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Please chime in on a proposed restructuring of the ROM hacking sections.
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DahrkDaiz
Posted on 12-01-09 11:05 PM, in General SMB3 Hacking Thread Link | Quote | ID: 121146


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Make sure you're using the right pipe. There are 2 enterable pipes, one leads to the black room of doom always, the other leads to the current bonus area.

DahrkDaiz
Posted on 12-01-09 11:24 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 12-01-09 11:24 PM) Link | Quote | ID: 121149


Nipper Plant
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Jasp: that's a problem with the level loading routine. Originally vertical levels could only be started at the very bottom or at the very top, never the middle. I still have to work in a better way of determining where mario should appear on vertical levels. It has to do calculations of scroll position, that's the major problem you're facing.

As for the palette editor, if you go open the palette editor with a level open, it will automatically select that level's palette to be edited. Same with the graphics and tsa editor.

Oh btw, scale-9? What's this?

DahrkDaiz
Posted on 12-02-09 02:10 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121218


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Ahhh, well, that tool may not be in 1.0, but 1.0 doesn't mean final version, just the first public, stable release.

DahrkDaiz
Posted on 12-03-09 12:55 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 121307


Nipper Plant
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Posted by zbyte
Whoa! I just realized who you were! Welcome to the board. Copy the embedding HTML code from your video to show the rest of us how well you did.


Here is some of an underground level in the industrious Area 7.




Uhm the screens show Area 4, what gives?

DahrkDaiz
Posted on 12-03-09 01:16 PM, in Public Service Announcement: Use of the term "TSA" Link | Quote | ID: 121382


Nipper Plant
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I vote for Block Definitions or Name Table Data.

DahrkDaiz
Posted on 12-03-09 08:25 PM, in General SMB3 Hacking Thread (rev. 3 of 12-03-09 08:27 PM) Link | Quote | ID: 121406


Nipper Plant
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Just noticed this post and I gotta debunk a few things

Posted by Mineyl

- The angry sun and infinite goombas require a specific object in order to be displayed correctly in a level. This object must be set first or it will cause all objects placed before it to be erased, for some reason... This was actually the reason I stopped working on the hack before reviving it back in September: I couldn't figure out what the hell was going wrong and I assumed that these two sprites only worked when used on levels with specific pointers. I later found out that the object required is labeled "Nothing" in SMB3 Workshop and is object $0E in bank 2. Lack of information FTW.



What? I do not believe this is true. The object you speak up simply draws a background to the level, this is why it "erases" everything that appears after it. I used the Angry Sun and Goomba Generators without that object in Mario Adventure. I may be wrong on this, but I don't ever recall requiring that object.

Posted by Mineyl

- Boomerang brothers don't function correctly when placed near ? blocks and smashable bricks. The coins can cause sprite overload, making the bro delay his throws, and sometimes, hitting one of these blocks will kill the bro no matter where he is on screen.



Sure they do. The problem is that there are 2 kinds of sprites. There are enemy sprites and there are secondary sprites. Secondary sprites include thing such as hammers, canon balls, fireballs (enemy) and boomerangs. The coin animation you see that appears from ? blocks is a secondary sprite. You can only have either 5 or 6 secondary sprites on the screen at once.

Posted by Mineyl

- Fire snakes cause a lot of sprite overload. I can't get more than two to show up on screen at once.



Fire snakes don't take up any more sprite entries than other enemies. They will cause more slowdown if you have a lot because they use 6 sprite tiles and the NES can only display 8 sprites on any given line, causing the nice "blinking" effect the game will induce at times. But I've had 3 Fire Snakes at a time.

Posted by Mineyl

- When the player enters the second half of 2-5 (via pipe) in my hack, Mario assumes the "sliding" pose (think original 1-5) after coming out. I have no explanation for this.



This is due to the ram 375 being set to 1. I get this in the reuben rom as well, not sure what causes it but it will be fixed.

Have you by chance been putting in ASM hacks? The errors you get do not sound like normal engine limitations. I started to get similar errors in Luigi vs Mario with random enemy disappearances. I'm wondering if workshop might be accidentally changing a few bytes here and there that causes the glitches as I never got errors like that in Mario Adventure.

DahrkDaiz
Posted on 12-05-09 05:07 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121538


Nipper Plant
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Implementing a drag n drop method of moving tiles would require a layer handling method for tiles which, at this point, I need to focus more on getting base functionality shipped out. And the public beta is extremely outdated. Hope to get the release out within a week, definitely before Christmas

DahrkDaiz
Posted on 12-05-09 07:05 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 12-05-09 07:05 PM) Link | Quote | ID: 121562


Nipper Plant
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Thanks for the report Jasp! I can't look at it right now cuz I'm not at home, but the Pipe set has some assumptions made (such as vertical levels are assumed to be always Pipe, which I fixed). There's probably something odd to do with the graphics in that set. As for the propeller, I'll fix that as well. Luckily, it's in just a definition file and would require 2 value changes.

DahrkDaiz
Posted on 12-05-09 08:38 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121577


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This is because the graphics used to build ? blocks, water and a lot of common elements are not present in airship levels. Airship levels use a different animation routine and the editor will not "fix" this, as it's not broken.

DahrkDaiz
Posted on 12-07-09 04:44 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 121692


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Posted by ShoFIZZLE
I redid the first stage of my hack.....I like this one alot better.

embedded video


Terrible level design. Lots of open space is good, terrible mix of enemies.

DahrkDaiz
Posted on 12-07-09 01:22 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 121733


Nipper Plant
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At the very least, foshizzle, let levels of this difficulty remain in later levels. One tip I've learned over the years with great level designs is this: rather than making the game harder, try making your goal to keep the player interested with each new level. Progress them with easy levels to much harder levels, but always keep them interested with a new gimmick, puzzle, enemy, what have you.

DahrkDaiz
Posted on 12-11-09 05:42 PM, in Mega Man 10 Revealed! Link | Quote | ID: 122170


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In all fairness, nearly all Mega Man games have some uber easy character that anybody can start out on. Sheep Man may very well be that character (then again, he may be a surprise and kick everyone's ass). At the very least, they're panning out from the traditional elements often found.

DahrkDaiz
Posted on 12-12-09 05:49 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 122221


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Sorry for such the lack of updates guys. I've been caught up with a few other things as of late. I'm still working on Reuben practically daily, but I've just had a busy past few days. Hopefully by next week I can kick it back into high gear. Right now I'm working on finishing the block properties. After that it's all testing from there and 1.0!

DahrkDaiz
Posted on 12-14-09 08:08 PM, in Ask Kawa - cos I obviously have nothing better to do Link | Quote | ID: 122746


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If you could be any animal, Kawa, what flavor of syrup would you use?

DahrkDaiz
Posted on 12-14-09 09:00 PM, in Ask Kawa - cos I obviously have nothing better to do Link | Quote | ID: 122814


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If train A left Philadelphia, VA at 9PM towards Fairfax, VA and train B left Fairfax, VA at 9:05 PM for Washington DC, what meal would they be serving by the time that they reached their destination?

DahrkDaiz
Posted on 12-15-09 03:28 PM, in New Super Mario Bros. Wii Link | Quote | ID: 122971


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I think the multiplayer is friggin hilarious. Often times I was throwing or spitting the other player into pits by sheer accident or a stray fireball would pop their bubble over a pit or into the path of a moving platform and thus getting squished. All in all, I find NSMBWii a worthy 2D Mario game. Too bad it took over 10 years to get something like this a non-hand held.

DahrkDaiz
Posted on 12-17-09 02:47 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 123212


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I need a couple more beta testers. In order to be a good beta tester, right now, I need strictly bug reports, not UI suggestions, feature suggestions, etc. I will get plenty of those once it reaches 1.0. As a beta tester you will be able test your levels in an actual rom. You need to be able to give good descriptions of bugs and report them promptly. KP9000's been an excellent beta tester, so you guys have quite a bit of a standard to meet if you want to be a good beta tester for me.

DahrkDaiz
Posted on 12-23-09 07:57 PM, in Is Retro Gaming really making a return in the industry? Link | Quote | ID: 123891


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The Wii is perfectly capable of producing high quality and 3D games. Wii is not technically limited at all other than how far it can push its graphics and sound. If we can get stuff like Ocarina of Time, Goldeneye 007 and Conker's Bad Fur Day on something like the Nintendo 64, then the Wii can easily produce complex and immersing games. I also don't think retro gaming is necessarily making a come back. There's just now a viable platform to give use 2D sprite based games on something other than a hand held: online game services. Today companies can use their resources to create a small game very cheaply by releasing it in online form only, there for they don't have to worry about producing the disks, physical manual, shipping it to stores, etc. They can just make it, test it, upload it to a server and reel in the cash.

The idea behind "better gfx = better game" doesn't exactly hold true. People won't play a game that's not fun, no matter how good the gfx are. Some people find the experience of the entire game to be fun (gfx, sound, story, etc) while others judge it based strictly on game play. Then there's the rare game that achieves a balance every once and a while.

At any rate, the very idea that a game is considered retro just because it uses a 2D platforming formula doesn't hold with me. Megaman 9 I would consider retro. It's simple, fast pace, requires quick skills, it looks and feels like playing an NES game. NSMBWii does not feel like a retro game. If they took out things such as rotating platforms, huge levels that a camera can zoom out on to see more of, 4 simultaneous players, the wii motion features of the control scheme, etc, then yeah, it might feel retroish then.

At any rate, there are plenty of modern games that are just as fun of not MORE fun than games of the past. I think the problem lies in the fact that people want to reproduce the "fresh" and "this is new and wow" aspect they felt the first few years of their video gaming life. People who started out on SNES think NES prequels aren't that great, people who started out on PSX/N64 think SNES and before weren't that great and so on. It's all relative to where you started your video gaming life.

DahrkDaiz
Posted on 12-24-09 04:04 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 123937


Nipper Plant
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yeah, the tsa for a few things such as bricks, blank ? blocks, etc that get drawn from different data. However, I plan on duplicating the data over (or at least have it a settable option) so that the redraw reflects it.

DahrkDaiz
Posted on 12-25-09 06:29 AM, in Merry Xmas: Reuben 1.0 and flaghsip hack: Mario Adventure 3! Link | Quote | ID: 124046


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just kidding
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Main - Posts by DahrkDaiz

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