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koala_knight
Posted on 12-17-07 12:19 AM, in Noobish question about the standard pipes in SMW Link | Quote | ID: 71791


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@Xeross: I may just cut the SMB2j content out altogether, but I'll keep your suggestion in mind. Thanks.

@Ailure: You miss my point. I honestly don't care if the exact same thing has been done one hundred times already. What I want out of this is the experience of doing it myself and learning all the utilities and resources that are involved. And I never mentioned anything about graphics. For all you know I might just be keeping the SMW graphics intact. Also, I don't know of any way to directly copy and paste the stage layouts from SMB1/2j or much less from SMB Special. Doing so would defeat the purpose of this project anyway.

koala_knight
Posted on 12-17-07 12:26 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 71793


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@Ailure:That's absurd.

@Dr.Hell: I look forward to seeing what might come of this. With more info on CV3's structure it could make a great basis for a revision of CV or even CV2.

koala_knight
Posted on 12-19-07 03:53 AM, in smb1 music patch help "Star" Link | Quote | ID: 71850


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I don't know about fixing that one, but I used the SMAS music patch and it seems to work great and glitch free.

koala_knight
Posted on 12-19-07 06:12 PM, in smb1 music patch help "Star" Link | Quote | ID: 71860


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If I remember correctly it doesn't. You'd have to patch it to a clean ROM that has been expanded to 4 MB. If you can't find a way to fix it, you might consider using this as a last resort. You can try extracting your levels and graphics with LM and then re-inserting them to the new ROM.

I just thought of something else. Maybe you can use this: http://acmlm.no-ip.org/board/thread.php?id=2955

You may be able to alter the instruments with it. This may be helpful too:http://www.romhacking.net/utils/487/

Hope that helps. =)

koala_knight
Posted on 12-31-07 09:57 PM, in HDMA table design help please... Link | Quote | ID: 72480


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I'm having trouble with the HDMA Design Kit. I'm trying to recreate the gradient in the first stage of SMB-SMAS using the sunset preset as a basis. However, every time I try to add instructions to change additional color channels it goes wonky on me. I'm I doing something wrong? I'd appreciate any help, thanks!

koala_knight
Posted on 01-02-08 08:34 PM, in HDMA table design help please... (rev. 2 of 01-02-08 08:35 PM) Link | Quote | ID: 72580


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@Admins: if nobody's replying then feel free to nuke this.

koala_knight
Posted on 01-11-08 03:29 AM, in Chrono Trigger: Prophet's Guile Link | Quote | ID: 73244


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I'm enjoying it so far. the only thing I would do to it is add a proper title screen; even if it's only a modified version of the original one.

koala_knight
Posted on 01-15-08 06:08 PM, in Changing the custom sprites to the normal sprites O_o (rev. 2 of 01-15-08 06:09 PM) Link | Quote | ID: 73657


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Why not just use the one that's already in SMW? Or do you want it to launch stuff other than Torpedo Ted?

koala_knight
Posted on 01-16-08 05:06 PM, in Help me, PLZ!!! (rev. 3 of 01-17-08 01:52 PM) Link | Quote | ID: 73780


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...

koala_knight
Posted on 01-18-08 06:53 AM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 73923


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I still don't know much anything about ASM or I'd just do it on my own.

Here's the deal, I want to use the stationary spring board that comes with sprite tool, but I noticed a problem with it's y position while in it's second animation frame. While it is in the frame where it looks partially compressed instead of being positioned lower to meet the ground it seems to be moved up to meet Mario. I think that should be simple to fix, but I don't know what to look for to do it.
Also I'd like it to use 4 separate 8x8 tiles instead of using a single tile that is repeated with flipping and mirroring. That way it can be made to look like something approaching the springboards in SMB1.

I'd really appreciate it if someone could do it for me or at least tell me what to change in the ASM file to make it do what I want. I will be using it in a hack I'm working on so I'll give credit for the work.

Thanks in advance!

koala_knight
Posted on 01-18-08 06:37 PM, in Color fix Link | Quote | ID: 73961


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These colors are used by the HUD:

9-B & D-F on palette 0 & 1.

Open Lunar magic's Help file and look up 'palette' in the contents and read the "Change Palettes And Edit Colors" topic for a detailed explanation.

koala_knight
Posted on 01-19-08 06:24 AM, in Batman Easy Link | Quote | ID: 74024


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I think it's a great idea. I'm definitely going to back and play it in this form.

As far as the palette used for Bats, I think it's too gray compared to the movie version. With a little darkening of the cape, cowl, boots, and gloves he'd look very much like the awesome Frank Miller version. Also, there's an old hack called "MCB Batman" that uses a very nice palette that is almost all black. You should check it out for the sake of comparison at least.

koala_knight
Posted on 01-19-08 06:41 AM, in Color fix Link | Quote | ID: 74026


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Actually, I'm looking at the original palette for the title screen editor and I can't see how the hell the changes you made to the palette would cause the text to look the way it does.

Does that same thing happen in your levels or just on the title screen?

koala_knight
Posted on 01-21-08 03:09 AM, in I/0 Error Link | Quote | ID: 74474


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To the best of my knowledge that error only happens if you forgot to open/reopen the ROM.

koala_knight
Posted on 01-23-08 12:54 AM, in Need help finding SMB ExGFX (rev. 2 of 01-23-08 12:55 AM) Link | Quote | ID: 74733


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Download graphics from here: http://mfgg.net/

Then take a preexisting EXGFX file and edit in the tiles you need with YY-chr.

koala_knight
Posted on 01-23-08 08:04 PM, in Problem with custom piranha plants' stem palette... (rev. 7 of 01-23-08 08:21 PM) Link | Quote | ID: 74802


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...How do I change it? cfg_editor only lets me change the flower's palette.

I'm having the same problem all the different varieties of custom piranha's I've tried. right now I'm working with Davros's alternate piranhas. I'm thinking there might be some value in the asm file I can edit. I'd appreciate it if someone could point me in the right direction.

Here are some pics of my project:


Stage 1-1 part A


Stage 1-1 part C

They should look familiar...

koala_knight
Posted on 01-23-08 09:41 PM, in Problem with custom piranha plants' stem palette... Link | Quote | ID: 74814


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Thanks, but I had already tried that patch before.

The thing is I want to change the palette for the custom sprite only. The classic piranha found in SMW works just fine. In fact, the custom sprite is using a different palette than the built in sprite all together.

koala_knight
Posted on 01-24-08 02:50 AM, in Problem with custom piranha plants' stem palette... (rev. 4 of 01-24-08 04:48 AM) Link | Quote | ID: 74842


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@andy: Thanks I originally wanted to have them separated, but I'm also including the stages from SMB special which is way too many for the OW to handle. BTW, the special stages will be accessable by using secret exits in the corresponding SMB1/2j stage. Also, both underground bonus areas will be included.

Basically I want to have 2 varieties of piranha, one with red flower and green stem (normal) and one with green flower and yellow stem (ignores Mario). All the custom piranhas have yellow stems though. I could use the classic piranha that is built into SMW for the normal one, but I want to have short stem plants like in the NES games.

If all else fails I'll just use long stem plants and change the custom sprite's flower to green since it already uses the right color stem. It would be educational to find out how to change the stem's palette though.

Thanks for all the suggestions so far guys!! (>^-^)>

Edit: Found a new problem. Anyone have any idea about how to prevent the Classic piranha from being killed by fireballs while it's still all the way inside the pipe?

koala_knight
Posted on 01-24-08 02:55 AM, in My SMW Sonic Hack (unamed) Link | Quote | ID: 74843


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It looks great so far, Del. I'm looking forward to seeing the finished product. Maybe a custom sprite could be added in that follows the player and looks like Tails?

koala_knight
Posted on 01-24-08 02:59 AM, in Kain's Quest Link | Quote | ID: 74844


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I have to agree with boing. Don't get me wrong the effort that has been put into it so far is obvious. I really like how you've adapted Kain's gfx. However, if you really want the finished product to look polished I'd suggest adapting FF4's bg tiles into it as well. It would give the whole thing a more uniform look. Good job so far though.
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Main - Posts by koala_knight

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