least for now.

Thanks for opening my n00bish eyes to the dark corners of Hyrule Magic, MathOnNapkins :'(. At least I have something more to entertain myself with on Hyrule Magic.

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DiscoPeach
Posted on 05-01-08 02:01 AM, in Item changes won't save when I save the areas in HM Link | Quote | ID: 82586


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When I eliminate items in Hyrule Magic, and I save the changes, when I reopen the area, the items weren't erased. They appear as if I had done nothing to them. However, when I change them around, they stay to where I changed them to. However, if I remove an item, it clears when I do so, but if I reaccess the area, IT COMES BACK!! >:| does anyone know what I have to do to permanently erase an item from an area? I've even removed them from Beginning, First Part, and Second Part and they still appear. What do I do?

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DiscoPeach
Posted on 05-01-08 05:07 AM, in Inexplicable crash of Hyrule Magic when editing overworld Link | Quote | ID: 82592


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Yeah, I read that. I found Orochimaru's guide, but I've been told that it's a tad outdated. I know Hyrule Magic has its limitations, but I tried to edit it again, being as I've only started, and it seems that it's easier to edit the overworld when you haven't imported custom graphix, yet (at least that's the conclusion I came to). I already made a custom title screen, and some monsters and I recompressed them back in the game. And then it got all bitchy. So I decided to alter the graphics AFTER I edit everything. So far, I've been able to edit pretty heavily. It might not be the reason why, but at least by changing what I did it turned out pretty well. Thanks!

P.S. good luck with that Overworld editor! Let me know when it's done! If you can place the tiles 16x16 instead of 32x32 that would be a MAJOR advancement . It would save the trouble of having to edit them whenever you come across something you have to do the hard way, hehehe.

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DiscoPeach
Posted on 05-01-08 07:09 AM, in Inexplicable crash of Hyrule Magic when editing overworld Link | Quote | ID: 82598


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Exactly. I think sticking to 16x16 is more convenient than 8x8. Also, since it's 16x16 it's not such a pain in the ass and it would be easier to have imported tiles without having to sacrifice tiles that are already there. It'll take longer to make the overworld, but fuck it. It'll pay out in the end because if you just want a bush, you can put it without having to find a bush with an adjacent stone, or a shadow to a cliff, or a sign next to it, or the tip of the root of a tree. I fucking hate having to spend close to an hour finding cliffs or water or paths that are almost there but not quite. It's like I'm pissing all over the game. It'll look more polished and neat, instead of having funky looking shadows or movement in the water. It'll be MUCH more easier. If you almost got it pinned down then all the power to ya. If you get that patched up and ready to go, you're da bomb!

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DiscoPeach
Posted on 05-01-08 09:39 PM, in Item changes won't save when I save the areas in HM Link | Quote | ID: 82613


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Well, it's kinda hard to avoid having a sprite smack dab where you don't want it. I guess I can just change them into Nothing but then they'd keep taking up space I don't want them to. Item space I could use in other areas or dungeons of the game. Still, can't complain about Hyrule Magic. Just gotta find ways around it. Challenges like these aren't that frustrating (still a pain in the ass, though).

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DiscoPeach
Posted on 05-25-08 05:26 PM, in Item changes won't save when I save the areas in HM Link | Quote | ID: 84151


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Posted by MathOnNapkins
Just out of curiosity are you *saving* after you do these edits? As in, edit an area, save the rom. Close the rom completely, then repoen it and it still happens? If so, then that's a pretty dumb bug :/.


Yeah. I erase them, save, close the rom, I even close Hyrule Magic. And when I run HM and them open the rom and go to the area, the items are not only still there, but where they originally appear. It is a tad frustrating. I'm thinking about editing them into Nothings but still, that would REALLY limit the number of sprites I can use in the game; cuz then I wouldn't be able to put new ones in another map because those Nothings would be taking up space. It's a real pain in the ass.

P.S. sorry for the late reply, but my internet has been down this month. some random technicallity :@.

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DiscoPeach
Posted on 06-04-08 03:57 AM, in Pokemon Tropical Link | Quote | ID: 84633


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Pardon the ignorance, but what pokémon editor did you use and where can I download it?

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DiscoPeach
Posted on 06-04-08 06:46 AM, in Looking for translated ROMS Link | Quote | ID: 84640


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I've found some Japanese roms translated to English (like the kickass Sailor Moon RPG for the SNES). There are many other great games out there that I'm sure are just as kickass but not yet translated. I've been rummaging through google but to no avail. Does any body know any pages where I could find translated roms or if anybody translates them? I'm searching in particular for the Ganbare Goemon series for the snes (also known as The Legend of the Mystical Ninja). Nintendo USA only distributed one in English for the snes - and it's a great game! I recommend it to anyone. There are others that were released but for super famicon only. I guess my question is a plea for help in obtaining these roms.

Thanks!

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DiscoPeach
Posted on 06-04-08 08:02 PM, in Looking for translated ROMS Link | Quote | ID: 84663


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Alright, I'll check these sites out. Thanks a lot! Let's see what I find!

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DiscoPeach
Posted on 06-06-08 05:36 AM, in Looking for translated ROMS Link | Quote | ID: 84722


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Lamentably, I couldn't find any translation patches for these games. Apparently, there seems to be many people just like me who wish to play this cult classic. I don't know why the higher-ups in Konami didn't release these games in English like the first SNES installment of the series. What I did find out (in case anybody else out there wants these games) is that there are some people trying to translate them but they come across problems with the way Konami places the kana and kanji characters in the text (or something of that nature). It seems a humongous pain the ass. I know this series isn't as sought after or famous, but it would be a great project for those groups of people who translate games. These games are great. One of my favorite all-time SNES games is the Legend of the Mystical Ninja (the first one for the SNES). I constantly play it on the SNEmulDS.

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DiscoPeach
Posted on 06-14-08 04:31 AM, in Simpsons Arcade Game Link | Quote | ID: 85118


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Alright, I know that most likely this is not the place to ask this question, but I don't know where else to ask it. But, if there are other curious people out there, maybe we can help each other out.

The DS homebrew community has been able to not only create new games all their own from scratch, but has also been able to hack and emulate other games to play them on the DS via slot adapters such as the R4. I've seen arcade games completely converted to DS format, not in the sense that they're run on emulators for the DS, but actually hacked into DS format. To be played as DS games.

I guess my question is, does any body know if there exists a version of the Konami Simpsons arcade game (from 1991) ROM that you can play emulated on the DS? The arcade emulator for the DS doesn't support this game but maybe there's another way. Like a specially hacked version of the MAME ROM.

Any help is appreciated and sorry if I asked this question in the wrong place .

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DiscoPeach
Posted on 06-14-08 05:46 AM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 85124


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andy_k_250, all I gotta say is that your hack rules! It looks amazing and I can't wait to either play it, beta test or do anything else that would help you out.

I love all the sprite changes you made, and if you incorporate the Super Mario Land graphics you mentioned in your game, I think that'd be great! Not too many people remember those gameboy games from back in the day. Great job givin' me flashbacks, son! Righteous!

Now, about your tower block choice problem. I WAS going to tell you to use the brown blocks. The contrast actually helped it look better. Choosing the grey blocks just because the tower is grey, is pretty primitive and simple. That's like going out, and wearing all black just because black goes with black. I liked how the brown blocks look because it doesn't look "out of place". If anything it matched pretty well. That is, of course, until I saw your cement block edit. Marvelous. That fit in PERFECTLY. Also, don't change that tower graphic in the background for anything. Not EVERYTHING in the game has to be outlined in black or use the same palette. Sometimes, THAT'S what makes the graphics in a game too jarring to look at. I think it goes real world with what you were trying to pull off. Excellent! If you can incorporate the idea of not being able to go back down and dying instead, that would SO give players a headache and add to the overall difficulty of that level.

Also, I know I said it before, but all the enemy sprite changes, ideas, everything over all is fantastic.

I also love your storyline. It's so interesting that I would like to play it as soon as you think you feel comfortable enough to hand it out to a broader audience.

Ah! Lest I forget! LOVE the use of midis from other games. Some didn't like the music for the first level, but I think it fit in just nice because it has a childish feel to it, which suits a beginner level perfectly.

Keep up the gnarly work, man!

Also! Another thing I failed to mention: your Magma Bro (the sumo edit), leave him yellow. Making him red is just painting the kettle black. Again, just cuz it spews fire, doesn't mean he should be red. That red's too bright anyways. I think yellow is ok, or at least orange or something. Also, a good point was brought in about changing the flames so that it doesn't look so square. I don't know if you can rip a decent fire-tower-like thing from another Mario game, but if you're stuck using that one, it's still fine, too .

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DiscoPeach
Posted on 06-16-08 06:06 AM, in Lunar Magic Tutorial [QUESTION] Link | Quote | ID: 85188


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Ok. I didn't see a sticky with this topic and I've rotted a couple of hours away googling this only to come up emptyhanded. So I'll risk asking for it.

For Hyrule Magic, I found an excellent tutorial that pretty much covered everything and until now I have been able to pretty much sail freely through the program. However, I haven't been able to find any good tutorials for Lunar Magic. I don't know if I'm being naive or condescending, but I'd like to know if there are any decent ones out there.

I've downloaded many tutorials, but they seem to be for people with extensive knowledge and experience with Lunar Magic. But, I'm not looking for a tutorial for n00bs or people you have to treat as children for the message to get through, either. I'm pretty much looking for a beginner's tutorial that could help me through the initial process of Lunar Magic and SMW hacking. To more or less help me with the basics.

I can obviously move stuff around and add stuff to the maps and levels, but I'm a little blurry on how to make custom blocks (using the tools correctly) and other things like exits, sprite editing, etc. Is there any tutorial here or does anybody have one?

Thanks!

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DiscoPeach
Posted on 06-17-08 05:04 AM, in Lunar Magic Tutorial [QUESTION] Link | Quote | ID: 85248


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Thanks, blackhole89! I didn't think tinkering around with the exits would be so simple (shame on me ). I downloaded Blocktool but still haven't gotten around to using it. I've downloaded some custom blocks from other hackers to more or less see what can be accomplished with Blocktool. Spritetool I still haven't downloaded. I'm pretty satisfied with most of the in-game sprites. Although I have stumbled across some custom graphics with their respective progamming. I'll try and see what I come up with!

spel werdz rite: yeah, I know what you mean. I've been fooling around with the program and stuff and the help me file does help me a bit, but sometimes dealing with something completely new for the first time takes a bit of practice, time, and patience to pull through. You guys must have doctorates already in SMW hacking, lol!

Thanks for all the help! I've been burning all my time away doing a million things at once (but that's how I like to do things ). I'm finishing one game and starting the sequel to my baby in RPGMaker2000 and also doing a LttP hack thanks to Hyrule Magic. Now I got some mad ideas for SMW. I must be losing my mind... hahaha

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DiscoPeach
Posted on 06-17-08 05:16 AM, in Additional Yoshis Link | Quote | ID: 85249


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I know I read about this in another thread, but it appeared a little out of topic to me, so I thought I'd post a new thread about it, just in case anybody has any input for the matter, they can just talk about it directly in here.

Apparently, there are two unused Yoshis in SMW (don't know if this is true or not) which are still in the game. Which of course leads to the following question: would it be possible to hack in two new Yoshis?

Now, I'm not a kickass n00b pwnr when it comes to programming (yet ) but I am a man of ideas. And ideas are the ignition to the greatest feats :p. Anyways, enough with the ranting.

If this were possible, let's bring in fabled Yoshis from other games. Like a black one and a white one (ebony... ivory... living in perfect harmony...). The black one could have the property of spitting out a shelled enemy as a Bullet Bill (I know, it'd be like the Red Yoshi who spits out 3 fireballs, but Bullet Bills can take out a slew of enemies that fire can't kill). The white one, can become invincible (as if you had a star activated) while you're holding a shelled enemy in your mouth. I know this ability seems broken, but maybe this Yoshi can be placed in a super secret level that's very hard to reach or get to.

Anyways, that's an idea I thought I'd toss up in the air to see if it's possible to bring to fruition. Any other ideas?

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DiscoPeach
Posted on 06-17-08 05:26 AM, in OpenPoké - Starter monsters Link | Quote | ID: 85250


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Posted by NightKev
Posted by Skreeny
I wouldn't advise Machop or Geodude for starters, unless there's going to be a way to get trade-only evolutions without trading.
I'm pretty sure Kawa said he would make a way to get trade-only evolutions from other means.


Since there are always people helping you out in the game, if you start with a Machop or Geodude or Abra or whatever, have someone in the game who wants to trade them in particular. When you give them either Machoke, Graveler, etc, and it evolves, the person can change their mind because they really wanted a Machoke and not a Machamp, etc. I know this would make no sense, because obviously Machamp is better than Machoke, but maybe the person is a collector and wants a particular pokémon or a child or someone else who would not be a "pro" in pokémon and wouldn't know that Machamp is better, etc.

Just a suggestion .

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Main - Posts by DiscoPeach

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