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Main - Posts by Quick Curly

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Quick Curly
Posted on 07-15-09 07:18 PM, in 1-letter Swap Link | Quote | ID: 110567


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
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I haven't logged into YouTube for 4 weeks and surprisingly I don't CARE.

Quick Curly
Posted on 07-15-09 07:31 PM, in General SMB3 Hacking Thread Link | Quote | ID: 110568


Giant Red Paratroopa
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Posted by Trelior
Okay. I figured out pointers! The only problem is that if i attempt to make the pointer go to a stage it doesn't usually go to, I either get the weird graphics or total black, but it's still playable.
Is the exit action for the pointer set properly? There are some that are nothing and if you set the wrong exit action, there could be weird graphics or total black like you described. I don't know if that's it though; I seem to be bad at trying to help without visuals. If you'd be able to put some screenshots up if you're still having the problem to show things like your level header information (specifically the "Next Area/Start" tab) and the properties of the pointer(s), I might have a better chance of finding out the possible problem. Sorry if this post isn't much help...

Quick Curly
Posted on 07-15-09 07:43 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 110569


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
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Posted by NutheadBros
The Ground was intended to be there. And also the Hack is called Super Nuthead Bros 2.. It's the sequel to my SMB1 hack called Super Nuthead Bros..
Do you think you'll have a palette gimmick similar to Super Nuthead Bros.? That might be thinking ahead though, but I just thought I'd ask for fun.
Posted by zbyte
{Screenshots}
Looks pretty good, Z! Plus you made a Photobucket account too! Neat.
Posted by zbyte
Yeah, I know. I used Dcahrakos' text Editor and it happened.
That's why I recommend editing the text directly in a hex editor.
Posted by RetroRain
It looks like SMB3 hacking is coming back into action. I think I had a long enough break from it. I'll probably start hacking again next week, if I get my new computer that is (still didn't get it yet). In the meantime, I'll be thinking of innovative ASM and level ideas on graph paper.
Sounds awesome! I can't wait!

Quick Curly
Posted on 07-16-09 08:03 AM, in General SMB3 Hacking Thread Link | Quote | ID: 110666


Giant Red Paratroopa
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Posted by Trelior
Scratch the "I figured out pointers" because I'm working on my 1-1 Bonus stage and the pointers refuse to work. That's a shot of what my pointer is STUCK at. It allows me to change the Exit Vertical and it stays after hit OK, but everything else springboards right back to where it's set in the pic. It won't let me select the pointer to change its output data, either. What am I doing wrong, because no matter where I try to put the pointer, it always throws me out at (0,0) of 1-1...
Thanks for the screenshot. It helped me see what the problem more than likely is. Physically move the pointer one block up. Let me know whether or not that fixes the problem.

Quick Curly
Posted on 07-27-09 09:36 PM, in General SMB3 Hacking Thread Link | Quote | ID: 111381


Giant Red Paratroopa
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Posted by Trelior
Posted by zbyte
Posted by Trelior
Posted by zbyte
Now I'm working in a Water level, where it is supposed to be like a tide. Now it's not. I also checked an original ROM and there were 13 enemies. I looked at all of them and only saw 12. Then I deleted all objects, then I deleted the enemies one by one, and I still couldn't find that one enemy.
It's possible that that particular enemy was a "Nothing" entry, or maybe even the auto-scrolling pointer, it's either one or the other. What level are you talking about, 3-3 or 3-8? I'll check it out, two sets of eyes is better than one.
I'm working on 3-3, it's not an auto-scrolling enemy, if so, you couldn't go back. I still can't find it.
That's weird... Maybe the enemy slot wasn't used, is pushed off the scrollable area of the screen, or something dumb like that, because I checked 3-3 myself and never found that elusive 13th enemy.

I thought it was the auto-scroll object because I thought I saw it in the 1-Dungeon spike room, possibly set as a up/down motion to make the ceiling fall... I dunno though.
That's exactly what it is. In levels like the World 1 Dungeon Spike Room, 3-3, 3-8, etc. where the screen moves up and down, it is in fact the Autoscrolling enemy located below Y: 026. Just like when it is above Y: 026, the Y-position determines its behaviour. If you want to set its position, you can do so in the FCEUXD hex editor.
Posted by NutheadBros
Never Mind it turns out you can't go over enemy limits either.
That's sort of half-true. As long as you're organized and you keep track of enemy data that you overwrite so that you can change any areas that originally used the overwritten data accordingly, you're more than free to use more enemies (or more objects, for that matter) in other areas. Of course, there still are limits. I think you're limited to 216 actual objects per area or something like that. You have to experiment and test things yourself to find out what works best for your hack specifically.

Quick Curly
Posted on 07-28-09 12:04 AM, in Luigi's Quest Demo Release Link | Quote | ID: 111396


Giant Red Paratroopa
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Well I finally got around to trying it out. Some quick things:



Screenshot 1: The mix of Buzzy Beetles and Hammer Bros. will cause graphical glitches. You'll probably want to fix that.
Screenshot 2: You'll want to move each of your clouds down one block so that you don't see any blue between them and the Clouds B object. You'll also have to adjust the coins to make sure that all of them are still against the white background.
Screenshot 3: You probably don't want to put background bushes on top of bricks that can be broken. I'm sure you don't want floating bushes.

Also, I was wondering about something with the World 1 Dungeon. Did you intentionally set it so that the treasure chest gives you no item if you choose to go in the bottom-right door? I know it's just me, but it just looks weird to me whenever I see that dark and empty treasure chest come out of the regular treasure chest.
Posted by Trelior
As for looking like the original levels, what do you expect from me? Especially since this is my first hack. Not to mention there's a lot of major changes in other places that got a LOT of attention, so I think it's a decent trade-off to have "minimalistic" changes on the levels considering the time I put into my design on the maps and tile sets.
Don't sell yourself short. You can do anything you put your mind to. Creating your own fresh levels is as easy as clearing all the objects and enemies to start from scratch and not placing objects and enemies in patterns and orders that are similar to the original SMB3 levels. I do like what you have done with your hack so far T, but I must be honest to be fair; I agree with what others have been saying about the levels looking more like the originals than new ones. I admit that it is sometimes difficult to come up with fresh ideas while staring at SMB3 Workshop (I have barely had any motivation myself for a really long time now) so I understand how some days are not as great as others; but if you are as committed to your hack as I believe you are, you will come up with some unique ideas sooner or later.

Quick Curly
Posted on 07-28-09 01:21 AM, in Luigi's Quest Demo Release (rev. 2 of 07-28-09 07:51 AM) Link | Quote | ID: 111401


Giant Red Paratroopa
Level: 77

Posts: 496/1443
EXP: 4176226
Next: 14903

Since: 06-15-08
From: Earth

Last post: 32 days
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Posted by Trelior
I noticed the graphic glitch with the beetles and hammers, and I don't know if swapping the beetles for Koopas will fix it or not.
Yes, that would fix it. Plus I understand what you are aiming for. Again, I like what you have done so far. As for what you said before:
Posted by Trelior
The first level really isn't that hard, all you need is a slight bit of knowing how to evade enemies, which should be a common practice for anyone who's any good with Mario games.
I agree with you. I didn't find the levels to be much more difficult than the original SMB3 levels (mainly due to the direct relation), and I've always believed that one should play the original game before they play a hack of that game anyway. I do understand what Trax means concerning the 1-1 Bonus Area though. It's possible for the player to reach the pipe that goes to the bonus area without the Leaf by bouncing off the Koopa (I did it myself to make sure that it was possible) and if they aren't quick enough to collect the coins before they turn back into bricks after hitting the P-Switch, they have no way of getting out, and no one enjoys waiting for the time to run out. Situations like this are probably what RetroRain had in mind when he created the "Suicidal Mario" ASM hack. I don't know if anyone has ever actually added it to their SMB3 hack (though Googie said he'd use it), but RetroRain said that it would be okay. Anyway, maybe if you moved the pipe up higher or if you even moved the Koopa off that floating platform so that Luigi couldn't bounce off of it, it would make it so that you would have to be Raccoon Luigi to reach the bonus area so that there would hopefully be no problems.

Quick Curly
Posted on 07-28-09 08:18 AM, in Gamemaker question Link | Quote | ID: 111464


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
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Last post: 32 days
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Before I found out about SMB3 hacking and all of that, I found out about Game Maker from one of my friends. I built off of Djrellik's SMB3 engine and it just didn't seem like the same SMB3 that I grew up playing every weekend. The physics also didn't feel the same to me. After a little more searching, I found Board 2 and RHDN and quickly came to believe that ROM hacking was definitely the better route, at least when it came to SMB3. Not to turn anyone off from an SMB3 Game Maker game though. I still appreciate all of the work Djrellik put into his excellent SMB3 engine and you could definitely create a great and fun SMB3 game with it. I also found it neat how the music for the desert level that I saw in his video was the Gobi's Valley music from Banjo-Kazooie which I've always enjoyed. For myself though, I'm personally more comfortable and satisfied working off the original SMB3 that I grew up and am familiar with. I don't know if my experience helps you decide whether or not to pursue an SMB3 Game Maker project, but in the end it's your decision and your decision alone in deciding if it'd be enjoyable and worthwhile to you. Either way, best of luck!

Quick Curly
Posted on 08-01-09 09:35 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 111743


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
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Posted by Googie
Here's a small update on my old Luigi SMB hack...

{Screenshots.}

Super Boy is the star now.
I remember that one. Sweet stuff. It's cool to see a different main character. Can't wait to see more!

So I started working on World 7 for Luigi's Chronicles 2 and I finished 7-1 over the last couple of days (since I only had so much time each day to work on it). Of course, those who have seen my other annoying updates will know that World 7 is the only world left to be edited.

A funny half-related thing though - I only just downloaded a copy of Luigi's Chronicles from Googie's site about an hour or so ago to finally try it out for myself. I guess since I've been helping work on the sequel, I should play the prequel.

Anyway, here are a few quickies. 7-1 isn't much more difficult than the original 7-1, but there are evidently many more pipes; and Luigi might find himself getting dizzy from having to go up and then back down again in order to reach the exit.




Quick Curly
Posted on 08-06-09 08:23 AM, in My old smb 3 hack Link | Quote | ID: 112326


Giant Red Paratroopa
Level: 77

Posts: 500/1443
EXP: 4176226
Next: 14903

Since: 06-15-08
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Last post: 32 days
Last view: 32 days
Hello, Estlib! Your SMB3 hack definitely looks neat!

I saw the SMB1 1-2 in the 1-2 Bonus Area and the SMB1 1-1 in 1-3. If you ask me though, I believe you shouldn't keep the SMB1 1-1. I've seen so many different people put the SMB1 1-1 in their SMB3 and SMW hacks. I understand that nothing was finalized for sure yet, but I just thought I'd mention something about that. Same thing with the unchanged levels. I do like everything that you have changed though! I can't wait to see more!

Also, if you have any questions, feel free to ask and I'll try to help you out with what I can!

I do have one question though after seeing the levels you did change, especially the 1-2 Bonus Area. You're not exceeding the original number of objects and enemies, are you? While the general opinion is that this is bad, I tend to look at it a different way. See, when you put in more objects and enemies than what were originally in a level, you'll end up overwriting object data and enemy data for other levels since all the object data and enemy data for all of the levels is all crammed together (for lack of better terminology). You can see how this can be a real problem; but as I see it, if you keep track of what you overwrite, you can avoid editing that data again by keeping in mind that you can't use that data for a separate level anymore since you used that space to expand other data.

Sorry if that was a little confusing. However, you can probably understand why you should know about the data limits, as things could mess up if you aren't careful. A lot of people would run into that problem if they had already edited 1-4 and then added more objects in 1-6 than the original number, only to discover that 1-4 would be all messed up afterwards. This is because the data for 1-4 begins right where the data for 1-6 ends, so literally one additional byte would result in overwritten data.

Anyway, I'm really looking forward to your progress with this hack! Again, if you have any questions about anything, I'll try my best to help!

Quick Curly
Posted on 08-06-09 09:24 AM, in General SMB3 Hacking Thread Link | Quote | ID: 112350


Giant Red Paratroopa
Level: 77

Posts: 502/1443
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Since: 06-15-08
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Posted by kunio1031
Hey guys, when you do pipes in a stage. Say multiple pipes, do you have to make pointers for each pipe?
Yes. Also, make sure you only have one pointer maximum for each range (00-0F, 10-1F, 20-2F, ..., E0-EF). Having more than one per range could cause problems. There's the scenario like the 7-4 Outside Area though where you have two pipes that can be entered that are both in the 00-0F range. However, there is still only one pointer for the range, so both pipes use the same pointer (and lead to the same exact place/exit).
Posted by kunio1031
Also some things I wanted to say about my hack, which I'll be making once I get my laptop made from someone. Which won't be for awhile.
Hopefully it's soon!
Posted by kunio1031
If I change a level, say 1-1 so that way it would be a hilly stage. But I kept the same amount of 3 bytes and 4 bytes. Is that gonna be a problem? Would it screw the game up or not?
Do not change the object set for 1-1. It'll only work as a Plains level anyway. Instead, what you want to do is use beneficii's SMB3 Map Editor and change the pointer for your first level to an actual Hilly level. As for the amount of objects and enemies in each level, it's probably best to not go over the limits unless you are capable of keeping track of anything you overwrite so that you don't try to edit it again later thinking that you can still use data for its original level when it has become part of another level that has been expanded. You can use 3-byte and 4-byte objects interchangeably though (in a way). For example:

1-1:
81 3-byte objects, 5 4-byte objects
(81 x 3) + (5 x 4) = 243 + 20 = 263 bytes

So the object data for 1-1 (excluding the 9-byte level header) is a total of 263 bytes; so you can use any combination of 3-byte and 4-byte objects as long as the total number of bytes that you use doesn't exceed 263 bytes. When I'm designing levels, I always keep this in mind so that I can use the same exact number of bytes as the maximum: 3 x 4 = 12. Obviously different additions of 3-byte and 4-byte objects might not equal the original total number of bytes used. However, if you use 4 3-byte objects for every 3 4-byte objects that you take out and/or vice versa, you can keep the same total. I know it likely sounds confusing because it's harder for me to explain than to show, so here's a visual of what I mean.

Say I want to add more 4-byte objects since you originally only have 5 to work with. Since 4-byte objects are made up of 4 bytes (obviously ) you would need to take out 2 3-byte objects so that you free up at least 4 bytes to work with. However, then you have 2 bytes left over that cannot be used. To put 2 4-byte objects in, you would need to remove 3 3-byte objects so that you free up at least 8 bytes to work with. However, in that case you'd have 1 byte left over that cannot be used. As you can probably guess that I was building towards, you could take out 4 3-byte objects to free up 12 bytes which would allow you to insert 3 4-byte objects. The same goes with giving up 3 4-byte objects so that you can use 4 more 3-byte objects. So in the case of 1-1, the following combinations would allow you to use all 263 bytes:

(85 x 3) + (2 x 4) = 255 + 8 = 263 bytes
(81 x 3) + (5 x 4) = 243 + 20 = 263 bytes
(77 x 3) + (8 x 4) = 231 + 32 = 263 bytes
(73 x 3) + (11 x 4) = 219 + 44 = 263 bytes
(69 x 3) + (14 x 4) = 207 + 56 = 263 bytes
etc.

Of course, you don't have to worry about the original number of bytes if you just decide to expand some levels by sacrificing whole or parts of other levels. In that case though, just remember to keep a log of everything so that you minimize the probability of things messing up.

Sorry for the long explanation. Hopefully it helps you out. And of course, please keep us up to date on the progress of your hack!

Quick Curly
Posted on 08-07-09 06:42 AM, in 1-letter Swap Link | Quote | ID: 112667


Giant Red Paratroopa
Level: 77

Posts: 510/1443
EXP: 4176226
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Since: 06-15-08
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Last post: 32 days
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I hadn't posted in this game FOR many pages now.

Quick Curly
Posted on 08-07-09 06:54 AM, in 1-letter Swap Link | Quote | ID: 112669


Giant Red Paratroopa
Level: 77

Posts: 511/1443
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Since: 06-15-08
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Last post: 32 days
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The monkey set the golfer on FIRE.

Quick Curly
Posted on 08-07-09 06:59 AM, in 1-letter Swap Link | Quote | ID: 112671


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
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Sounds to me like that scenario is the perfect FIT.

Quick Curly
Posted on 08-07-09 07:02 AM, in 1-letter Swap Link | Quote | ID: 112673


Giant Red Paratroopa
Level: 77

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Since: 06-15-08
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No! Not my PET monkey!

Quick Curly
Posted on 08-07-09 07:10 AM, in 1-letter Swap Link | Quote | ID: 112675


Giant Red Paratroopa
Level: 77

Posts: 514/1443
EXP: 4176226
Next: 14903

Since: 06-15-08
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A NUT?

Quick Curly
Posted on 08-07-09 07:16 AM, in 1-letter Swap Link | Quote | ID: 112678


Giant Red Paratroopa
Level: 77

Posts: 515/1443
EXP: 4176226
Next: 14903

Since: 06-15-08
From: Earth

Last post: 32 days
Last view: 32 days
My GUT tells me that we shouldn't try to find out.

Quick Curly
Posted on 08-07-09 07:20 AM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 112680


Giant Red Paratroopa
Level: 77

Posts: 516/1443
EXP: 4176226
Next: 14903

Since: 06-15-08
From: Earth

Last post: 32 days
Last view: 32 days
Hello, TheRantingLogician! Hope you enjoy your time here at Board 2 and that you experience the awesomeness.

Quick Curly
Posted on 08-07-09 07:04 PM, in 1-letter Swap Link | Quote | ID: 112722


Giant Red Paratroopa
Level: 77

Posts: 517/1443
EXP: 4176226
Next: 14903

Since: 06-15-08
From: Earth

Last post: 32 days
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Posted by Stark Jr.
This thread is like the giant RAT that is in my bucket; dead and boring
Despite what you think, I found that Trelior and I made things FAR more interesting by playing off of one another's sentences, unlike your post which has nothing to do with a golfer or a monkey.

Quick Curly
Posted on 08-07-09 07:14 PM, in 1-letter Swap Link | Quote | ID: 112727


Giant Red Paratroopa
Level: 77

Posts: 518/1443
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Next: 14903

Since: 06-15-08
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Last post: 32 days
Last view: 32 days
Posted by Stark Jr.
Well, whine you whine, I'll be going to the BAR.
It sounds like you've already been there since you're speaking in tongues. Oh - and stop stealing my AIR!
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