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copyRIGHThunter
Posted on 12-13-09 02:36 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 122360


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I've taken the liberty of putting your docs on acmlm's uploader, UpaLuppa. Good luck on the editor! Please keep us posted every now and then.


Link here:
UpaLuppa's Doc

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copyRIGHThunter
Posted on 12-17-09 12:59 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 123151


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After all of this talk about the cards, I've decided to finally learn how to scan them. Especially since Kiiro and Upa are working on an editor that ultimately produces e-Cards and does NOT modify the SMA4 rom. It took a while, but I figured it out. I've created a tutorial video about this. I went through a lot of tutorials that didn't help at all. Mine has a lot of details left out from other ones.

Enjoy the e-Reader!!!



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copyRIGHThunter
Posted on 12-17-09 05:49 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 123218


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Posted by kauthor47
I hate to be a noob and come out of nowhere with this, but my curiosity is killing me so I must ask. Has anyone been able to locate a Bダッシュでかけぬけろ (Break Through with B-Dash) card, or the .raw for it?


To the best of my knowledge, nobody has it. There's gameplay videos, but not the level itself. I think as UpaLuppa and/or Kiiro build a level card editor, this would be one of the 1st levels it would make.

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copyRIGHThunter
Posted on 12-17-09 06:06 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 123224


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Ah exciting Kiiro!

Are you working with Upa on this? Or are you guys doing separate things?

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copyRIGHThunter
Posted on 12-18-09 06:36 AM, in Hack Ideas Thread Link | Quote | ID: 123287


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Posted by Mineyl
Well, thank you for that very large amount of information, but I already know how to change the world themes to my liking. I simply wanted creative ideas on what I could actually change it to.


For a World 2 theme, Kirby's Dream Land 2 did a forest. Perhaps you could modify the sky clouds to look like trees? Maybe make it a tropica beach thing. I think that's what Kirby's Adventure did. Bugs Bunny Birthday Blowout had a desert for the 2nd world, but it also had a "Rocky/Stone" theme, a Fairytale Forest theme, and a Underground/Cavern theme. Maybe do what Ducktales did and do the Amazon, or Transylvania. Glover and Cameleon Twist did a Circus/Fun Fare theme for their second worlds.

I'd stay away from themes like Outer Space, the Sky, or Ice Land until at least World 3. They seem like harder themes.

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copyRIGHThunter
Posted on 12-18-09 07:49 AM, in Hack Ideas Thread Link | Quote | ID: 123297


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No problem Mineyl

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copyRIGHThunter
Posted on 12-18-09 07:18 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 123338


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@Xeruss:
The Angry Sun was brilliant for this!

@ Kiiro:
I'm excitied to see the start of a GUI for level cards!

I suppose the initial version of may loosely resemble the basic one that Treeki's editor for NSMB did...



...before the vastly improved one for version 4.

I'm no programmer, but it is interesting to see how some projects tackle the GUI first, while others work on editing the rom first.

@Upa:
I'll look at purplebridge's tool and try to make a video for it too. I'm going to post as many ways to input level cards as possible. Once Solar Magic Advance produces level cards, its important that people know how to use and distribute them.

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copyRIGHThunter
Posted on 12-19-09 07:38 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 12-19-09 07:42 PM) Link | Quote | ID: 123480


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I am VERY happy to see another new version of SMA----er Solar Magic Advance. Same acronym as Super Mario Advance. Thank you for all of your hard work Kiiro! I'm excited to see later versions of this!!!!!!

Upa, your level's looking true to the original!

As for the 32 level limit. I talked with Upa about deleting the Multiplayer Super Mario Arcade game that comes with SMA4 to free up room. I think it was also discussed earlier in this topic. Upa didn't know where it was on the rom and decided against it.

Kiiro, Do you know where the Mario Bros Arcade is on the rom? If it gets deleted, I could think of 2 ways SMA4 could work...

When you select "Single Player" on the main screen, it goes straight to SMB3's title, no matter what. Or instead, leave the "Choose a Game" screen intact, and route both options to SMB3.

:-/ Just a thought. I'm not 100% sure it matters though. A "low tech" solution is that you could just copy your SMA4 rom and add more cards to it.



EDIT: I have decided to rename the topic as Solar Magic Advance, as Kiiro's work has emerged as the most likely SMA4 editor.

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copyRIGHThunter
Posted on 12-19-09 07:52 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 123484


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Posted by Kiiro
I'm sorry to say this, but i don't know GBA's THUMBS or ARM, so, i can't do anything about it.


That's okay. I figure part of e-Level hacking is that it is for the casual hacker anyways. Making some levels here and there, instead of making a full-blown 90 level hack. It seems that very few hacks are full ones. A lot of hacks are short, or they die 2 worlds in. SMA4 hacking would be great for these abbreviated hackers.

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copyRIGHThunter
Posted on 12-29-09 06:35 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 124468


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Interesting stuff UpaLuppa. I also like the green hills against the sunset back for e-2 as well. I like the orange background in general - my NES levels used yellows and orange a lot.

If you feel like it and have the time, could you please create a quick level with some of this stuff placed in it? That way I could generate another video of the unused stuff in SMA4. It wouldn't be anything complex or even have a goal card in the level. Just a completely flat floor with these enemies placed, as well as some ? Blocks with power-ups so I can show how stuff reacts.

I think that Yoshi's Island butterfly thing is called "Flutter" if they're the things that appeared in the end of w4-1.

There are some cool things that I'd love to play with in a video...

9C - ball (mini-game 2)
C0 - ball (mini-game 2)+
C1 - P-switch that turns enemies into silver coins)+ <---- I hear that this is glitched
C2 - silver free-roam coin+
C4 - pink block ("0")+ (stick on other surfaces, each block can be "picked up" as many times as the number says <------ no idea what this is but sounds cool
D1 - propelling enemy, goes in spurts (torpedo)+ <----- Maybe SMW's "Torpedo Ted"
D5 - floats/flutters down, hurts <------- I believe this is what you played with
D7 - enemy, loop-di-loop, then straight (top kills it) bat? <---- I think this is SMW's "Swooper"
E3 - checkered rotating block, you control the rotation + <---- never heard of this one
E8 - rotating ball, when you land on it, it moves in the direction it was pointing+




I thought the last one is the "rotating directional arrow platforms" from yoshi's island. These were in w2-8 and w5-8... probably among others.




If you don't have the time, or if this will take long, then nvm. Thanks for all you work. You too Kiiro. I'm surprised there have been updates here, even during christmas and new year's.

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copyRIGHThunter
Posted on 12-30-09 12:19 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 124511


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Awesome stuff Upa! I'm getting lots of level ideas from this stuff! These'd be really cool to use with puzzles that use the P-Switch or the (!) Switch. Like having floating coins and these blocks with a P-Switch. You hit the switch and a hidden door appears in the air, and the coin becomes a brick block. You'd have to toss the Sticky Blocks against the coin quickly to access the hidden door in the air. Or these could be used to divert Lil' Spark or Hot Head. I wonder if these can be used to stop Thwomps? There's also the possibility of having to find invisible blocks, then tossing these to stick to them. Oh, also, I could use these to build small bridges for enemies or kicked shells too! Oh the ideas!!!

Thanks for doing all of this. I wish you luck with the sprite list so progress on Solar Magic Advance will continue.


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copyRIGHThunter
Posted on 01-11-10 09:33 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 125446


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Great progress. If you feel like it Upa, between doing the sprite list and MvsDK stuff, could you please make another level that has this stuff in it...

9C - ball (mini-game 2)
B6 - bomb (new)+
BF - stopwatch (no effect noticed)+
C0 - ball (mini-game 2)+
E3 - checkered rotating block, you control the rotation +
E8 - rotating ball, when you land on it, it moves in the direction it was pointing+

It seems to be the last of the stuff from the doc that 14151 supplied that no one has ever seen in action. Also, for E8, could you please place some SMB2 sand in the air around it. I think it should react a certain way....

Thanks for all the work so far guys. I'm so excited. The badges are cool Kiiro. Another sign of progress:

When you google "SMA4..." it auto completes editor eleves etc. It seems like my mass media spread and the amazing progress from Kiiro, Upa, et al. has had an effect

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copyRIGHThunter
Posted on 01-21-10 12:56 AM, in Super Mario Bros. 3 World Championship (rev. 3 of 01-21-10 01:07 AM) Link | Quote | ID: 125796


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Posted by DahrkDaiz

I'm totally open to more ideas to keep the entire hack fresh. Something will have to be done with the maps to make it more accessible, such as removing locks and making hammer bros. a different kind of 1 time challenge.

The major thing I need is more challenge types and more rewards. If there are no rewards for completing the challenges, what's the point of playing


Well, I'm an idea guy, so here's some off the top of my head...

-"Stay in the Air for XX amount of time"-----
As long as you're not touching the ground, a timer counts down. When that timer hits zero, the goal appears. This'd obviously be easier w/ a Tanooki, Raccoon, P-Wing Suit or in levels where you can fall from somewhere really high. Should be used were jumping a lot in one place would not work.

-"DON'T Stay in the Air"----
Plan your jumps carefully. This is the opposite of the other challenge. If your airborne timer hits zero, you die!

-"Kill Enemies Challenge"----
Kill a set amount of enemies in a level to make the goal appear. For harder ones, make a level where you gotta get a Hammer Bros suit or a Starman so you can kill Fortress enemies. Or perhaps a level that has difficult to kill enemies.

-"P-Meter Charge Challenge"----
Another "timer" challenge like that airborne one. Part of speedrunning in SMB3 is keeping the P-Meter going. Well perhaps a challenge where having the P-Meter charged counts down a timer as well. This may require someone to run all the way through a level, then maybe backwards and forwards again! Something sinister- a level where you need to figure out just how far back you should go to deplete the rest of the P-Meter timer before the regular timer runs out!

EDIT: another idea, also good if there is a stretch of flat land in the middle of a level - How long should I go back and forth in this one spot before moving on????

-Kick Stuff Challenge----
Basically kick a set number of items to make the goal appear. Good for using Ice Blocks, as they are not re kickable. Also, if Buzzies, Koopas, or Spinies are available, design the level, so once they're kicked, they're not comming back to you/ nothing to bounce against.

EDIT: another idea: design level so you need to beat buster beetle to ice blocks.

-Secret Spots/ "Daredevil" Spots----
Like in SM64. A number appears when you're in the right spot. Some crappy places:
-Ride a line life almost entirely into a lava pool or hole.
-Floating in the air on the very edge of where a Left and right hovering platform moves.
-Under where Boss Bass swims
-Where a thwomp retracts to/ Thwomp starting place
SINISTER IDEA:
-In a hole - you need to charge the P-Meter w/ the ability to fly to get down there and save yourself (kinda like the wall kicking ability to save yourself in NSMB)


-Find the Hidden Block----
Like the Yoshi Egg in super mario bros GBC. Give "landscape hints." EX: a level with an exit pipe for the goal room has some extra space beyond it w/ nothing else. Well why is that extra part of the level there? Jump around and there's a 1UP or something.....

-Only Hurt XXX-----
A challenge where you need to kill a kind of enemy, but NOT kill any of another enemy. (kinda like w3-1 in kirby's dream land 3)

-Boo Buddy-------
A challenge where you need to have a Boo follow you for a set amount of distance or time. Again, maybe a "Boo Timer" like the "stay in the air timer"

-Boo Matador-----
Make a bunch of Boos collide with certain blocks to kill them or something. Maybe making a boo collide with a ? block kills them and opens it. Maybe in that challenge, you cannot open ? blocks.

EDIT: another idea, similar challenges with Hot Foot...... lead him into water or something....

ANOTHER EDIT: a challenge where you can't open ? Blocks by hitting them from below or w/ a Tail. You need good aim and a lot of stuff to throw.

YET ANOTHER EDIT (sorry): Open all ? blocks in a level (a la Crash Bandicoot)

-Oh, and when the "goal appears" get creative. Sometimes it could make the card appear. Other times, it could make blocks appear/disappear so you can access it. Maybe sometimes start the player by an empty goal block?


That's all I can think of from brainstorming for 8 mins. Let me know what you think. I can ALWAYS come up with more ideas to pitch to you DD.

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copyRIGHThunter
Posted on 01-21-10 06:22 AM, in Super Mario Bros. 3 World Championship Link | Quote | ID: 125805


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Glad to hear it DahrkDaiz. Finally a place for my grandiose ideas. Well, here's some more brainstorming...

PREFACE, if you've seen the levels I hack, I like make each level exploit a single enemy or sprite in wierd ways. Like making Buster Beatle open stuff for you like in w1-1 of my (short, hiatus) hack. With that in mind, how about this????


"Goomba Lemmings"----------
Remember the game Lemmings? Well why not bring that fun to Mario. This'd be a mode that uses the "endless spawn" warp pipe goombas from w1-2, and the object would be to get just one to a certain point. You'd have to clear (or create ) a path for it to make it work. Like killing enemies in the way, making invisible coin/note blocks appear. Removing blocks, etc. You'd get lots of chances in case you screw it up.

"HARD Goomba Lemmings"-----------
Just like above, but you only get one goomba. Maybe a red para-goomba?

APPLICATIONS/LEVEL DESIGN IMPLICATIONS----!!!!!!!!!!
-it'd be pretty hard if you have only the goomba, a koopa/buzzy beatle, and a LOT of brick breaking challenges. (ie, tight spots as the goomba keeps moving) also, you could have lots of parts like the end of w2-3, BUT!!!!!!!! you need to make sure you DON'T remove too many blocks, or you screw it up!!!

-also, this'd be a REAL challenge if you put Lakitu in one of these All of the spinies will make the goomba reverse course, etc. Make sure to kill the right ones, or you might send your goomba walking down a cliff. Also, if you got firepower, you need to be a good shot!

-maybe an easier/ introduction version of this could use dry bones. NOT a Koopa though. You can smash a Dry Bones to "redirect" him. Remember, when he wakes up, he goes towards you. Also, you cannot carry him, so NO CHEATING!








"Bom-omb's Away"---------
Remember parts of SMB2, particularly w3-2 where it was almost a race to get a bomb to a breakable wall before it exploded? Well, how about a variation of the "kill enemies" mode, but they're ones that can only get killed by a Bom-omb explosion. Maybe make it so you gotta be Small Mario the whole time, or super mario. You need to get the right moment, stomp a w3-9 key bom-omb and make it explode at the right time.

Anyways, you can also "Box In" enemies, a la Kirby (and w1-5 of my hack). In kirby, it made it so they couldn't hurt you, but you could inhale them. Anyways, this would make it so you cannot reach enemies. You'd need an explosion to take care of them.








"Feeding Boss Bass"-------
Remember feeding Wart in SMB2???? Well, here's a mode where you need to kill Boss Bass a certain number of times by chucking stuff at him. No firepower allowed. The level might not rise and sink, but it would need to be designed similar to the Bom-omb challenge I mentioned above. Essentially the level would require to stun or grab something, and take it to a point where it will almost wake up on you. Also, when you can throw whatever it is, you need to make sure it is a difficult shot to make.








"Hammer Suit Expert"---------
It was cool how the hammer suit could absorb fire attacks when you ducked. Let's make a challenge on that! The challenge would be to absord a certain number of fire shots from Venus Fire Traps and Nipper Spitters. HOWEVER you'll also have a quota of them to kill.


"Around the Block"----------
Certain times in SMW, you could jump in a circle around a block, and it would spawn a 1UP. This was in Donut Plains4 (the stone block in the clouds), Vanilla Dome 4 (where there was an empty block below the 1st [?] block in the level)...... i think there might be more....

Anyways, this'd be a challenge where you need to do laps around certain blocks in a level. Maybe do a challenge where it's the same block over and over. On the level design front, you could make this suck if there's autoscrolling. Also, if you use the w2-2 "goes right when stepped on" platform in the open sky, then that'll give people hell. It may work to make the block one that a Roto-Disc is centered on as well. The trick is to make a level where it's a little more hectic/complicated than it initially seems.

It'd make it REALLY hard if the block was a Jelectro, or a [?] Block w/ Spikes on top. Maybe an underwater one w/ jelectros..... maybe be merciful and give a Frog Suit.








"Bad Swimmer Mode"----------
Didn't it suck how Sonic couldn't swim? It made the Hydrocity Zone a lot harder. How about a mode where Mario can only swim 4 or 5 times before he needs to touch the ground to "rest" A level could make you find invisible blocks and eventually find the surface. Ha - imagine a level that's tall like w5-2 or w7-1 with something like that. hahaha.



That's all for now. I'll think up more fun stuff later.

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copyRIGHThunter
Posted on 02-04-10 10:21 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 126629


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Posted by ninmario4life
ok i downloaded the 37 levels from renegade and also downloaded the power ups and demo cards from http://caitsith2.net/ereader/sma4.htm so how do i inject this cards into my save so i can play the levels and use the power ups?


I'm assuming you found this place through my YouTube. Look on my channel there for a video called "CopyRightHunter's [Detailed] e-Card Tutorial" - it should explain it all. Or... heh, I'll embed it here...









Since it's been a while, I figure I'll ask this. How are things Upa and Kiiro? Anything new occur with SMA4?







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copyRIGHThunter
Posted on 02-04-10 08:20 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 126639


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Posted by Kiiro
I'm still around. It just that i still need Upaluppa's Sprite List, or i can't do anything about Solar Magic Advance 0.33.


Okay, cool. I hover around here also, though I don't check as often when there hasn't been any developments. I'm still here though and interested I wonder what Upa's up to. He posted on my YouTube that he was making a level, and I haven't heard from him since. Are you out there Upa?

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copyRIGHThunter
Posted on 02-06-10 07:15 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 126700


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I skimmed through the past few posts. Do you have caitsith's savefile? It's needed to call up the SMA4 communication screen on the e-Reader screen.

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copyRIGHThunter
Posted on 02-21-10 04:14 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 127378


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Posted by Podifo
Oh, and Kiiro is the one making the editor right? Now, I just wanna know what CopyRIGHThunter is doing.



Haven't been around for a little bit. Looks like i need to update the thread title. I continue to be impressed with your work Kiiro. I can't wait for UpaLuppa to complete the sprite list.


As for what I do - I am not making any kind of editor. That is all Kiiro's doing. My current understanding is that Kiiro is doing all that he can to build an editor, but he is waiting on a Sprite List from Upa.


I am just an enormous SMB3 enthusiast. I'd love to make levels for the SMA4 version, and I definately have the chops for it. Check out JHP's SMB3 levels to see what I can do.

I started this topic ages ago as a petition to the hacking community to develop a hacking tool for SMA4. I am largely the media vessel for this thing. I use this topic and my YouTube channel to generate interest in SMA4. It seems to have worked. I've got a half million views on all of the stuff I've uploaded, and this topic seems to be the most visited in the ROM hacking part of acmlm.

I'm still eagerly monitoring this situation. When anything video worthy breaks, it'll defiantly go up on YouTube. Please keep watching guys, and thank you Kiiro and Upa for continuing to progress with this.


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copyRIGHThunter
Posted on 03-30-10 07:32 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 129213


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Awesome! Some activity! Thanks for the work on the spritelist Upa. I can't wait to see what you do with this Kiiro. I'm rooting for you! Time to update the topic's title.

If you know any of these Upa, I wanted to ask...

Do the Rideable Dolphins from SMW work? Are there different variations?
-The Forward Facing up-and down that stays in the same place
-The Jumping Left and Right Ones
-The Swarm of Dolphins

Also, (sorry) the "Ghosts Flying Across the screen from both sides" - Is that the "Boo Buddy Swarm" that appeared in the 1st part of Donut Ghost House and the second part of Forest Ghost House?

Do any of these other enemies appear work from the ripped graphics?
-Porcu-Puffer
-FishBone
-Fuzzy
-Swooper
-YI Style "Bigger Boo"
and
-the Unnamed "Angry Fireball" enemy?


Just curious. If you don't know, then it's no big deal. I know you're busy.

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copyRIGHThunter
Posted on 06-07-10 08:03 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 131807


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I don't have an update or anything. Just posting to say I'm still alive and interested in seeing where this goes.

Just curious, when does school end for you Kiiro?

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