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Main - Posts by Jigglysaint |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 21/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
It doesn't matter anyway. Like I said, I've got everything pretty much figured out(except graphics and sound, but they arn't my specialty). There are things like the event code that I haven't figured out yet, but given the right time, I can find just about anything. I even figured out how to make the cane of Someria produce treasure chests(although the graphic is wrong). In fact I found that the block sprite is in both OOA and OOS. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 22/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
I got bored, so I found data for another game. This one is Sword of Vermillion for the Sega Genesis. It's multi-perspective RPG that was good for it's time, but not groundbreaking in any way really. Still fun to play if you like random encounters with mazes.
Sword of Vermillion item list and hex bytes 00 - Herbs 01 - Candle 02 - Lantern 03 - Poison Balm 04 - Alarm Clock 05 - Vase 06 - Joke Book 07 - Small Bomb 08 - Old Woman's Sketch 09 - Old Man's Sketch 0A - Pass to Cartahena 0B - Truffles 0C - Digot Plant 0D - Treasure of Troy 0E - White Crystal 0F - Red Crystal 10 - Blue Crystal 11 - White Key 12 - Red Key 13 - Blue Key 14 - Crown 15 - Sixteen Rings 16 - Bronze Key 17 - Silver Key 18 - Gold Key 19 - Thule Key 1A - Secret Key 1B - Medicine 1C - Agate Jewel 1D - Griffin Wing 1E - Titania's Mirror 1F - Gnome Stone 20 - Topaz Jewel 21 - Banshee Powder 22 - Rafael's Stick 23 - Mirror of Atlas 24 - Ruby Brooch 25 - Dungeon Key 26 - Kulm Vase(raises AC) 27 - Kasan's Chisel(raises DEX) 28 - Book of Kiel(raises INT) 29 - Danegeld Water(lowers HP) 2A - Mineral Bar(raises STR) 2B - Mega Blast(raises LCK) Magic Bytes: First byte - control byte. 00 - can be used outside. 02 - can be used in battle 00 - Aero 01 - Aerios 02 - Volti 03 - Voltio 04 - Voltios 05 - Ferros 06 - Copperos 07 - Mercurios 08 - Argentios 09 - Hydro 0A - Hydrios 0B - Chrono 0C - Chronios 0D - Terrafissi 0E - Aries 0F - Extrios 10 - Inaudios 11 - Luminos 12 - Sangua 13 - Sanguia 14 - Sanguio 15 - Toxios 16 - Sanguios Weapon and Armour Bytes: 00 - Bronze Sword 01 - Iron Sword 02 - Sharp Sword 03 - Long Sword 04 - Silver Sword 05 - Prime Sword 06 - Golden Sword 07 - Mirage Sword 08 - Platinum Sword 09 - Diamond Sword 0A - Graphite Sword 0B - Royal Sword 0C - Ultimate Sword 0D - Sword of Vermillion 0E - Dark Sword(uncursed) 0F - Death Sword(uncursed) 10 - Barbarian Sword 11 - Crittical Sword 12 - Dark Sword(cursed) 13 - Death Sword(cursed) 14 - Leather Shield 15 - Small Shield 16 - Large Shield 17 - Silver Shield 18 - Gold Shield 19 - Platinum Shield 1A - Gem Shield 1B - Sapphire Shield 1C - Diamond Shield 1D - Dragon Shield 1E - Magic Shield 1F - Phantom Shield 20 - Grizzly Shield 21 - Carmine Shield 22 - Royal Shield 23 - Poison Shield 24 - Knight Shield 25 - Carmine Shield(extra) 26 - Carmine Shield(extra) 27 - Carmine Shield(extra) 28 - Leather Armour 29 - Bronze Armour 2A - Metal Armour 2B - Scale Armour 2C - Plate Armour 2D - Silver Armour 2E - Gold Armour 2F - Crystal Armour 30 - Emerald Armour 31 - Diamond Armour 32 - Knight Armour 33 - Ultimate Armour 34 - Odin Armour 35 - Secret Armour 36 - Skeleton Armour 37 - Crimson Armour 38 - Old Nick Armour 23e70 - Monster data pointers Each monster has 3 pointers. The first is to it's map sprite. The second is for the monster's stats, and the last one is for the in battle sprite. Monster stats format Note: Each entry is 2 bytes except first 4 00 - Behaviour Pointers 04 - Pallete 06 - unknown 08 - Treasure Drop 0A - Max sprites on screen 0C - Monster's HP 0E - Monster's Damage? 10 - EXP 12 - Kim 14 - unknown 16 - Monster's Speed 18 - unknown Monster hex values and drop table(for convience sake) 00 - Green Slime - Herbs 01 - Blue Jelly - Herbs 02 - Gray Ooze - Gnome Stone 03 - Gold Pudding - Kulm Vase 04 - Black Glop - Banshee Powder 05 - Red Gunk - Posion Balm 06 - Skeleton - Candle 07 - Zombie - Dark Sword(cursed) 08 - Ghoul - Skeleton Armour 09 - Cryptmastet - Barbarian Sword 0A - Dog Kobold - Leather Armour 0B - Coyote Kobold - Large Shield 0C - Hyena Kobold - Metal Armour 0D - Wolf Kobold - Knight Armour 0E - Fuit Bat - nothing 0F - Cave Bat - Herbs 10 - Killer Bat - Medicine 11 - Vampire Bat - Ruby Broach 12 - Neophyte 1 - nothing 13 - Conjurer 1 - Medicine 14 - Mage 1 - Agate Jewel 15 - Wizard 1 - Danegeld Water 16 - Eyeball - nothing 17 - Red Eye - Medicine 18 - Zap Eye - Kasan's Chisel 19 - Killer Eye - Topaz Jewel 1A - Rattler - nothing 1B - Python - Sharp Sword 1C - Cobra - Posion Balm 1D - Anaconda - Platinum Shield 1E - Puffball 1 - Medicine 1F - Toadstool 1 - Gnome Stone 20 - Shroom 1 - Agate Jewel 21 - Morel 1 - Mineral Bar 22 - Basher - Leather Armour 23 - Smasher - Metal Armour 24 - Crusher - Magic Shield 25 - Obliterator - Metal Armour(no equipment type defined) 26 - Flamer 1 - nothing 27 - Melter 1 - Lantern 28 - Scorcher 1 - Lantern 29 - Incinerator 1 - Mercurios 2A - Needler - Plate Armour 2B - Stinger - Silver Armour 2C - Injector - Leather Armour(no equipment type defined) 2D - Poisoner - Scale Armour(no equipment type defined) 2E - Creeper 1 - Medicine 2F - Oozer 1 - Medicine 30 - Slimer 1 - Agate Jewel 31 - Slurper 1 - Topaz Jewel 32 - Neophyte 2 - Herbs 33 - Conjurer 2 - Griffin Wing 34 - Mage 2 - 3000 Kim 35 - Wizard 2 - nothing 36 - Puffball 2 - Medicine 37 - Toadstool 2 - Posion Balm 38 - Shroom 2 - Agate Jewel 39 - Morel 2 - 3000 Kim 3A - Puffball 3 - 500 Kim 3B - Toadstool 3 - Agate Jewel 3C - Shroom 3 - Mega Blast 3D - Morel 3 - Topaz Jewel 3E - Puffball 4 - Medicine 3F - Toadstool 4 - Banshee Powder 40 - Shroom 4 - Agate Jewel 41 - Morel 4 - Kulm Vase 42 - Flamer 2 - Candle 43 - Melter 2 - nothing 44 - Scorcher 2 - 1000 Kim 45 - Incinerator 2 - Ferros 46 - Flamer 3 - Candle 47 - Melter 3 - Candle 48 - Scorcher 3 - Lantern 49 - Incinerator 3 - 1000 Kim 4A - Creeper 2 - Herbs 4B - Oozer 2 - Agate Jewel 4C - Slimer 2 - Medicine 4D - Slurper 2 - Agate Jewel 4E - Creeper 3 - Medicine 4F - Oozer 3 - Agate Jewel 50 - Slimer 3 - 5000 Kim 51 - Slurper 3 - Kasan's Chisel 52 - Wizard 3 - Danegeld Water 53 - Wizard 4 - Topaz Jewel 54 - Tadcaster Skeleton encounter - 3000 Kim(can't obtain due to event) 23B28 - Encounter table pointers. 23C40 - Encounter tables data. Each table is 8 bytes, and holds four monsters. 23A7C - Encounter map for overworld. 128 bytes. 23AFC - Encounter map for dungeons. 43 bytes. 21FB0 - Shop pointers. Each row is one town, and from left to right, shops are Item, Equipment, Magic, unused. 220B0 - Shop price pointers. Each item is 4 bytes long. 200B7 - Events pointers for overworld. Each pointer is for one column of the 16 x 8 map. 16 pointers in total. 200F6 - Start of events placement for overworld. Column terminated at FF. 2039E - Event data for overworld. Accessed from placement data. 20780 - Dungeon placement pointers. One pointer is one map. 20830 - Placement data for Peak Cave. 20C8E - Dungeon event data. 3DFD4 - Overworld map pointers. Arranged from left to right, top to bottom in a 16 x 8 block. 3e1D4 - Start of overworld data. One byte = one tile. Set 7th bit to access RLE where first byte is length and second byte is tile ID. Tile ID bytes: 00 - Path 01 - Trees 02 - Stone 03 - Cave which cannot be entered 04 - Town entrance which cannot be entered 05 - Cave walls 06 - Gate 07 - Ladder down to last spot entered 08 - Ladder up to last spot entered 09 - Can't pass but shows empty space 0A - Can't pass 0B-0E - Can't pass 0F - Town Tile(can't pass) Caves: 10 - Peak Cave 11 - Cave of Troy 1 12 - Cave of Troy 2 13 - Verlin's Cave 1 14 - Verlin's Cave 2 15 - Bremen's Cave 1 16 - Bremen's Cave 2 17 - Sanguios Cave 1 18 - Sanguios Cave 2 19 - Asti's Cave 1 1A - Asti's Cave 2 1B - Blazon's Cave 1 1C - Blazon's Cave 2 1D - Harmony Cave 1 1E - Harmoey Cave 2 1F - Cave of Burgandy 1 20 - Cave of Burgandy 2 21 - Cave of Burgandy 3 22 - Darmon's Cave 1 23 - Darmon's Cave 2 24 - Methune's Cave 1 25 - Methune's Cave 2 26 - Ivory Cave 27 - First Cave to Excalabria 1 28 - First Cave to Excalabria 2 29 - Second Cave to Excalabria 2A - 3rd Cave to Excalabria 1 2B - 3rd Cave to Excalabria 2 2C - Whisby Cave 1 2D - Whisby Cave 1 2E - Whisby Cave 1 2F - Whisby Cave 2 30 - Cave of Thule 1 31 - Cave of Thule 2 32 - Cave of Thule 3 33 - Sapphire Cave 1 34 - Sapphire Cave 2 35 - Sapphire Cave 3 36 - Sapphire Cave 4 37 - Sapphire Cave 5 38 - Ruby Cave 1 39 - Ruby Cave 2 3A - Secret Cave 3B - Cave to Malaga 80 - Wycliff 81 - Parma 82 - Watling 83 - Deepdale 84 - Stow 85 - Glitchy Town 86 - Ketwick 87 - Malaga 88 - Barrow 89 - Tadcaster 8A - Helwig 8B - Swaffham 8C - Excalibria 8D - Hastings 8E - Glitchy Town 8F - Cartahena Ladders Up - Same as Caves but starting at 90 - BF |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 23/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
It's hard to explain. I think what's happening is that the byte you changed was an ID byte that defines a group of tiles. See, how it works is that each set of 16 tiles are defined using two control bytes. For each control byte, you read right to left(so the bit at the end right is read first). A 1 will mean that the next byte after the control bytes will be repeated everytime the control bytes encounter a 1. For example, if the two control bytes were FF FF, and the third byte was FC, then the game will place 16 tiles of deep water on the screen. If the bytes are arranged differently, like FE EF FC 1B 1B, then the row will look like this: 1BFCFCFCFCFCFCFC FCFCFCFCFCFCFCFC1B
Notice that for the first control byte, FE, the bit marked with a 0, which comes at the end, is read first? To sum it all up, the byte you changed was the ID byte right after the control bytes, which means that for the 16 tiles, any instances of 1 in the control bytes will be replaced with that value. The rest will be read normally. Don't forget the control bytes are read right to left(as single bytes, not as a word). |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 24/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
I want that song. The hack is nice too. I have a megaman 4 hack as well, but it's certainly not as nice looking as that one is. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 25/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Let me see:
NES: Unfinished Guardian Legend hack that is playable but needs all block designs to be re-added except for the one with powerups(which are all obtainable). Legend of Zelda ASM hack that adds lock blocks and a more complex secrets system(more like Zelda Classic). Temp iced due to problems trying to reduce save files from 3 to 1 and using extra ram for saving and stuff. Megaman 4 DX that adds a new twist to the game. Each robot master holds a key to it's domain that when you beat the boss and re-enter the stage and find a certain enemy, a wall will blow up and you can assess a hidden area with the boss' weapon as a collectable. Also the items are now found in each stage as well as new powerups like a double jump, spike barrier, and a grapple upgrade for the wire. Legacy of the Wizard DX that extends the game by adding 4 extra crowns that you find after you find the original 4. There are crown blocks that open only if you have the right crown. Ability Gems that will permently alter the stats of the family. One for each stat. Poochi no longer has rapid fire, and the fire rod is called the Rapid Rod and anybody can equip it. Shops are now snobbish, and may refuse to sell you things unless you have certain crowns. The Power Knuckle has been replaced by the Cross, which does the same thing as the pickup only it costs 10 MP and can only be used by Roas. SNES: Equinox hack: Basically it's a level of Equinox for the SNES. It can only run on Zsnes 1.36 thus without it, playing the hack is not possible. There are many more, but those are some fo the incomplete hacks I have. I've only released one hack, Blaster Master Pimp Your Ride, and it is basically complete even though not all the levels are changed. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 26/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Way to take us back to the past(to play the shitty games that suck ass?)
I actually can't believe I've been in(and somewhat out) of the community for at least 8 years. It's feels so long ago that I was downloading AIM for the first time to talk to Zeldafreak about Link Studios, and then whoosh, I got picked up by DES. I still have my DES avatar somewhere. I'm still hacking. Right now I am trying to make more headway in an Equinox hack. I still have Legacy of the Wizard to finish, and Megaman 4 as well. I also started to hack Zelda 1 and add lock blocks to it. For the most part it was a success, and I may actually(redo) the code and release it as an improvement hack. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 27/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Nice to see more Megaman ASM hacks in the works. If I ever get my butt going and finish Megaman 4 DX, things will be good.
For my hack, I took the concept of aquiring the boss weapons and now you get them seperately from the bosses. Each boss will give you a key to it's level where you need to come back and find a hidden secondary path that will lead to the bosses weapon. What's interesting about this is that it throws out the window the suggested boss order. For example, to get Rain Flush, you need to have beaten Toadman, then go find the Wire, then get the Grapple upgrade(that let's the wire attact to ladders), then go back and find the hidden area(under a waterfall) and get the Rain Flush. Anyway enough advertising. Like I said before, it's nice to see some more Megaman ASM hacks. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 28/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
So I've been hacking the Guardian Legend...again, and I've noticed a few odd things that seem to not make any sense. The first is that for a specific spot in the rom, the pointers that lead to data all lead to the last byte of the previous code. So basically the pointers lead to an RTS, but the data the pointer is getting is one byte to the right of it.
The second oddity is that there are pointers that are defined, but the code that defines them runs right into the list without an RTS to signify the end of the code. Say for example that we have the code, followed by a JSR xx xx, but then I see a $47 $C0 followed by the pointer list. I've seen this happen with the Z80, but not with the 6502. In fact, $47 is considered future expansion. So does anbody know what's going on with this? |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 29/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Ahh that would explain it then. It's pretty much a creative use of the RTS to exploit it's function. I've seen JSR's before, followed by a list of pointers. The two bytes inbetween are most likely a pointer to the first in the list, which in this case is the "No Use" option. So in this case, the JSR must actually work as a JMP, but the RTS is the pointer in which to return. Basically a way to make an indirect JMP, but to save space. This case does not need to use an X or Y value, nor does it need to access a large array of pointers. Both examples are actually directly connected, as the pointers in the list lead to the RTS. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 30/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Posted by optomon Well truth be told I did create a hack a while ago, but I never got around to finishing it. The overall labyrnth is done, and all items are obtainable, but other room interiors were not added. That's a shame because I wanted to do some creative things with the interiors. Currently I am checking to see how things are coded so I can made some changes to things like weapons and corridor seals. So far I made the Saber weapon spin arround instead of stay straight(except in corridors), and I've discovered how the game handles the 4th seal. The only problem is there is little to no space to add new code, and even so, the passwords would not be able to hold any additional information, such as new upgrades. Seriously though, if anybody is interested in making a TGL hack, contact me because I've got almost all the data, save that for the Corridors. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 31/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Ahh, so that's how they work. I've always wondered that.
BTW, it should be easy to make it work for any level. All you need to do is instead of compare the values and do it accordingly, you could first load the current level in ram, then use that value to grab a value as the first byte of a pointer, save it to ram, get the second, then use a jmp indirect and have all the data to be excecuted ready to go in the format. Levels without blocks will just automatically return, and levels with can go to a routine that sets up the blocks. That is, if room is available. If not I guess you can only pick 2. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 32/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
It's pretty much the same for Megaman 4 too. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 33/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Right now I'm hacking Megaman X3, but really when I say hacking, I mean finding data. I feel that if I find data on my favorite games and share it, people will try and either make an editor, or maybe just try to edit the game. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 34/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Well the good news is that making custom items to enable sliding, Mega Buster, etc, is quite easy to do. At the sacrifice of all 8 bits netting you Beat, you could make each item grant a special ability. I would suggest you use that possiblity to the limit, and don't just concentrate on doing things exactly from Powered up.
For example, besides sliding and mega buster, consider a speed boost, armour, energy reducer, and you can map the Rush Coil, Jet, and Super Arrow to the list. You can then use the Super Arrow and Rush Jet boss items for other upgrades, like say a Double Jump. That's only a suggestion, but I like getting upgrades. No I won't suggest Heart Tanks. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 35/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Well for my megaman 4 hack that never went anywhere, I decided that I wanted players to search for items and upgrades, so what I did was I used the wire and balloon item and used them to add weapons and items instead of killing bosses. What happens is you kill a boss, get it's key, then return and find a robot that makes a path open where you can find the weapon. Also in that level is an upgrade. The 3 rush items, plus wire and balloon are there, but also there is what I call a Buster Shortcut, which allows you to use a fully charged buster shot anywhere, anytime, and with any other weapon equipped. Second, there's the spike guard that lets you walk on spikes when your buster is fully charged. Lastly, there is a speed upgrade that also works while the buster is charged. You sacrifice the ability to attack for extra mobility.
Also added was a double jump and a grapple upgrade. The double jump does what it says, and the grapple upgrade lets the wire attach to ladders so you can pull yourself up in spaces that are so tight that the balloon and regular wire couldn't reach. The plot was that Cossack wanted to be smarter than Wily, and had each robot keep it's energy source locked away in it's lair. Using remote technology, the robot master could use energy from that core, and megaman could not get the weapon. Anyway, seeing as how this hack(matrixz's) is going to emphasise exploration, I suggest a similar feature where perhaps extra upgrades can be found. Perhaps weapons could be upgraded this way too. It seems some sort of currency system is in place, so adding power that way could work too. Also Heart Tanks, gotta have heart tanks. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 36/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
The main reason I stopped working on the hack was because I didn't know what to do with the password system. The second one was that I had no plans to update the graphics, and in fact was stumped on a couple upgrade graphics and how to draw them. I am NOT an artist, and anything I do is using the original sprites. Lastly, I just switch projects too fast. On top of this I have a Legacy of the Wizard hack I haven't finished, and an Equinox hack that's only done up to level 2. That, and I was messing with Megaman X3, and now Megaman X(found scrolling data for X3 and sprite data for X). I was tempted to start hacking Soulblazer and find stuff on that game too.
As you all know, my strength is in finding stuff, not making hacks. I churn out data in hopes that people will be interested in using it. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 37/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
BTW, how did you enable scroll-back? What about multiple paths? I know you can only have 4 per level. Reason I ask is because if I can get that to work, then maybe it could help with my stage design. As for password, I could disable it, but it would feel kind of empty. I'm not sure how to add a battery backup, although if I did I would only need to save a few bytes. I still have lots to learn about NES hardware and stuff. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 38/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Ah, okay. I know Megaman 4 didn't have support. I was just curious what you did. When I think of that kind of design, I think of putting the level on some sort of grid, and have each screen have a bit associated with it that derminmes scrolling. So for example, if the top part of the level was like 01 01 02 04 00 00 00, then the first 2 screens are in one room, and the 02 means scroll to the right(no backtrack). The 04 would mean scroll down. The levels could be custom sized, like in Megaman X. In fact, I bet I could save lots of room by implementing a similar system. In the X games, the first 2 bytes are how long and tall the level is. After that what it does is it is just RLE code. You can either define a series of one screen to repeat, or it will take the first screen, then for how many spaces it will increase the screen value for each space. For Megaman 4, this might not save space, but it could be used to optimize a more adventure based level and make it easier to map. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 39/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
There is one thing that I don't think anybody's tried yet. That is, to make a screen scroll in the middle of a room. For example, in a room with 3 screens, you can have an exit anywhere(provided a l/r scroll is implemented), except for the middle screen in which case falling in a pit will make you die, and climbing a ladder won't do anything. If I could change that so that scrolling was determined based on what was above or below that screen, it might work(although not done right would make bugs). I should go check that out. |
Jigglysaint |
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Red Paragoomba Level: 20 Posts: 40/62 EXP: 38451 Next: 3988 Since: 04-04-07 Last post: 4588 days Last view: 2326 days |
Need me to find anything? It sounds to me that MM7 might actually share a similarity to Megaman X. Any idea how the level order is loaded yet? |
Main - Posts by Jigglysaint |
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