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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 06-29-07 09:52 PM, in Super Mario world nes pirat full version founted Link | Quote | ID: 50743


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Posted by CKY-2K
Why not a goddamn IPS patch to the unfinished ROM?

Why not avoid fucking swearing every goddamn post ?

Stifu
Posted on 06-30-07 06:18 PM, in What n00b wrote this? Link | Quote | ID: 51015


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That topic totally deserved a thread dedicated to it. Or not.

Stifu
Posted on 07-01-07 10:25 AM, in Sonic 1 Megamix (rev. 3 of 07-01-07 10:30 AM) Link | Quote | ID: 51190


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Posted by tyty210
oh yeah, the fireball sheild in the second level thats guarded by spikes that cause instant death? I don't really like that...

The spikes could be lowered to make sure the player understands he can't just duck below them and be safe... That'd be a bit clearer.

Stifu
Posted on 07-01-07 11:29 AM, in Looking for Super Mario Kart data Link | Quote | ID: 51201


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Posted by smkdan
Is there a topic in (one of?) the archives that went anywhere in that area?

I don't think so. If there is, I missed it.

By the way... Is the main compression routine used in SMK documented at all ? That'd save me the trouble of having to figure it out by checking what Lunar Compress does...

Stifu
Posted on 07-01-07 01:21 PM, in Looking for Super Mario Kart data Link | Quote | ID: 51206


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Posted by smkdan
Are there any problems with DLL? It looks reasonably flexible in the usage manual, although I've never used the DLL myself.

Well, we'd have a bit more flexibility if we didn't use the DLL, and we'd be able to implement the compression more elegantly.

For example, the DLL forces us to work from a file, while we'd like to work from a variable (the variable in which the whole ROM is loaded once and for all)... Also, it'd be faster (because no dynamic DLL calling, although probably not noticeable in general), and I'd also like to see if we can reach a higher compression rate... But that's just me being a perfectionist.
It's clearly not a priority, but more like a challenge.

Stifu
Posted on 07-01-07 04:47 PM, in Sonic 1 Megamix (rev. 2 of 07-01-07 07:09 PM) Link | Quote | ID: 51223


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There are random graphic glitches too... At the beginning of the first "pinball" level, I think, and also with the small animals getting away after you defeat some of the later bosses... Talking about them, it's cruel how in that level with lava, half of the little guys jump into the lava after getting fred.

Apart from that, I think I noticed you don't keep your shield from one level to another... What else, I thought it was weird how I broke a wall in the first level, then got bumped back by a spring, then I had to break that wall again while I didn't go far away from it...
Also, some other random bugs (like getting stuck inside of the floor in the 3rd [I think] of the watered temple levels, or something... sorry I don't know the real names. I couldn't get out and died from lack of air).

Lastly, I would have changed Sonic's sprite... His Sonic 1 sprite isn't his best to me, and his head doesn't move fluidly as it only has 2 different frames as he runs, unlike the bottom of his sprite...

That's it for the bitching, the rest was good. Apart from loooooooong levels, and the facts some level are much too similar to each other... Oops, I said I was done bitching.

Seriously though, this is good work overall.

Edit: also, forgot something else... The music shouldn't restart if you swallow a bubble but weren't in "warning" mode yet.

Stifu
Posted on 07-01-07 07:32 PM, in Sonic 1 Megamix Link | Quote | ID: 51243


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Finished the game... Nice enough. However, I'd say it's not quite as fun to play as it is technically impressive.
Some things also appeared "childish" or just plain unfair (example: there's a bridge and a button next to it, you jump on the button to make the bridge collapse, you jump into the gap where the bridge was thinking you opened a new way, and you fall into spikes... cool).

Shadow's sprite needs work too, especially his running animation, but that's already been said before, since videos have been aired...

I already said that too a while ago, but I guess that must be have been too troublesome to achieve since you didn't do it: a "graphical" presentation of the character selection screen. And it'd be good to make the character selection mandatory rather than optional (ie: forcing the player to choose his character when starting a new game).

Stifu
Posted on 07-03-07 10:41 AM, in Suggestion: do something Link | Quote | ID: 51855


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Suggestions...

1- Have a bug/suggestion tracker site like before.

2- I don't have much free time, but maybe I could help with one thing or two, if that could help... Unless you want to avoid having too many different developers on team, to prevent the sources from becoming a mess again... Although you guys could double check contributions, and fix them if needed.

Stifu
Posted on 07-03-07 11:07 AM, in Suggestion: do something Link | Quote | ID: 51865


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Both of you have conflicting views about what changes to do, and stuff ?
If that keeps you from making progress, then that sucks.

That's why it'd be nice if Acmlm was a bit more active, be it only to decide what's to be done, even if he doesn't touch the code himself... Or he could choose someone in the team to do that for him.

Stifu
Posted on 07-03-07 11:18 AM, in Suggestion: do something Link | Quote | ID: 51870


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Yeah, readability is indeed very important, especially in a group project, that's one of the basics of programming...
However, hopefully readability doesn't prevent optimizing... But anyway, whatever blackhole does, he could just comment the hell out of his code if necessary, so that others may understand it and improve it if needed.

Stifu
Posted on 07-04-07 10:25 AM, in Making level editor programs? Link | Quote | ID: 52189


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That may not help, but... I'd say that what you really need in the first place, is data/offsets of the concerned game. Obviously, you first need to be able to do manually everything you want the editor to do (like in a hex editor)... The editor is just an automatization of those processes.
Then, on the programming part, it's about learning how to handle and play with bytes...

Stifu
Posted on 07-04-07 08:16 PM, in NotSo Fatso v0.852 Link | Quote | ID: 52267


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Posted by Raccoon Sam
What.. is it?

Idem. When releasing a program or whatever, it may be a good idea to at least say what it is...

Stifu
Posted on 07-05-07 02:10 PM, in A music patch request thread Link | Quote | ID: 52498


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Somewhat off topic: I haven't closely followed the new music-related finds, but is there any way I could use any of it for Super Mario Kart ?

Stifu
Posted on 07-06-07 10:05 PM, in Fireball-throwing venus Link | Quote | ID: 52778


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... Why do most of you misuse the word sprite ?

Stifu
Posted on 07-06-07 10:35 PM, in Fireball-throwing venus (rev. 2 of 07-06-07 10:36 PM) Link | Quote | ID: 52784


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Posted by darklink898
Also, this is going really off-topic. :[

It's not like the original topic was going anywhere, no ? His question has already been answered, and now he just has to wait to get what he wants...

Posted by darklink898
Or you meant something else?

I just meant a sprite is a graphical entity, yet everyone here seems to include its behavior/programming in the definition of the word. Never touched LM so I wouldn't know, but at least that explains it...

Stifu
Posted on 07-07-07 04:00 PM, in Fireball-throwing venus Link | Quote | ID: 52943


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If you want to find a replacement for the sprite word and not the LM term, then maybe "sprite gfx", although it's technically redundant.

Stifu
Posted on 07-08-07 12:22 PM, in Extra Mario Bros. (SMB Hack) By ATA Link | Quote | ID: 53220


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I got 7 keys, and haven't found area 5 yet... O_o


But I'm sure I missed stuff in area 3... At some point, I'm at the top of a place, and I see stuff below the floor (pipes, enemies, coins), even though there's no floor at all below all that. I guess there may be some invisible floor somewhere to get there...

Also, in area 4, when you get out from the water and get to that part with the SMB music, then end up going underground again, you have to hit a ! switch to go forward, but then you have to miss stuff that's blocked by previously hit ! switch... Couldn't figure that out yet.

Stifu
Posted on 07-10-07 01:58 PM, in Demo 6 (Hack name unknown) (rev. 2 of 07-10-07 01:59 PM) Link | Quote | ID: 53673


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... Is that mini Koopa doggy styling that other Koopa ? O_o
So it seems, but I guess it'd be more obvious if animated.

Stifu
Posted on 07-12-07 11:59 AM, in smb1 level making Link | Quote | ID: 54143


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How about getting one of those editors, modifying a tile in a level, and then comparing the original ROM with your modified one ? That way you'd know where the level data is... or some of it, at least.

Stifu
Posted on 07-13-07 09:57 PM, in Rare Items / Unique Items Link | Quote | ID: 54640


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Posted by Mudkip
I'm just asking, but is there any use for these items anyway?

Not before the battle system is implemented, I guess.
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