Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,663,241
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-25-24 11:14 AM
Guest: Register | Login

Main - Posts by Squash Monster

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Squash Monster
Posted on 08-28-07 09:05 PM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 64076


Buster Beetle
Level: 48

Posts: 418/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
They said lots of special moves have hidden uses.

Does that mean more stuff like bowser's claw-grab?

____________________

Squash Monster
Posted on 08-28-07 09:42 PM, in Obviously we have a problem Link | Quote | ID: 64086


Buster Beetle
Level: 48

Posts: 419/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Option Number S: The Squash Monster Plan
  • Move board somewhere that does not have Acmlm in the URL.
  • Make as many of people administrators as will accept:
    • witeasprinwow
    • Cellar Dweller
    • KP9000
    • Ailure
    • Imajin

  • Make all these people have the same power level (anywhere from banned to full mod)
    • Blackhole
    • Knuck
    • Xkeeper
    • HyperHacker
    • ||Bass

  • Start fixing the code.
  • Code new features.
  • Move the Uncategorized group of subforums up to second place, not last.
  • Permaban for major offenses:
    • Flooding
    • Registering just to advertise
    • Posting illegal material
    • Things that'd get you banned on ||board

  • One day ban for minor offense, two day ban for second minor offense, three day ban for all subsequent minor offenses.
    Minor offenses:
    • Flaming (off-topic attack on another user)
    • Trolling (attempt to drive a topic to flaming)
    • Spamming (posting short and irrelevant things)
    • Drama-mongering (off-topic complaining about moderation)
    • Being a non-mod and accusing someone of the above.

  • Post.


____________________

Squash Monster
Posted on 08-29-07 09:53 AM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 64195


Buster Beetle
Level: 48

Posts: 420/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
What's wrong with straight up? That's easy juggling.

And also Pikachu's thunder move.

Ivysaur juggling, Squirtle mobility, Charizard firepower?

____________________

Squash Monster
Posted on 08-29-07 06:03 PM, in Dwarf Fortress Link | Quote | ID: 64214


Buster Beetle
Level: 48

Posts: 421/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
They all starved because my farmers were idiots.

____________________

Squash Monster
Posted on 08-30-07 12:50 AM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 64250


Buster Beetle
Level: 48

Posts: 422/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Excessive screen transitions is why I hate playing pokemon so much.

____________________

Squash Monster
Posted on 09-01-07 05:17 AM, in Planning on moving out of state, but don't know where? Link | Quote | ID: 64454


Buster Beetle
Level: 48

Posts: 424/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Washington is a good choice in general.

Another interesting choice is Maryland. There are a ton of good jobs at the NSA. If whatever is making you flee your state won't show up on a military background check, it's a great choice.

____________________

Squash Monster
Posted on 09-11-07 06:53 AM, in I'm lazy. Machine, tell me who to vote for. Link | Quote | ID: 65197


Buster Beetle
Level: 48

Posts: 425/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Yeah... another Kucinich. 90%.

From my own research, he's actually my top candidate, so good job machine. My personal second is Obama, and third is Ron Paul. Despite the machine putting her at second place, I cannot stand Hilary, as she comes off as an eternal weasel every time she answers a question.

Ron Paul is a really interesting candidate. I love a lot of the things he'd attempt to do, especially ending the pork-barreling and unbreaking the checks and balances, but I'm a socialist and the idea of getting rid of the IRS is completely nuts.

Posted by Grey Mario
GREAT MINDS THINK ALIKE.
Posted by Erika
Liberal minds think alike
Same thing.

____________________

Squash Monster
Posted on 09-11-07 07:18 AM, in Your timetable. Link | Quote | ID: 65199


Buster Beetle
Level: 48

Posts: 426/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days

MondayTuesdayWednessdayThursdayFriday
8:00 amBiology Test Block
9:00 am
10:00 am
11:00 am
12:00 pmProgramming LanguagesProgramming Languages
1:00 pmProgramming LanguagesBiology LabProgramming Languages
2:00 pmBiologyBiology LabBiology
3:00 pmBiologyBiology LabBiology
4:00 pmGame Design
5:00 pmGame Design
6:00 pmSoftware Design and DocumentationJavaSoftware Design and Documentation
7:00 pmSoftware Design and DocumentationJavaSoftware Design and Documentation
8:00 pm


____________________

Squash Monster
Posted on 09-11-07 09:18 AM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 65209


Buster Beetle
Level: 48

Posts: 427/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Yeah, I'm one of the many that would have preferred her to be a playable character. She's always been my favorite FE lord, so I would've been entirely down with her replacing Marth or something.

Oh well. At least she's in the game. Still pretty cool.

____________________

Squash Monster
Posted on 09-16-07 07:54 AM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 65473


Buster Beetle
Level: 48

Posts: 428/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Marth wasn't in SSB, and he was not one of the initial characters in Brawl.

Read.

____________________

Squash Monster
Posted on 09-30-07 08:31 AM, in Somethings been bothering me Link | Quote | ID: 66722


Buster Beetle
Level: 48

Posts: 429/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Posted by DY
that image bothers me too


____________________

Squash Monster
Posted on 10-01-07 01:26 AM, in On this day the villagers prepared a feast. Link | Quote | ID: 66786


Buster Beetle
Level: 48

Posts: 430/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Sorry I missed this thread.

Thanks guys.

I won't eat you.

____________________

Squash Monster
Posted on 10-26-07 07:53 PM, in Eggvine problems Link | Quote | ID: 68678


Buster Beetle
Level: 48

Posts: 431/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
I think 0.80 is the latest, but I'm not sure. Yes, I'm aware how silly that is.

The latest version has a bug where if you make an object with width -1, the entire level gets blown up. Yeah. Sorry about that.

I think a new editor, especially an open source one, is a fantastic idea. However, I'm not going to release source because:
- It's on a computer two states away.
- The code is not documented at all.
- I don't remember anything and don't want to be expected to answer things I don't know.

On the other hand, if someone does want to make a new YI editor, talk to me. I'll give permission to use the EggVine data files (they're useful!) to anybody who's project looks half decent.

____________________

Squash Monster
Posted on 10-28-07 08:27 AM, in Eggvine problems Link | Quote | ID: 68765


Buster Beetle
Level: 48

Posts: 432/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Somebody said that thread was disorganized, so... let's talk about level format.

Somewhere in the ROM, there's a big table of pointers to level data. It alternates between pointers to object data and sprite data. Find that table and load each from it separately.

Let's talk object data. Object data starts with a header. It's ten bytes and you'll have to check that thread for what they mean. After that we start with actual objects. There's two types of objects, but one specific object is so special it's practically a type of object in and of itself.

The first byte of any type of object is the object type byte. That says what specific object it is. You can use that to tell which of the bigger kinds of objects it belongs to. EggVine comes with some data files, I think they're named O4Data.txt and O5Data.txt, which list all the types of objects. They have a ton of entries that start with object type bytes. If you load EggVine's data files in, you'll know what type of object you've got based on which file you got it from.

If it was listed in O5Data.txt, it's a five byte object. After their type byte, they have y position, x position, width, and height, probably in that order but you should check.

If it was listed in O4Data.txt, it's a four byte object. After their type byte, they have y position, x position, and a combined width/height byte. Once again, you should check the exact way that works. Also keep in mind that some four byte objects don't have both width and height: things like stakes are O4 and the width/height byte is just a height byte.

The object with the type byte 0 is a four byte object, but it's very special. It uses its width/height byte as another ID byte. Depending on what it is, it'll be any of a ton of different possible objects in-game. Pretty much everything that doesn't have width or height is one of these. Like the goal-signs.

The object with the type byte FF doesn't exist. If you come up to it, you're done with objects. The object data is followed immediately by screen exit data. If I remember correctly, they have a five byte format. You'll have to look that one up. When you get to the screen exit that starts with an FF, you're done with them too.

Sprite data is way easier. All sprites are three bytes. If I recall correctly, their format is (ID Byte) (Y Byte) (X Byte), but the first bit of the Y byte is part of the ID byte. If you want to use the EV data files, that bit is the most significant bit, otherwise it doesn't really matter. Sprite FF, once again, is the end byte. There's nothing fancy after the sprite bytes.

After the FF, EggVine puts 00s in all the extra space that was left over, followed by an FF. Once again, if I remember correctly. If you want to be compatible with EV hacks, you should keep that in mind. If you don't care, do the same trick but mark the extra space with FFs, not 00s. It'll make it a lot easier to make your program find free space. I dare say you should treat any block of 10 or more FFs as empty space.

Posted by Delmaru
sorry for jacking your thread, but the idea of a new YI editor, or even updated, would corrupt YI hacking. more and more noobs are gonna jump on it, and fuck it up. its gonna end up just like SMW hacking did. but it would still be cool.

and for your problem, its prolly a bad rom.

That argument needs to die now. Most of the YI hacks suck. As a matter of fact, the overall average quality of YI hacks is much less than that of SMW. You just notice the few really fantastic hacks because there's so few hacks in the first place that your internal crapfilter lets you find them easily. Besides, you wouldn't have a YI editor in the first place if it wasn't for well-interfaced, easy to use programs.

ALSO: EV's interface is really good except it has no graphics and an annoying bug. I dare say the object selection system is significantly better than that in LM. You can still do a lot better though. I recommend whoever makes a new YI editor takes my search idea and runs with it by using a tagging system.

____________________

Squash Monster
Posted on 10-29-07 04:03 PM, in Eggvine problems (rev. 2 of 10-29-07 04:06 PM) Link | Quote | ID: 68809


Buster Beetle
Level: 48

Posts: 433/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
SMW hacks that try a different graphical style tend to be a poorly conceived mish-mash of graphics from a dozen other games. Unless Icegoom's making them, in which case win. Still... YI's sheer amount of graphics and the distinctiveness of its style is going to make good graphical modification difficult. Changing everything will take a ton of time, and not many of us will be able to draw new things that look good in the game.

I haven't really seen a SMW hack that doesn't still feel like SMW. I always wanted to see it done, but it seems like they never really materialize. YI's gameplay will be harder to reskin, though. Throwing eggs, running, jumping, the tongue, and that slam attack all are easy to reskin, but making eggs and the whole baby Mario retrieval system are going to be difficult.

I don't know about the flexibility of the YI engine, but the game's objects and sprites will put up with a lot more than SMW's will. The giant Tap Tap boss, for example, can handle pretty much anything but using sprite platforms.

____________________

Squash Monster
Posted on 10-29-07 04:33 PM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 68811


Buster Beetle
Level: 48

Posts: 434/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
This is win. This is sexy win.

____________________

Squash Monster
Posted on 10-29-07 07:55 PM, in Super Smash Bros. Brawl Thread Link | Quote | ID: 68817


Buster Beetle
Level: 48

Posts: 435/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
I always wanted to have a level like Raphael The Raven's stage in Yoshi's Island. You'd be on a sphere, but not able to fall off. You'd have to be sent off the "top" of the screen to lose. But I know you can't do that with this.

I hope there's a way to program the movement of stage elements. I see moving platforms on the interface, at the very least.

The first stage I'm going to make is going to be two solid columns with a vertical moving platform between them. The elevator is the only good place to stand, so you'll alternate between near safety to extreme danger as it moves in and out of the area between walls.

____________________

Squash Monster
Posted on 10-31-07 06:25 AM, in New version of Dwarf fortress Link | Quote | ID: 68905


Buster Beetle
Level: 48

Posts: 436/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
Yeah. I downloaded this yesterday.

Pluses:
- This is really freaking awesome.
Minuses:
- I have NO IDEA what's going on.

I'm thinking I'm not gonna be able to play until there's a good tutorial on how to irrigate in this new system.

____________________

Squash Monster
Posted on 10-31-07 04:34 PM, in Super Smash Bros. Brawl Thread (rev. 3 of 10-31-07 04:36 PM) Link | Quote | ID: 68924


Buster Beetle
Level: 48

Posts: 437/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
I agree with Alastor. The changes from the stage's scrolling should be fairly minimal, but enough to spice it up a bit. It reminds me of Mute City, which was my favorite course in Melee.

Also... Is Dedede swiming in that picture? Because I think he's swimming.

Can you swim now?

____________________

Squash Monster
Posted on 10-31-07 09:22 PM, in New version of Dwarf fortress Link | Quote | ID: 68934


Buster Beetle
Level: 48

Posts: 438/469
EXP: 806307
Next: 17236

Since: 02-22-07
From: New York

Last post: 5726 days
Last view: 5725 days
The "just create a farm plot" advice isn't quite right. You can put a farm on any type of soil. A lot of regions have a few layers of soil above all the rock, and you can farm in those regions. But if you've just got rock, you still have to figure out a way to get it muddy so you can farm.

____________________
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20


Main - Posts by Squash Monster

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

Page rendered in 0.284 seconds. (339KB of memory used)
MySQL - queries: 135, rows: 167/167, time: 0.271 seconds.