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Phoenix Yoshi
Posted on 04-27-07 05:55 PM, in BlockTool Block problems... Link | Quote | ID: 30695


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I'm having some problems with the Pre-/Post-Special World blocks in BlockTool. Yes, I know that they work when a certain level is cleared, and NOT the Special World itself... Yet, I could've sworn that that level was Level 125. Yet, when I clear that level by the ? Sphere, the blocks don't change like they should. The Pre-Special World Block stays walk-through, and the Post-Special World block stays solid. Am I simply clearing the wrong level? Does the ? Sphere not work it? Are the blocks just bugged? Thanks for your help.

Phoenix Yoshi
Posted on 04-27-07 06:50 PM, in BlockTool Block problems... Link | Quote | ID: 30712


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Posted by Pac
It's probably irrelevant, but do the other Special World changes take effect after you clear the level?


Yes, they do. If it matters much, I want to use the blocks to where you have one very short path to take upon first entering a certain level, and then, after clearing a certain level, that path is closed off forever, and a new, longer path (I call it the TRUE level, since the first path is very short, and has hardly any enemies) opens up, allowing you to reach the other exit.

Phoenix Yoshi
Posted on 04-27-07 07:10 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 30715


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Has anyone noticed how the Minimap editor is a bit... bugged, in the sense that whatever the cursor scrolls over in the right box is automatically selected? It makes it kinda hard to edit the minimap....

I like the editor so far. I'm having fun placing tanks all over the place... XD Though, in case no one's noticed.... Pick up a Power Bomb Tank without Normal Bombs, and the game doesn't do anything after it shows the Samus screen... Yeah, it freezes the game. It just.... Sits there. Doesn't load the right text or anything. It just.... does nothing.

Also, here's an idea (or two), interdepth: I've noticed how the Minimap doesn't automatically show the "Item still in area" circle when you enter a room with a tank/item you placed. Do you think you could make it so the game checks for any certain clipdatas on the blocks in the certain block of the map you're on when it decides to switch tiles? Is that possible? Also, I've noticed how you have every tile on the Minimap for the rooms be the "room not visited" tile, even if the room is supposed to be "Not shown on the map". (You know, the Hidden rooms.) Think it's possible to make it show the minimap as it'd look if you were looking at it in-game with all rooms (and blocks) visited? Maybe an option to toggle between viewing all rooms, and rooms as they'd appear on the map when you get it?

Nice editor, BTW. I think I might make a neat little Metroid II remake with this... Using MZM... Even though there'd be items I couldn't use, like Spider Ball and Spazer Beam.... And there'd need to be special triggers and stuff.... But anyways...

Phoenix Yoshi
Posted on 04-27-07 09:43 PM, in Laptop has problems connecting to modems and routers? Link | Quote | ID: 30736


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We just got our internet turned back on today, and we've experienced some problems with it. For one, at first, we could only visit a few websites. Now, the router is malfunctioning. I kinda told it to act as an access point, hoping that toggling that on and off would help, but.... Now I can't get back into the router's controls to turn it off. To make matters worse, my laptop can't get a network address from it. If I plug my modem directly into my laptop, it STILL can't get a network address! Is there a way to manually get network addresses, IP addresses, and gateway/subnet masks? My laptop can't get them at all, for some reason, and making it worse is the fact that going into Command Prompt and doing "ipconfig /renew" just... freezes it. I can't fix it or anything. Is my laptop messed up or something? My mom's computer (which I'm using right now) doesn't have either of these problems, by the way.

Phoenix Yoshi
Posted on 04-28-07 02:01 AM, in BlockTool Block problems... Link | Quote | ID: 30797


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Nope, that didn't work, either. :/ What could be the problem?

...Hey, if anyone was willing to teach me some ASM, I'd probably be able to code a better one myself. XD

Phoenix Yoshi
Posted on 04-28-07 02:59 AM, in Super Luigi World: Dr. Wily's Assault (Rebirth!) [SS] (rev. 2 of 04-28-07 03:43 PM) Link | Quote | ID: 30801


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....Yes, this is SMW: DWA, but... Hey, I just thought that maybe I should make the star LUIGI instead of MARIO. NEW SCREENS, AHOY! Minus two, however, because they reveal some... plans.... I have... Muahahaha...


Outside Pendulum Pyramid, the third Boss Level. Notice the SMB3 quicksand blocks up there? Curious....


"Help! I'm-a sinking! Someone, HELP-A ME!!!!", screams Mario as he sinks to his doom in the quicksand. Yup, these act just like in SMB3, except.... No matter what I do, enemies just don't die when they touch the blocks... So I decided to make them like cloud tiles to enemies, except the parts below the surface of the quicksand. Those are fall-through for the enemies.


A lone Koopa guards the Pyramid? Pfft, lame.


Showing off how Sprites react to the block.


Mario must dive into the quicksand and not hit the bottom if he wants inside the Pyramid...


Generic Pyramid Shot! (GPS?! XD) This is more of a testing area, if you will. Not gonna stay... But the idea I put in at the other end sounds MARVELOUS. I'll use it elsewhere in the pyramid...


This is the true interior room of the Pyramid. Mario faces a gauntlet of Bullet Bills and Thwomps in order to reach.... Also, ignore the White ! Blocks. They're just... Filler. Yeah, filler. That sounds good.


THE BOSS DOOR?! AND ONLY AFTER TWO SHORT SECTIONS?! Lame? Nah, I've got PLANS. What are my plans? Heh, just wait and see....

In case it isn't obvious, all the bosses will be Mega Man bosses, save for in Bowser's World, where you'll face the Koopalings and Bowser himself across all the levels. Ooh, how fun. So yeah, the boss of Pendulum Pyramid will be none other than Pharaoh Man! I think I'll put plenty of quicksand in his arena, for added difficulty... Oh, it'll be FUN FUN FUN! ...I hope..

Phoenix Yoshi
Posted on 04-28-07 03:42 PM, in Super Luigi World: Dr. Wily's Assault (Rebirth!) [SS] (rev. 2 of 04-28-07 04:06 PM) Link | Quote | ID: 30892


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Posted by icegoom
While I envy your ability to create an SMB3 quicksand block, it's rather hard to distinguish the sand from the surrounding pyramid tiles. Maybe when it's animated in-game it's not as bad, but in those shots, it's hard to tell where the quicksand begins. Maybe giving it a slightly different palette would help?


I understand your point, and yes, it's animated. But the thing is, I'm trying to stay true to the looks of everything in SMB3-SMAS, and I THINK the quicksand looks the same as the ground here in terms of the colors... I'll have to play it again to find out.... Hmmm... You're right... I think I DO have them in the wrong palette....


Oh, BTW, sorry, forgot to mention a bit of credit, besides the fact that most of the GFX here are from Pac... I didn't make those quicksand blocks. No, someone at SMW Central made them, and I asked him to let me have them.... I think it was Magus, I can't really remember...

Edit: No wait, I don't. The tiles seem to only be used with a certain grassland tileset, with a different palette... So it seems that the palette is RIGHT. But yes, it's easy to see the difference between the two when it's animated.. ;P

Phoenix Yoshi
Posted on 04-28-07 09:58 PM, in Super Luigi World: Dr. Wily's Assault (Rebirth!) [SS] Link | Quote | ID: 30968


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I know, it feels weird to me, too. But hey, if SMB3 uses it, why not?

Let's go down the list of Mega Man bosses I have planned already, shall we?

? - Dark Castle: World 1
Ice Man/Some other ice/snow-themed Mega Man boss - Frost Castle: World 2
Pharaoh Man - Pendulum Pyramid: World 3
? - ??: World 4
Slash Man (Or maybe that boss from Mega Man 8 that could split in two... Wasn't that Sword Man?) - ??: World 5

...Aaaand that's where my ideas end... Let's see.... I want to do a Sky overworld, but I only have ONE submap left. I wanted Atlantis to be in that final Submap, but I'm starting to think that maybe, just maybe, I can get it onto the main overworld. Unfortunately, after that, the worlds can only be on the main overworld, which seriously hurts the themes I can use.... In fact, I want to have a mechanical-themed world, but unfortunately... No room. :/ Oh well. I'll think of something. Throw out your ideas here, too.

Phoenix Yoshi
Posted on 04-28-07 10:56 PM, in Super Luigi World: Dr. Wily's Assault (Rebirth!) [SS] Link | Quote | ID: 31002


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Posted by icegoom
Are you creating new custom sprites for the Mega Man bosses, or just doing something like giving the Koopalings new graphics?


Custom sprites. I want to modify the SMB1 Bowser sprite to accomodate for what each Robot Master did.... I doubt I could get things like Pharaoh Man's wild movements, though....

BTW, there's another reason I'm not having the Koopalings be the Robot Masters- The Koopalings themselves appear as bosses in World 8.

...Hmmm... Now that I think about it....

Should I move the Monkey Jungle from the Forest of Illusion submap to being entirely on the main overworld?

Phoenix Yoshi
Posted on 04-29-07 07:26 PM, in Super Luigi World: Dr. Wily's Assault (Rebirth!) [SS] Link | Quote | ID: 31295


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Posted by Higsby
I would just leave the overworlds where the are. As long as they look good it's best not to mess with them to much. But it is your choice.


Okay. But FYI, I'm already having trouble with my *ahem* graphics. I have to replace various ones in order to get something I'd like to have. However.... I'm thinking I'll make the pipe overworld GFX be in an ExGFX file instead, seeing as those graphics are only used on THAT Overworld... Heck, I might even do the same for some of the Peppermint Fields-specific GFX. It'll allow me to use more themes on the overworld. Heck, it'll free up space for me to put Atlantis on the main overworld, thus allowing me to have YET ANOTHER Overworld theme! BTW, I seem to like having a lava theme. Any thoughts on a Volcano world? (Besides Bowser's Overworld, that is. Heck, maybe I could make the outside of the volcano be one world, while the inside is Bowser's world, right? ) Give me some ideas, please!

Phoenix Yoshi
Posted on 04-29-07 07:29 PM, in BlockTool Block problems... Link | Quote | ID: 31296


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Okay, here's what I did:

1: I inserted the blocks to my hack.
2: I set them to act like Block 25, since that's generally what I have to set the majority of the blocks to, and this block didn't specify.
3: I made Level 125 and put some ? Spheres in it.
4: I tested the level, and the blocks never changed effects.
5: I tried doing it on Level 130 instead. Same thing happened.

6: I changed Level 125 around a bit so I'd activate a normal exit through the Goal Tape. Still no change.


So there. Am I setting the blocks to act wrong?

Phoenix Yoshi
Posted on 04-29-07 07:47 PM, in BlockTool Block problems... Link | Quote | ID: 31305


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Posted by spel werdz rite
Hmm... Did you hit F9 in the 16x16 Tile Map Editor to save them. Because I just tested them and they work fine.


Yes, I did. One block stays solid all the time, the other stays walk-through. What did YOU do? That could help me.

Phoenix Yoshi
Posted on 04-29-07 07:56 PM, in BlockTool Block problems... Link | Quote | ID: 31307


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Posted by spel werdz rite
1)Inserted block 145 to 512 and 146 to 513
2)Saved in block tool.
3)Loaded SMW and loaded the Direct Map16 Access in the objects editor.
4)Checked block 0x200 and 0x201 to see if their descriptions were there, they were.
5)Set the blocks in level 125 with a goal sphere.
7)Saved and loaded emulator
8)Tested, they worked. Beat level, tested again, and still worked.

I trust you did the decimal to hexadecimal conversions in blocktool.


Yes. You set the blocks to act like Block 25, right? I set my blocks to somewhere around Page E. I set them up the same way YOU set them up, basically, minus the locations...

Phoenix Yoshi
Posted on 04-30-07 02:10 PM, in BlockTool Block problems... Link | Quote | ID: 31579


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Hmmm.... The only problem with that is the fact that I know 0 ASM. (But I can learn, right...?) If I knew where the RAM address it was checking was located in the code, then yeah, I'd go change it. That probably would've been the most obvious thing to do, huh? XD (By the way, didn't someone else ask about these very blocks once before?)

Phoenix Yoshi
Posted on 05-01-07 12:39 AM, in BlockTool Block problems... Link | Quote | ID: 31716


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Oh heck no. Not Spanish. ._. For some reason or another, I'm a bit bad with Spanish, despite it being one of my two main languages... ...But I DO get that obviously, address $1ECC is supposed to be the right one, right? ....But where do I put it? There's no manual for how to edit it....

Phoenix Yoshi
Posted on 05-01-07 04:28 PM, in SMW Hack Ideas Link | Quote | ID: 31912


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My idea? Branch away from Mario. Oh yes, I speak of my hack, Super Luigi World: Dr. Wily's Assault. (It used to star Mario, but now it'll star LUIGI!! ...All I need are Character Change Blocks that will not only change the palette, but the character graphics, too.... XD) Sure, Bowser will be in it, but so will Dr. Wily and his Robots! But who is the final boss and who is simply a minor boss? You'll find out eventually...

...One other idea I had once was a hack where you had no idea who kidnapped Peach, but after clearing the next-to-last World, it is revealed that the Shroobs have kidnapped Peach, and you'd have to go to the Moon (from which you can't escape until you find a hidden Star Road warp) and beat Princess Shroob to save her. The problem? I STILL have yet to beat M&L: PiT, so I have no clue how she attacks. XD It was supposed to be like a little miniseries of hacks where various villains from all the great Nintendo games came together to try to take over all the worlds.... Oh well. Scrapped THAT...

Phoenix Yoshi
Posted on 05-01-07 07:18 PM, in SMW ROM Addresses Link | Quote | ID: 31943


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Posted by Mattrizzle87
8535 [09 07 05 07] Colors of Yoshi Eggs (Red, Blue, Yellow, Blue)
8540 [03] How many types of Yoshi Eggs to allow, minus one


So, basically, if one were to change one of those 7's to, say, a 3, we'd get a Gray/Grey Yoshi Egg that spawns a Gray/Grey Yoshi, right? But what if one wanted more Yoshi Eggs? Would they have to change the value at 8540, AND relocate the pointer to 8535? Or what?

Does anyone happen to know the pointer to the tiles used by the top half of the Ground-Dwelling Monty Mole digging out of the ground? It seems to use part of the Dying Lakitu tiles, but I'd like to use both Lakitus and Monty Moles in the same level. This means I have to remap the aforementioned tile used by the Monty Mole's digging sprite.

Phoenix Yoshi
Posted on 05-02-07 12:03 AM, in SMW ROM Addresses Link | Quote | ID: 32049


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Posted by Mattrizzle87
Yes, that's exactly what they'd have to do.
Here is the pointer:
8543 [35 83] Location of Yoshi Egg color table

This is what you're looking for, right? Just change all four occurrences of CE to something else:
9E71 [CE CE 88 89] Tiles to use for frame 1 of Monty Mole digging out of ground
9E75 [CE CE 88 89] Tiles to use for frame 2 of Monty Mole digging out of ground(mirrored)


Oh, THANK you! Erm... BTW, is there any possible way to change what abilities each Palette will give a Yoshi?

Phoenix Yoshi
Posted on 05-02-07 01:25 AM, in SMW ROM Addresses Link | Quote | ID: 32086


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No, I mean like, custom abilities or something, like maybe a Gray/Grey Yoshi could jump higher than all other Yoshis or something. That'd be cool to see. But anyways, thanks for your help. ...You wouldn't happen to know where the address for getting lives from Yoshi Coins is, would you? I want to disable getting lives from those things...

Phoenix Yoshi
Posted on 05-02-07 01:31 AM, in Metroid Disturbance beta release! Link | Quote | ID: 32087


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:/ This is odd.... You said the hack's ASM hack allowed you to toggle certain items on and off... But that isn't present in this hack! ...Say, how does one enable that feature? I recently heard that it was already put into the game, but disabled, with code left in...

Nice hack, BTW. Love being able to use Space Jump early. It means super-early items. That means faster times.
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