Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,481,621
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-25-24 11:58 AM
Guest: Register | Login

Main - Posts by Grime


Grime
Posted on 09-22-09 06:57 PM, in Game Genie Code List (rev. 3 of 10-26-09 08:48 AM) Link | Quote | ID: 115837


Level: 9

Posts: 1/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
I took the liberty of making these because most of the existing ones for this game are, well... mundane. Here goes.


----------
Super Metroid

44E4-C909
Prevents Samus from losing speed by turning left/right during a spinning jump.

3CC8-456F
Allows space jumping by simply holding the jump button. Space Jump also falls a bit slower in the air, and much slower in water.

3CCB-40AF
3CCB-49DF
3CCB-490F
Space jumping can be done faster and at any time, even after falling long distances.

3C81-11D4
3C81-1104
Slows down the acceleration of all beam shots.

3C87-C064
3C87-C0A4
Slows down the acceleration of all charged beam shots.

3C8A-10AD
Slows down the acceleration of all beam shots AND charged beam shots.

B3CB-3967
B3CC-30D7
Missiles move very slowly, almost like torpedos. Doesn't affect super missiles.

DB33-19D1
DC33-15D1
Samus' running speed doesn't reset after landing from a jump.

DB3E-19A1
DC3D-C001
Samus' running speed doesn't reset after landing from a fall.

2D6B-19DF
Renders the Speed Booster harmless. Samus only runs faster; no blue echoes, damage to enemies, breaking through speed blocks or super jumping.

D46B-19DF
Blue Speed Booster echoes and sound begin earlier than usual (roughly 1 screen's distance).

D06B-19DF
Blue Speed Booster echoes and sound begin much earlier than usual (roughly a half screen's distance).

3CE1-C5A9
3CE5-C0D9
3CE5-C009
3CE5-C069
Allows Samus to turn left/right in the air without losing the blue Speed Booster echoes, and even walljump if it's done quickly enough.

D1B8-C1A7
D1B3-49A7
Underwater jumps without Gravity suit go very high.

D4B2-C0A7
D7B2-C5A7
Enables walljumping underwater without Gravity Suit.

D6B2-C007
DCB2-C507
Walljumps go much higher.

D5C0-410D
Samus travels much faster through the air after performing a walljump.

3CC0-490F
Space jump works underwater/lava/acid without Gravity suit.

DB8B-31A7
Bombs explode instantly. Use this if you suck at infinite bomb jumping. ;]

D0BE-C907
Bomb jumps go about 4x higher.

D6BE-C907
Bomb jumps go about 8x higher.

FDBE-C907
Bomb jumps go insanely high.

D6BE-C9A7
Bomb jumps underwater without Gravity suit go very high.

D6C7-400D
Spring Ball travels very quickly through the air when Samus jumps and moves left/right.

D5B6-3107
D5C4-490D
Samus rolls very quickly along the ground in Morph Ball form.

EE67-4002
1E67-4062
EE67-1102
1E67-1162
Charge Beam and its charged shot do insane damage. To give you an idea, Norfair Ridley dies in a single hit.

DF21-1D6C
Speeds up door transitions by eliminating the fade-to-black sequence.
----------

Edit: Added quite a bit more.

Grime
Posted on 09-23-09 11:59 AM, in Metroid hack theme (MP3) Link | Quote | ID: 115905


Level: 9

Posts: 2/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
Get it here.

I made this as a theme song for my upcoming Super Metroid hack entitled "Metroid Grime: Temporus" in an attempt to capture some of the atmosphere for it. It's an original piece, not a remix of any Metroid music. I went for the same style of addicting, hypnotic melodies that some of its songs has, but spiced up with some (hopefully) nice beats and vaguely Prime-esque feel. Seeing as I'm not skilled enough to actually hack Super Metroid's music yet, this is as close as I can get for the time being. ;]

The song itself is done, but I still need work more on the mastering. Thoughts?

Grime
Posted on 03-20-11 07:21 PM, in Super Metroid: Project Base (rev. 3 of 04-24-14 04:01 AM) Link | Quote | ID: 140272


Level: 9

Posts: 3/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
I finally feel like this hack has progressed enough to pass on to another forum. Still technically in WIP status, but with so much done to it already that it shouldn't deter you from giving it a shot. Feedback encouraged, enjoyment required.

Edit 4/23/2014: version 0.7 released.

Info/download homepage

MetroidConstruction.com download page


Grime
Posted on 03-20-11 10:41 PM, in Super Metroid: Project Base Link | Quote | ID: 140276


Level: 9

Posts: 4/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
Yeah, I suppose you're right about the double crumble block technically being a level edit. It's still quite possible to nab the early super missiles/reserve tank past that point. It just requires more coordination. Specifically, running across most of the crumble bridge, jumping and initiating mockball on the sold tile that the gate touches down on when it goes all the way down. You're right though, that was a measure taken to ensure that Spore Spawn is harder to bypass. Unless my memory fails me, I think that's the only non-aesthetic edit I've made to a room.

You pretty much hit the nail on the head your whole post, right down to my plans for the hack after it's done. Once the rehash is finished, I'll be starting on "Project Base Extended Version" which will be the finished product + as many new rooms, extra item pick-ups, new items and new enemies that can fit for the longest game possible. Maybe a massive expansion to Ceres and a whole new area if that can be done.

Grime
Posted on 03-23-11 03:41 AM, in Super Metroid: Project Base (rev. 3 of 03-23-11 03:45 AM) Link | Quote | ID: 140318


Level: 9

Posts: 5/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
- I never really liked the blue haze in Ceres. The way it stays in place despite camera scrolling is an eyesore for me. I removed it for that reason, and to better show off Ceres' new palettes. Maybe in the future if someone hacks the blue haze to look cooler or something I'll put it back in.

- All beams (and missiles) can be fired more quickly. This was done to balance out other aspects that made the game more difficult, such as faster enemy animations, harder boss fights, etc. I haven't decided yet if I want to further offset faster beams by tinkering with normal enemy damage/HP.

- Ceres is actually incomplete right now, hence the oddities you experienced with it. When it's done, the elevator room won't tilt while 'escaping' (the escape timer was removed on purpose, and the whole sequence was made to be more ominous and calm). Also, Ceres won't explode when Samus flies away from it. I know there's no purpose in making this change, but it's one of those things I want to do so people playing through it for the first time will be like "Oh, wow. Neat."

- Haha, I actually fixed those barely-visible red platforms in the Crateria shaft last night, so that won't be an issue anymore whenever the next release is done (which is still a long way off).

- Making the hack more dark and grim was the initial idea, but over time all of the dark palettes started to bug me (not to mention it was hard to see some things when I played it on the TV with lights on. Not good for a hack that aims to please console users) . I'll be reworking most palettes in the game to make everything more vibrant and colorful. Shouldn't take very long to do all of that since most of the editing will consist of just increasing the R/G/B for each color.

- The falling spores in Brinstar will be fixed whenever I get around to going over all of the FX1 palette blends. I haven't done much with those yet.


Ceres was probably no different.

Ceres is very very different in PB. You should totally check it out.

Thanks for playing the hack, dudes. This is some good feedback. Please keep it comin', and tell others about this hack if you know someone else who likes Super Metroid. I'm trying to make the finished product as polished and solid as possible, so any flaw you spot, big or pitifully small should be noted.

Something else you guys should know, if not already. A new move has been added to the game. I don't know how useful it will be for casual play, but speed runners will definitely be able to make use:

Damage boosting can be initiated at any time by crouching, holding the run button, then pressing jump + holding the opposite direction that Samus is facing. This allows the player to quickly vault backwards over a considerable distance.

Also, spinning jumps can be performed while standing still by holding the run button, and shinesparks (any direction, ground or air) are much easier to do.

Grime
Posted on 03-24-11 03:50 PM, in Super Metroid: Project Base Link | Quote | ID: 140354


Level: 9

Posts: 6/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
I'd say wait until there's a final release. There are still a few small quirks in it (mainly the ones mentioned above).

Grime
Posted on 03-31-11 10:45 AM, in Super Metroid: Project Base Link | Quote | ID: 140603


Level: 9

Posts: 7/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
I have two other hacks. They're well made but pretty small. Temporus has some tiny bugs, but most people won't notice them.

Temporus (7 rooms)

Hallow Eve (1 room)

Grime
Posted on 08-31-11 07:15 PM, in Super Ghouls 'n' Ghosts (SNES) *updated 9/07/11 (rev. 5 of 09-07-11 08:07 PM) Link | Quote | ID: 146573


Level: 9

Posts: 8/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
I've looked around but haven't seen anything related to hacking this game. Anything out there that I'm missing?

Currently, I'm running traces and documenting routines that I can identify based on trial and error (I posted what I've got at the bottom of this post). This was initially just me playing around, trying to create some nifty Game Genie codes for it that aren't so boring. I don't know the first thing about making a ROM editing program, and my overall knowledge of ASM is pretty weak. What I'm wondering though - is there any interest from anybody else in hacking it? Depending on the general response, I could keep going and try to document as much as I can for others more experienced than I am to use as a starting point. Otherwise I'll probably put my search to rest after I find out how to do certain things like enable infinite double jumps or have more projectiles on-screen at once, etc.

Thoughts?

Any general tips on better documenting stuff would be cool. Right now I'm doing little more than writing down addresses and giving a loose description of what's going on in that area of the ROM. Would be cool to see this take off and get somewhere. And now, the goods.

----------Super Ghouls 'n' Ghost notes (UNheadered)----------

-----*PALETTES*-----

3451-346E
21D4A-21D67
21D68-21D85
4F4E2-4F4FF = Palette for Arthur (gray armor, boxer shorts and skeleton after death), lance weapon he starts the game with, and part of the color rotation for most item drops from enemies or treasure chests; 14 bytes, transparent color excluded. The colors for Arthur's skintone are shared by green and gold armor as well and are used by his face. Multiple instances of the same palette line are for intro scenes, etc.
8A 41 0E 52 92 62 D4 6A DE 7B 18 4B 94 3A 4E 01 90 01 56 3A 1C 53 80 59 98 01 10 00 42 08


346F-348C
Palette for Arthur's green armor.
20 19 00 22 C0 22 A8 4B FD 7F 13 00 1F 00 0E 01 90 15 56 3A 1C 53 40 51 09 66 DF 01 42 08


348D-34AA
Palette for Arthur's gold armor.
C9 00 AF 01 36 02 5D 03 FF 77 13 00 1D 00 0E 01 90 21 56 3A 1C 53 80 51 48 5E DF 01 42 08


21D2C-21D43
Palette used for HUD. Orange/yellow for 'PLAYER' and box around current weapon/"TIME", gray/white for ticking time, score and number of lives, beige/brown for Arthur's head on top-left.
26 04 7E 02 BA 00 00 00 10 42 9C 73 18 63 00 00 90 01 1C 53 00 00 00 00


21DA4-21DCA
Money bags placed around levels, part of color cycle used for item drops from enemies or treasure chests, and colors used for enemy death explosions and 'sparks' that appear when weapons hit an enemy or chest. Probably has other uses that I didn't see in action.
4E 00 D4 00 58 01 DA 01 9C 73 B5 56 EF 3D 08 21 1E 02 9C 1A CC 7A 4A 6A C6 61 42 41 21 04


21D68-21D85
Arthur's lance weapon(??? also used by his default palette @ 3451, but this one takes priority... weird), Arthur's gray armor breaking off when he gets hit, part of color cycle used for item drops from enemies or treasure chests, and some of the money bags placed around levels. Probably has other uses that I didn't see in action.
8A 41 0E 52 92 62 D4 6A DE 7B 5A 3B D6 2A 10 02 8C 01 E6 4B C0 32 00 22 5E 02 58 01 21 04


21D86-21DA3
Clay jars that enemies sometimes carry, treasure chests, part of color cycle used for item drops from enemies or treasure chests
00 38 00 48 C0 60 00 7A 9E 6F DE 43 18 3B 10 22 8C 11 98 3A 90 01 4E 01 DA 00 94 00 21 04


186C4-186E1
186E3-18700
18702-1871F
18722-1873F
18741-1875D
18760-1877C
Level 1 water in background; cycles through multiple palettes. Values denoted in [brackets] are instructions for how long to display that particular color set, in this case 08 frames. These palettes don't include the water breaking at the bottom of the screen or tidal waves that wash away parts of the level.
08 00 20 00 18 00 00 00 28 00 20 00 00 00 30 00 28 00 00 00 38 00 28 00 20 00 4C 00 3C 00 [2C 08]
08 00 10 00 20 00 18 00 18 00 28 00 20 00 20 00 30 00 28 00 28 00 38 00 28 00 2C 00 4C 00 [3C 08]
08 00 18 00 00 00 20 00 20 00 00 00 28 00 28 00 00 00 30 00 28 00 20 00 38 00 3C 00 2C 00 [4C 08]
00 20 00 18 00 10 00 28 00 20 00 18 00 30 00 28 00 20 00 38 00 28 00 28 00 4C 00 3C 00 2C
00 00 00 20 00 18 00 00 00 28 00 20 00 00 00 30 00 28 00 20 00 38 00 28 00 2C 00 4C 00 [3C 08]
00 18 00 10 00 20 00 20 00 18 00 28 00 28 00 20 00 30 00 28 00 20 00 38 00 3C 00 2C 00 [4C 06?]


4E820-4E83F
Level 1 background colors (trees, grass, some gravestones, part of spooky Jack-o-lantern-looking face pillars)
8B 4B 64 05 00 01 81 00 8B 48 2B 0D C7 0C 65 04 8B 48 4B 21 E8 18 A5 0C 00 00 00 01 07 19 A5 0C


4E840-4E85F
Level 1 colors (stone pillars in foreground, skulls underneath the grass and dirt)
40 5E DF 7B 5A 63 31 42 2A 1D A6 0C 5E 27 B3 00 94 56 CF 39 2A 19 A6 08 75 02 EE 02 63 01 00 00


4E860-4E87F
Level 1 colors (large leafless trees in background, part of large fruited tree in background)
8B 48 81 04 CA 04 2B 15 43 04 25 09 E3 00 00 01 C2 04 77 3E 14 36 91 1D 4D 19 C9 10 85 08 00 00


4E880-4E89F
Level 1 colors (brown gates and dirt that's on top of them, spooky Jack-o-lantern faces that drop skulls from their mouth)
8B 48 B5 56 73 4A CF 39 6C 2D 08 11 A6 0C 43 04 39 67 9C 32 B6 19 CE 08 6A 00 F3 00 6C 00 00 00


4E8A0-4E8BF
Level 1 background/foreground colors (skulls, some gravestones, red cloth/ship masts in background)
95 4D D6 52 73 46 10 2E 8C 21 08 1D A5 14 63 0C 26 00 49 04 AB 08 CB 04 EB 0C A8 0C 66 04 00 00


4E8C0-4E8DF
Level 1 colors??? No idea where this palette is used; I saw these colors nowhere in level 1.
4A 01 40 51 C0 61 80 62 54 6B DE 7B 1A 4B 14 2A 8E 01 8C 31 52 42 DE 02 1A 02 16 00 10 00 42 08


4E8E0-4E8FF
Level 1 foreground colors (grass, dirt, part of large fruited trees in foreground).
8B 48 00 00 66 00 69 00 81 04 63 01 09 02 EE 02 D4 03 FC 1F 23 00 BC 42 9C 32 B6 19 CE 08 C2 00

21DE0-21DFD
Zombie enemy colors, and the coffin they come out of.
40 55 C0 65 A0 66 B6 77 FF 7F 37 73 71 56 ED 41 4A 29 B5 4E DE 02 9A 01 D6 00 31 00 21 04

----------

RAM notes, maybe:
7E:14F1 - Pose related? This value comes up a lot, and modifying instances of it on the ROM tends to break the way Arthur animates.

----------

10EBB - 22 8B 90 01 = NOPing this JSL makes the zombies walk backwards, and probably other quirkiness.

10EC9 - A5 07 - 07 = walking speed of slightly faster zombies.

A7C5 - A9 03 = Not sure exactly. Modifying 03 to 08 turned off the flicking and palette flashing effects used by enemies and item drops.

10E2B - A5 08 = something to do with certain zombies' palettes. Changing 08 to 88 made some of them flash rainbowy colors, lol.
A64A-A65F = Position of zombie spawning? Changing 01, 04, 04 and 08 to 81, 84, 84 and 87 made zombies spawn 80 pixels lower than usual.
A643-A683 = Zombie slope recognition? NOPing all of these bytes made them levitate instead of walking down slopes, then drop down by 1 tile after passing over the slope.

A635-A641 = Arthur's placement for normal ground or something. NOPing all of these bytes makes the floor behave like 'quicksand' and the player will constantly have to jump to stay alive. Could have some application in a hack if used correctly.

8C79 - AD 02 00 9D 07 00 = Something dealing with camera scrolling during game intro.

A500 - 22 8D 02 00 = NOPing this makes most zombies immediately go back underground after stepping out of their coffin.

D48E - A9 0C = Something dealing with weapon throwing/collision? Don't know if it's just for the beginning lance weapon or if it's universal.
17CE7 - 24 09 50 75 - Something to do with lance collision? Modifying the 09 makes lances pass through enemies and chests without harming them. Modifying 75 made the boss of level 1 die instantly, WHAT.
20F8E-20FDC = Not sure exactly. NOPing this whole routine allowed Arthur to pass through certain surfaces and prevented every enemy except zombies (and presumably other respawning enemies) from appearing.
B1DB - 20 12 B9 = JSR to refresh screen position after ground shifts in level 1? NOPing it stops foreground scrolling until its position is 'refreshed' by another shift.
A6AE - A9 07 = Something to do with the ground in level 1 shifting. 07 to 01 disabled the shifting effect completely.

D4A7 - 9D 0E 00 = Deals with enemy death explosions? 0E to 8E made them face the opposite direction.

D4AA - 20 90 DD BD 09 00 = Lance 'life'? NOPing all 6 of these bytes allows lances to damage and pass through enemies until they hit a wall or go off-screen. Occasionally they'll pass through enemies without harming them, however.

D4C2 - A5 12 9D 11 00 9D 12 00 = Lance direction? Playing with these values made them always go right or left, even if Arthur was turned around.

D4AD-D4D8 = Related to counting/clearing weapons that Arthur throws? Playing with various bytes made his projectiles flicker, or be thrown backwards, so might be related to direction also.

D51C - 20 7D D4 = JSR related to throwing knives? Don't know if that's all this is for.
D521 - 20 4E D5 = JSR for knife direction or starting position, I think.

D527-D541 = Routine for throwing crossbow arrows. Direction/spawning point of crossbow arrows?

D4D8-D509 = Routine for torches hitting the ground and spawning flames?

D501 - 9D 12 00 AD 01 00 9D 07 00 = Part of the code above. NOPing these bytes had some interesting effects . . .

***** D50B - A9 0C = Delay between being able to throw lances and crossbow arrows. 01 = can throw them as quickly as you want (limited to 2 on-screen).
D4E3 - A9 0C = Another delay for throwing weapons? Can't tell what it's used for; maybe one that only allowed a single projectile on-screen at a time, or an armor upgrade variant.

D40F - A9 01 = Related to throwing a weapon at the peak of a double jump, but not necessarily a damage value. Ordinarily flashes different colors. Change 01 to 81 to make it flicker instead of cycle colors, and do much much more damage (kills first boss in 2 hits).

D935 - C9 0C = Something to do with throwing weapons after double-jumping?

A735 - A9 01 = Game's overall framerate?

10272 - C9 01 = Not sure of the function; affects zombie spawning and torch flames.

10C1B - C9 70 = Enemy death explosions. Don't know the exact function. 70 to 01 = instant enemy death with almost no explosion.
10C15 - 22 59 84 01 = JSL for something to do with enemy explosions.
10C1F - 4C B5 81 to EA EA EA = Adds an extra flame to the end of basic enemy death explosions. Kinda neat.
10C13 - 00 to 01 = Enemies instantly vanish when killed; no explosion at all.

10C5A-10C68 = Routine for clay pots dropping to the ground that enemies sometimes carry.
*****DF65-DFA8 (UH)***** 10C76 - C9 04 = Odds of an enemy spawning with a clay pot. 04 to 00 = enemies never carry clay pots. 04 to 01 = every enemy carries a clay pot. Values higher than 04 will decrease the likelihood of an enemy spawning with a clay pot on its back.
10C84 - C9 03 = Number of items on the ground before enemies stop carrying pots (until you pick the items up).
10CAD-10D07 = Drop chances for clay pot items? Didn't look into these much. Tinkering with one of the values made lances almost always appear.

D2D7 - C9 03 = Something related to jumping and direction. 03 to 83 = HAHAHAHAHA
DD45 - 22 B7 88 01 = JSL related to jumping height?
1CD7B - A9 40 = Apparently something that handles double jumping in some sense?


137B6-13826 = Not sure what this is. I think it affects the contents of tresure chests that randomly appear? Consists of nothing but 00, 01, 02, 03 and 04 bytes.

13839-13A35 = Stuff relating to chest wizards that sometimes appear and try turning Arthur into a baby. Lots of data here, so most likely this handles them spawning, throwing projectiles, projectile movement, hitting Arthur, etc.
13839 - 22 7E 84 01 = JSL to spawn routine for chest wizards? NOPing this JSL makes them simply not appear when they normally would.
138B2 - 22 2B 8C 01 = JSL to wizard projectile routine? NOPing this JSL makes them appear then disappear without throwing anything.
138B6 - 22 8B 90 01 = JSL to handle what direction the chest wizard will be facing?
138BC - 22 59 84 01 = JSL to handle chest wizard animation? NOPing the JSL made them appear and disappear without moving.
138C0 - 22 73 8E 01 = JSL to handle chest wizard graphics? NOPing the JSL made their graphics become a garbled mess.
138E6 - 22 2B 8C 01 A9 0A 02 = Stuff for the wizards inside of chests that turn Arthur into a baby. NOPing these bytes made them flicker for a long time before they died.

18082-183E4 = Some kind of large table. I'm gonna guess graphics for level 1, but I'm probably very wrong.

Grime
Posted on 01-20-12 09:36 AM, in We have reached an impasse, and now a wall! Link | Quote | ID: 149617


Level: 9

Posts: 9/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
I think one of the main things this community lacks is a main site that can reflect the collective effort of what everybody has done here over the years. A user needs to be able to see everything that you guys have to offer them FIRST before they're introduced to the people in the community, or that becomes their main first impression. Popular forums generally have a very good main site that brings in the newcomers. If it's the other way around, a wimpy main site with a message board as its main draw, outsiders have less of a reason to join unless their primary interest is communion. Someone with very little interest in the social aspect, but with a huge interest in the hacking/learning aspect might find themselves speaking to deaf ears when they try to reveal some cool stuff they made, and go somewhere else where their efforts will be appreciated more.

That said, the main site for this board is very wimpy. Given how long you guys have been around, there's no reason that a HUGE database of hacks/patches/documents/informative forum posts/screenshots/whatever shouldn't exist right now. I'm sure there is a LOT of stuff posted throughout this board that doesn't exist on other hacking sites, and it needs to have a place to go. It would take awhile, but you guys really need to scour every topic in this board that relates to hacking and copy/paste useful forum posts to a .txt file or something, as well as anything else that people have made and posted, and archive every bit of it on a lightweight and organized main site.

I DON'T think that posting standards should be made more lax. The sole purpose of that is almost entirely communion, which I think IRC is better suited for. I see the forum as more of a bridge between direct interaction (IRC) and the main site, so conversations SHOULD be monitored a lot more closely for quality, because what's posted on here will stay for all to see. Dumb posts on an IRC chat might hang around in some peoples' chat logs, but a dumb post on a message board could be influencing unregistered visitors' opinions of this place as a whole.

I think that's it. I've been strapped for time lately, but if I can offer any help, I'll do whatever. I could scour the board myself and start archiving hack stuff, though my pace would be unpredictable as my interests wax and wane. I could even make the main site archive myself, then just let anyone else running the site tweak it how they see fit. Just whatevs.

Grime
Posted on 01-26-12 03:23 PM, in We have reached an impasse, and now a wall! (rev. 2 of 01-26-12 03:24 PM) Link | Quote | ID: 149694


Level: 9

Posts: 10/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
Posted by MikeFuryXP
@Grime: Grime, weather you realize it or not, people we'll find out the goodside and ugly side to any acmlm original or new incarnation.
It doesnt take a genius to pull up the old acmlm irc logs or old web archives on a searh engine and make a decision on what they see.

Right. But the community being the first thing that they see and having to pick through message board threads for possible information on a game they might be interested in hacking, instead of being able to check the main site and find out right away is what I was getting at. And seeing a large collection of community resources might inspire them to contribute more to the pile.

Grime
Posted on 11-03-12 08:43 AM, in Super Metroid: Project Base Link | Quote | ID: 152793


Level: 9

Posts: 11/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
Bumping to let you guys know a new version of this hack is out. Check the first post in this topic. Have fun!

Grime
Posted on 04-24-14 04:03 AM, in Super Metroid: Project Base Link | Quote | ID: 156429


Level: 9

Posts: 12/12
EXP: 3035
Next: 127

Since: 09-18-09

Last post: 3654 days
Last view: 3654 days
Bumping again over a year later to let ya'll know that version 0.7 is out. It has massive improvements over previous versions. More info and stuff here.

Main - Posts by Grime

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.228 seconds. (335KB of memory used)
MySQL - queries: 30, rows: 54/54, time: 0.222 seconds.