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Mineyl
Posted on 11-22-09 06:27 PM, in New Super Mario Bros. Wii Link | Quote | ID: 120061


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Posted by boingboingsplat
I didn't even realize there was a spin jump until like world 6. So I don't know what you're talking about.

YMMV or some such. I found the shake sensor to be way too sensitive at times. Not everyone plays in a statuesque state.

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Mineyl
Posted on 11-23-09 06:43 PM, in Garry, Pokémon Advance map editor - worth continuing? Link | Quote | ID: 120150


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Posted by Kawa
I stopped OpenPoké because it didn't matter anymore, being a 3rd gen game while we already have at this time five 4th gen games.

The original Super Mario Bros. came out over twenty years ago, yet people still hack it. Age is a pretty bad reason to give up on a project for which you cared enough to make a thread.

I say finish it.

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Mineyl
Posted on 11-23-09 07:46 PM, in Garry, Pokémon Advance map editor - worth continuing? (rev. 2 of 11-23-09 07:47 PM) Link | Quote | ID: 120163


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Posted by Trelior
That may be true for SMB, but Pokemon is effectively the same game over and over again.


Nonsense. Every game in a series is the same game over and over again, with just enough switched up to keep it fresh. Both Pokemon and Mario are prime examples of this; sameness is simply more noticeable in Pokemon games because they're RPGs and we typically spend far longer playing them than we would any single Mario title.

I change my vote to what Arbe said.

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Mineyl
Posted on 11-27-09 08:14 PM, in General SMB3 Hacking Thread Link | Quote | ID: 120696


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Wow, I only asked 25 days ago. A post from 2004, eh? Jesus... xD

Thanks for digging that up for me, man. Between some really annoying technical difficulties like this and the serious temptations associated with making the switch to Reuben, it's nice to have one of my dilemmas addressed. :3

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Mineyl
Posted on 11-28-09 06:17 AM, in General SMB3 Hacking Thread Link | Quote | ID: 120782


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True that. Thanks, DahrkDaiz.

As for technical difficulties... I've just been seeing a lot of weird stuff happen while designing the latter half of world 2 and touching up older stages. Just a few things:

- 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.

- 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.

- Hammer brothers seem to need to be placed on the bottom half of a level or they will jump through the floor.

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

- 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.

- The very first Rocky Wrench in my world 1 airship level, if not killed immediately, will mysteriously vanish and cause weird glitches in the level. It can sometimes cause Raccoon Mario to spontaneously generate extra lives from interacting with the bob-ombs a few screens later, and if I stand on top of that first Rocky Wrench and let him disappear, Mario is instantaneously shot very high off-screen. Moving the RW down one block fixed the problem, but it's still inexplicably weird.


A lot of these things are demotivating and have prevented me from wanting to work on my hack lately because it's no fun to spend 2-3 hours designing a stage only for some ridiculous engine flaw to invalidate the stage, so an end of November demo won't be happening.

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Mineyl
Posted on 12-03-09 07:00 PM, in General SMB3 Hacking Thread Link | Quote | ID: 121392


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Posted by ShoFIZZLE
Hey, New issue. Im tryng to change my area colors, but the palette colors do not 'stick'. It always revert back to its original color scheme when I start up the level. Any ideas?
What type (plain, hilly, underground) of level are you making? After you apply the palette changes, are you saving the ROM? Are you loading the correct ROM?

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Mineyl
Posted on 12-04-09 01:34 AM, in General SMB3 Hacking Thread Link | Quote | ID: 121454


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Posted by DahrkDaiz

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.


When the object does not exist, the angry sun is invisible until the screen in which it becomes active and begins moving about. When the object does not exist, the goombas will not be out-prioritized by the pipe tiles (or whatever else you want them to look like they're coming out of) and will not look as if they're coming out of or from behind the tiles. I've seen this problem in other hacks (Mario 2k3 specifically, but there are probably more), as well. I can take a video of this for visual proof, if you like.

Posted by DahrkDaiz

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.

Duly noted, and that's something that I figured out on my own, but that doesn't debunk the bigger problem: why does hitting coin/question blocks sometimes kill these sprites regardless of where they are on the screen?

Posted by DahrkDaiz

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.

I didn't test it extensively, but I couldn't get more than two at once. I might try it out on a single screen stage, though...

Posted by DahrkDaiz

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.

So that's why...

Posted by DahrkDaiz

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.



Here's what I've done to my ROM so far:

- edited levels.
- edited graphics.
- edited world maps.
- edited palettes.
- edited the title screen's tile placements.
- edited the TSA of several object sets (mostly the underground set to get it to look right with my graphical changes).
- used my own pointers for each stage so that I don't ever have to worry about the level size limit that 99% of Mario 3 hackers complain about all the time.
- by recommendation of Datacrystal, I changed several hex values to keep the status bar from doing that god-awful blinking that it does in the top-left corner. This is probably the most ASM-ish thing I've done, but my ASM knowledge is next to nil. The exact text is here:


In the original game, part of the status bar in the bottom left part of the screen had a tendency to flicker. This glitch can be corrected by rewriting the bytes at ($) 3F7B2, 3F8E0, 3F8E1, 3F8E2, and 3F8E3 to 16, EA, EA, EA, and EA, respectively. (Original respective values are 0D, 68, 8D, 10, 40.)


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Mineyl
Posted on 12-07-09 05:59 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 121704


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

*video*
Christ Almighty. What are you going for...kaizo?

Terrain-wise, it's not badly designed, but your enemy placement can use some work. It looks like you're trying to make a very difficult level, but I suggest keeping it down to several enemy types at the most. Throwing a medley of different enemies at the player in short succession can be very disorienting for him, so get creative with just a handful of enemy types and save other enemies for other stages. This will both create a level that flows together with coherency and will help you avoid sprite display issues like the one at 3:33.

I'd also suggest removing that fustercluck of bob-ombs and bullet bills and the piranha plant where you kept dying. It's going to be next to impossible to get through there (as you've demonstrated), and you know you've designed something unfair when you yourself the CREATOR can't clear it in a formal public demonstration!

Otherwise, you're not bad at this at all. Keep it up. :3

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Mineyl
Posted on 12-10-09 09:13 PM, in Mega Man 10 Revealed! Link | Quote | ID: 122101


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Oh my God, thank you for posting this. I was having a really lousy day, and this brightened it right up. xD *bows to RetroRain*

Now I've got something to be psyched about. W000t~

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Mineyl
Posted on 12-10-09 09:47 PM, in New Super Mario Bros. Wii Link | Quote | ID: 122111


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It's not too hard. The difficulty mostly comes from the "newness," if you know what I mean. People will probably be doing psychotic speedruns of it soon enough.

If you're diehard about Mario platformers like I am, you'll get it ASAP; it's no online game, though, so you can't really "miss out" by putting it off as long as you need/want to. :b

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Mineyl
Posted on 12-12-09 05:02 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 122212


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Wow... Makes me wonder what I'm gonna' do with this thing once I get turned loose on it. xD

Thanks for that, KP. <3 inspiration, and your level looks much better, of course. :3

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Mineyl
Posted on 12-12-09 05:09 AM, in Mega Man 10 Revealed! Link | Quote | ID: 122213


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RetroRain: Personally, that level reminds me more of the final stretch of Pharaohman's stage in Megaman 4 than anything in Megaman 3 (except those spiked ceiling segments in Sparkman, maybe). Also...train? Isn't that a truck? Reminds me of the truck in Turboman's stage in MM7. :3 I'm sure Inti will spice it up so that the similarities only dawn from still-frame screenshots.

Oh, and thanks for the heads up, RT-55J!

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Mineyl
Posted on 12-12-09 08:22 AM, in An idea for everyone (rev. 4 of 12-12-09 08:34 AM) Link | Quote | ID: 122231


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What you've said is true, al2. It all comes down to what you prefer to work with, though: would you rather modify pre-existing work that you know functions correctly and confines you to the rules of the owner, or go through the daunting task of coding system after system from the ground up to create a work entirely your own?

Being experienced in both fields, I can't really decide. I will say, though, that at least I've gotten somewhere in ROM hacking 'cause the limits have been decided for me. When I have no limits, I become quite susceptible to project ADD.
Posted by GreyMario
Let me tell you one thing.

As far as I know (that's up to rm2k) RPG Maker doesn't even have HALF the functions required to perfectly remake Super Mario RPG.

You'd be surprised. Maybe not perfectly, but it's really amazing what someone who truly understands the program can do with it. The major problem is that since the program itself was intended to be usable by people with little to no programming experience, one can often be jaded by the myriad of horrid n00bie projects out there and give up on the format before even giving it a chance.

I guess it's kinda' like Lunar Magic.

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Mineyl
Posted on 12-12-09 10:52 PM, in Hey! Hey! How's about a ROM Hack with a Random Theme! Link | Quote | ID: 122302


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It looks...bad. Better than some, but it could definitely use some work.

1-1 looked okay until I noticed the weird pipe formation and bad palette transitions a couple screens from the start. Try to fix that.

1-2 has a lot of perspective issues. It'd be easy for the player to mistake those green tiles at the bottom of the stage for a floor...not to mention that the pipes and some places in the ground look like they're coming OUT of that when they should be in front of it. A strange error considering it doesn't happen at the beginning of the stage. Also, some of the piranha plants are showing their roots.

1-3...I don't know what it is, but the level feels too "mechanical." It's unreal to me in its geography, if that makes any sense. Too blocky. Try not to overload the player with too many enemies at once if you can help it.

1-4 looks like a blatant edit of...well, 1-4. Try to avoid that. Also, do be careful of sprite overload as it can frustrate the player. Instead of bogging the player down with many sprites, consider having one or two well-placed enemies instead.

1-Fortress is very boring in certain segments. The mindset seems to be way different from your other levels. Honestly, the previous stages looked more difficult. As the player progresses through a game, the game should become more difficult instead of easier.

1-5 has sprite CHR data issues. In SMB3 Workshop, make sure you take note of which enemies function together correctly. There's also a lot of slowdown here, too. See my comment on 1-4 about that. I also spotted graphical cut-off on your ledges. Do try to fix that.

1-Airship looks great if you're going for kaizo. Stacked cannons look tacky, too...and I don't think it's a good idea to have cannons shooting at Mario from off-screen when Mario is forced to stay so close to the edge and is therefore given insufficient time in which to dodge them. Maybe you should edit Larry's room a bit so that he doesn't get stuck like he does in the video, as it makes the boss able to be easily cheesed by the player.

I don't know, man. I'm just not feeling it with your hack. Maybe you should tell us your design philosophy? Is this hack serious? A joke? Kaizo? Just random messing around in SMB3 Workshop? What exactly constitutes "Nintendo-ish" to you?

On a final note, if you're not making a kaizo hack, then you should know that many level design enthusiasts consider it to be very bad design and taste for the author to fail attempts to clear his own creations. I noticed several deaths. If you should ever happen to make another video of this hack or any hack, do your best to clear it as professionally as possible, because if you yourself the creator cannot do it, then how can you expect anyone else to? Consider making this first world easier.

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Mineyl
Posted on 12-13-09 03:43 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 122380


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Posted by KP9000
*a lot of awesome*


Holy sh...crap. *goosebumps*

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Mineyl
Posted on 12-13-09 03:57 AM, in Post your desktops! [56K] <-- Duh.... Link | Quote | ID: 122381


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For the curious, here's mine.

I like your poem there, Stark.

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Mineyl
Posted on 12-13-09 07:06 AM, in Hey! Hey! How's about a ROM Hack with a Random Theme! Link | Quote | ID: 122428


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Well, if your hack is designed to be some kind of cruel joke against the player, then it does a good job of that. I'm just pointing out stuff that will get more people to want to play and like your hack, but if all this was intentional, then all righty.

I've wanted to try similar things, but I always tend to focus myself on my main projects instead.

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Mineyl
Posted on 12-13-09 08:51 AM, in Hey! Hey! How's about a ROM Hack with a Random Theme! Link | Quote | ID: 122463


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Posted by Quick Curly
I know everyone won't think twice about disagreeing with me on this point, but your hack does not look like a Kaizo hack to me at all, to be honest.
Well, just so you know, the reason I likened the design to kaizo is because this is only the first world of this hack. In the case of SMB3, I feel that it's a good idea to let your player go about and collect lots of goodies and extra lives from the toad houses and mini-games before piling on level after level of consistently unforgiving designs. I'd say if one were going to make a fiendishly hard (but still fair) hack, he should start the steep difficulty curve about halfway through the actual game, giving the player adequate time to prepare for the onslaught.

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Mineyl
Posted on 12-13-09 09:37 AM, in Hey! Hey! How's about a ROM Hack with a Random Theme! (rev. 2 of 12-13-09 09:40 AM) Link | Quote | ID: 122469


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Make no mistake: I love challenge just as well and I plan to give the player plenty of it; there's simply a line between difficult and unfair, and I try to encourage people to avoid the latter. I don't know what you think of my own hack's difficulty thus far, but my goal is to create one of the most challenging games as possible without someone telling me that I take cheap shots or am downright unfair.

Oh, and as for the whole "make your hack" thing...I personally agree whole-heartedly, but I also want people to say good things about what I've poured my time and energy into, so I meticulously craft my creations into something both I and the public can enjoy.

Binary: I've played several levels of your first hack. I do plan to finish it someday when I can devote more time to the mindless self-torture.

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Mineyl
Posted on 12-13-09 05:04 PM, in Megaman Powered Down? Any Word? Link | Quote | ID: 122494


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Really wish I knew. I was JUST looking at his single Youtube video last night, as well. Author's last sign in there was two months ago...though his last sign-in here was only four days ago. Maybe there's still hope. :o

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