Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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PSlugworth
Posted on 07-01-07 06:40 AM, in Sigs in Sample Post Link | Quote | ID: 51157


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On a similar topic, and being that this is the "suggestions" forum, is there any way there could be a "disable signatures" feature I could check off in my profile, like the "disable layouts" feature on the old board?

I mean, no offense to everyone on this board, but you all have terrible, terrible taste.

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PSlugworth
Posted on 07-10-07 05:56 PM, in Bonjour from France Link | Quote | ID: 53688


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Also, PAL is a video standard, not an electrical one.

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PSlugworth
Posted on 07-14-07 05:34 PM, in Mario Party 8.. UK recall. Link | Quote | ID: 54991


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Posted by sirhax0r
This can be summed up in one smile/emote:
I mean, spastic isn't such a bad word. Why, it's only as bad as "damn". Seriously...


It's not even nearly as bad as "damn," so what does that tell you.

Posted by Rich
Spastic is a derogatary term used here to indicate someone has severe mental or retardation problems.


It means the same thing here, but it's not really malicious, it's more of a playful ribbing.

Heck, ten or fifteen years ago, every teenager in America was calling someone "spaz."

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PSlugworth
Posted on 07-15-07 06:45 PM, in Lol conservapedia Link | Quote | ID: 55189


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LOOOLLLL!!!!! People with a different political perspective!!!

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PSlugworth
Posted on 07-16-07 11:01 AM, in Anyone have a clue as how to solve this? Link | Quote | ID: 55400


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Christ, I can't even solve the 3x3 cube.

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PSlugworth
Posted on 07-16-07 08:43 PM, in Mario Party 8.. UK recall. (rev. 2 of 07-16-07 08:55 PM) Link | Quote | ID: 55481


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Posted by Rich
Breaking news!

Just because something is so in America does not mean it's the same elsewhere.


Breaking news! I explicitly said "here" to explain that very concept!! GUH?

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PSlugworth
Posted on 07-21-07 04:33 AM, in (rev. 2 of 07-21-07 04:34 AM) Link | Quote | ID: 56384


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Doesn't the fact that there are thousands of threads like this suggest to anyone that having a "new thread" button immediately next to a "new reply" button is an idiotic idea?

It seems to me if you read something that inspires you in one thread, it's probably going to be related enough to the topic at hand that you can just make it a reply rather than starting a completely new thread.

Is there some other reason for the button that I'm not understanding?

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PSlugworth
Posted on 07-28-07 09:00 AM, in User Mannual (rev. 2 of 07-28-07 09:04 AM) Link | Quote | ID: 59160


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I never understood why manufacturers did things like this. It probably would have cost all of $40 to hire somebody to translate it into English properly.

What's even worse is when I see business names that are misspelled or don't make sense. Something as complex as a manual I might understand (but barely), but when your whole business revolves around your name and you can't run out for thirty seconds and ask a native speaker if something sounds right or makes sense (Chinese restaurants, I'm looking in your direction) -- it's sad is what it is!

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PSlugworth
Posted on 08-09-07 08:39 PM, in Post layouts, Go! Link | Quote | ID: 61461


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For the love of God, let me turn them off!

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PSlugworth
Posted on 08-26-07 12:31 AM, in Post layouts, Go! Link | Quote | ID: 63724


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Posted by Pac
We badly need Block Layout.


This man speaks truth. Is anyone listening?

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PSlugworth
Posted on 09-20-07 10:01 PM, in Amansa Land Link | Quote | ID: 65902


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Ouch, that's so badass and, um... real of you.

Everybody who plays SMW hacks for the plot please raise your hand.

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PSlugworth
Posted on 09-23-07 09:37 PM, in Mega Man (1) respawn points... Link | Quote | ID: 66230


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Are there any experienced Mega Man hackers that could take a look at my hack and tell me what I'm doing wrong with the respawn/activation points?

I've been hacking with Rock and Roll, which is a good editor and all, but it was a major pain in the ass trying to figure out how to get the boss/level end to work--and I still think I just happened to get it by some chance work-around, not the way it's supposed to be done--but I can't for the life of me figure out why it glitches up when Mega Man dies. I can't quite explain the effect, because it seems to be different depending on where and how you die, but normally Mega Man respawns in the correct are visually, but the data for where he can and cannot stand, where ladders are, etc. comes from a different screen in the level. Other times, he just respawns in some area made up of garbled data and graphics.

So does anyone have any ideas? Here is my hack-in-progress: http://www.andrewsylvester.com/mm.ips. The area in question is the Cut Man level, as that's all I've worked on thus far.

Any help would be appreciated!

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PSlugworth
Posted on 09-23-07 10:30 PM, in Mega Man (1) respawn points... Link | Quote | ID: 66233


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Ooh, advice from "the man" himself! Thanks for the suggestions--great editor, by the way.

I forgot to add that I originally did have the checkpoints and respawn points in the same room. They're in different rooms in the IPS file because I accidentally made it from a test version after I had been screwing around a bit; it wasn't working with both points on the same screen, so I desperately tried switching them around to anywhere to see if it would work itself out--it more or less had the exact same effect.

I hadn't screwed around much with the advanced enemy editor because I got frustrated trying to fix the level data... but thanks for reminding me!

I'm trying to see what I'm doing differently from the original levels, but coming up a bit short...

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PSlugworth
Posted on 10-08-07 11:38 PM, in my animated mario gif Link | Quote | ID: 67317


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Posted by oiraM yerG
Find me the idiot who wrote your curriculum and I'll kick him in the nuts for such a stupid assignment.

Everyone knows animations have to have lots of frames or else they look crappy.


Wow!

You're a real idiot, huh?

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PSlugworth
Posted on 10-11-07 03:21 AM, in Possible Fester's Quest overworld editor underway Link | Quote | ID: 67442


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Very awesome, I look forward to seeing some developments in this.

Fester's Quest is always getting listed as a "terrible game" and this and that, but I think people just got frustrated because it was so difficult. Maybe it's just because I played it a lot as a kid, but I think it's a very solid, well-made, fun game.

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PSlugworth
Posted on 10-11-07 03:23 AM, in Kirby Superstar DS Link | Quote | ID: 67443


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"Only good Kirby game?" There's never been a bad Kirby game!

If this actually comes out (and I wouldn't be surprised if it didn't), it's one more reason to make me consider getting a DS...

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PSlugworth
Posted on 10-11-07 04:37 AM, in Kirby Superstar DS (rev. 2 of 10-11-07 04:38 AM) Link | Quote | ID: 67446


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Posted by knuck
Kirby Dream Course or whatever sucked


Okay, I stand corrected.

I think Kirby's Dreamland 3 is fun, though, particularly with two players, and the original Kirby for Gameboy pales by comparison to the later games, since you can't copy enemies' abilities and all, but I'd still hardly say it "sucked."

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PSlugworth
Posted on 10-13-07 10:57 PM, in Post layouts, Go! Link | Quote | ID: 67630


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Posted by Skreeny
Are you logged in? Guests don't see layouts.


Why do guests not see layouts, yet I, a registered member, am forced to look at all of these, with no option to turn them off?

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PSlugworth
Posted on 10-14-07 12:45 AM, in Two hack releases... (rev. 2 of 10-14-07 12:47 AM) Link | Quote | ID: 67647


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Hey, haven't finished them yet, but thought I'd chime in with some early thoughts...

I like both hacks a lot. The palettes are nice in both of them, the level design is challenging, but not pound-your-firsts-on-the-table-can't-beat-it-without-save-states difficult, which is great. Everything, for the most part, flows together very well.

The only bugs I've noticed are:

In the SMB1 hack, when Super Mario gets hit by an enemy, as he shrinks to regular Mario his graphics are a bit messed up--it looks like his head is on the lower half and his legs are on the top.

In the SMB3 hack, I noticed two things: The Goombas coming out of pipes seem like they're shifted one or two blocks too far to the side--they walk on air for a bit before they fall to the ground. Also, on the first airship, the bullet bill graphics glitch up a tad when they happen to cross onto a screen with a flamethrower.

My only other observations would be: Some people on here are probably going to complain about the music in the SMB1 hack. It didn't bother me at all, and I think the off-key sound kind of heightened the "urgency" to needing to complete the level! But I'm just saying, don't be surprised if a few people don't "get it." And the SMB3 hack seems like a solid, legitimate SMB3 hack, aside from the dialogue. I know it's called "Super Loco Spoof", but the only comedy seems to come from bits of text here and there, and it doesn't all pull together for me as a total "parody" or what-have-you. I think you need to either go all out and try to find some way to make the levels and world maps themselves "funny" (if that's even possible!) or change the text so that it fits in a bit more with the rest of the gameplay.

In all, though, as I said, pretty good, thorough work here. I'm enjoying the hacks, and as always I look forward to your future projects!

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PSlugworth
Posted on 10-24-07 04:07 AM, in Megaman Ultra 2 Teaser Trailer Link | Quote | ID: 68555


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Yes, this DOES appear to kick ass.

I'm looking forward to seeing this completed...

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