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Tip: Fix any errors you see before releasing any demos; "I'll fix it later" isn't a good excuse.
Posts by Riolu180
Riolu180's Profile - Posts by Riolu180
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Originally posted by bugmansean
Just install the pipes to a clean ROM and add things one by one until you have found the culprit, then gauge your options.

But therein lies the problem- I NEED the Seperate Luigi GFX patch. BUT you can only patch it to a CLEAN, UNMODIFIED ROM. Patch it to a modified one, and... Well, bad things are supposed to happen. :/

Does that building look any better? I'm not gonna continue ripping the thing until I can be sure I can make it look good. Trust me, I would LOVE to turn some of those black outlines into brown outlines, but I tried that- Makes it look worse. O_o I'm super-annoyed with these graphics now. >_<
Well, the thing is, Bio, I don't know how to do it. I don't know any ASM, so I couldn't do it if I wanted to. (ASM is just a bunch of random numbers to me. And I DID look at a tutorial once...)

This is why I hate it when I don't know how to do something for myself. I end up having to ask for help. And that makes me feel bad, because I'd much rather not have to depend on others to make my hack better. >_<
Alright, I got 'em working now. :D Only problem is that they seem to malfunction on avertical level if I slide and try to go down 'em (You hear the sound of going down a pipe, but you seem to bounce into it and right back out of it very quickly), but that's 'cause I still need to patch the spvertical thing. XD That'll make Custom Blocks work on vertical levels... I guess Mikeyk's pipes WERE the problem... Thanks!

Edit: Huh...that's weird. The patch didn't fix it. ...Oh well. It's not like it'll be a problem. Hey, maybe I can recolor it to be brown and say that if you don't go down the pipe, it "rejected you". XD But seriously, if anyone understands that problem and knows how to fix it, please let me know. D: (It's only in that one level, since it's vertical...and it's only with one single pipe.... MYSTERIOUS.)
Last edited on 2007-10-12 01:11:19 PM by Riolu180.
Okay, the story is in progress, so I'll try to sum it up reeeeeal nicely.

First off, the aforementioned Star Rod is the same one of Paper Mario fame. I.e., it grants wishes. Thus, it's obvious that *someone* is gonna go for it to try to use it to take over the world. See Bowser in Paper Mario. :P

Second... I can't say why Dimentio's alive without spoiling the final Rainbow Road level. SERIOUSLY. Speaking of that level, that's Star Palace, resting place of the Star Rod. Weird, huh? :P

Now, story. HATE typing this out, as I keep changing it every time I type it out. So, I'll just give the short short version for now. (Hey, can't give the full one until I get a name for the Yoshi in the story. He loves clocks, and lives in the clock tower...and he can go backward and forward through time.)

Luigi wakes up one morning to find Mario gone. Mario went off to save Peach from Bowser (as usual), so Luigi decides to go on a picnic to the Gem Valley. As he's setting up, Mimi comes along. They chat a bit, and a mysterious white Yoshi appears, asking for their help. He says that someone named Dimentio has been chasing him around wanting info on how to reach the Star Rod. To combat Dimentio, he went into the future, and brought back Dr. Wily. But, since he knows nothing of future events until he sees them himself, he didn't know Wily was evil until it was too late. Dr. Wily sapped the Yoshi of most of his energy, and along comes Dimentio, again wanting to know how to get to the Star Rod. Dr. Wily asks what it is, Dimentio tells him. Wily then decides to go find some way to get to it. Dimentio gives chase. The Yoshi tells Luigi and Mimi that to get to the Star Rod, they must find the 7 Time Crystals (New name coming soon. >_>) Before the Yoshi can finish speaking about what they must do after that, someone attacks and knocks him off the ridge and down into the valley. It is Dimentio. He warns the two not to meddle in his plans, or they'll suffer a terrible fate. Then he flies off, and the Yoshi flees into the Clock Tower, then erects a magical barrier around it. Mimi persuades Luigi the coward into helping her help the Yoshi (Luigi's a coward, so he'd rather not do anything, of course), and they hop into a nearby pipe, which leads to the Silver Pipeline.

Again, it's a story in progress. Parts of it will sound stupid. I can't help that. I don't have that many ideas... ._.

As for the Sammer's Kingdom ground.... I'm getting sick of those tiles. I can't easily redraw the building tiles. For one, I need to have a gradient going from a dark blue to an orange-yellow. And even then, I have limited palette space in which to have said gradient! It's annoying. But I'll try your suggestion about the ground....

I don't wanna waste any more levels than I need to. Besides 104 and 0, all OW levels are taken. Seriously. And few of those are optional. ._. I also have this problem: The game is supposed to end after you beat the final boss. If I try to use some level for the "credits"... Then there's no real ending. The hack goes on and on. And I don't really want that.

Now, a real update.

Well, I installed FuSoYa's SMB3 pipes to a new ROM, and ported my hack's stuff over to it... But I also patched the 2-Player Only and Seperate Luigi GFX patches to it. Meaning I can finally start working on Mimi. ...Did I already say she's playable from the start? I have to do that, unfortunately. I don't want to use LevelASM to make some ASM hack that opens up Mimi for the rest of the game after beating 7-2. So instead, Mimi from the start, just like my story says. If I had any room in that intro message, I'd put "Luigi and Mimi" instead of "Luigi". But I don't. :( Also, new OW player sprite:


PAY NO ATTENTION TO THE PLAYER GRAPHIC IN THE UPPER-LEFT CORNER. ...Seriously, don't. I haven't gotten around to changing the player graphics used by the Seperate Luigi GFX patch. Anyways, that little bubble thing is the new player sprite. Since Luigi and Mimi look nothing alike, I needed to use something that was character-independent, so to speak. Soooo... That. Luigi = Green, Mimi = Orange. The A tells you to press that button to enter a level! Press it? It changes to "OK!". For reals! Sooo....yeah. I'm kinda trying to find all the parts of the Caped (Player) tiles, flying. I think I'm gonna replace the Cape powerup with the Tanooki Suit, though....but then I'll need graphics for that, and I have limited space. >_<

Thanks for all the feedback! :D
Last edited on 2007-10-12 05:38:09 PM by Riolu180.
I know all that, Reading. Level 104 in my hack IS Star Road! XD Lesse... No less than 10 of them. Oh no wait. My bad. 1 for each world except Rainbow Road, that's 8. 2 to enter and exit Castle Bleck, that's ten. One to exit Earth's Core, that's 11. Two to enter and exit the last two levels of Rainbow Road, that's 13... And finally, 8 in Rainbow Road to the other 8 worlds, that's 21. Yes. 21 Star Roads in my hack. :P Yes, I AM using Two-Player Only patch. Didn't I already say that?

Quote
Well, I installed FuSoYa's SMB3 pipes to a new ROM, and ported my hack's stuff over to it... But I also patched the 2-Player Only and Seperate Luigi GFX patches to it.

:P Sorry, couldn't help it. Anyways, I want you to know, I'm not a hacking newbie. I know plenty of things I can do with the stuff in SMW. How do you think I was able to squeeze the most I could outta the OW levels? :P Seriously, the hack is huge. Oh yes, one more thing. Pendulum Desert has been renamed. It's now Pendara. But it's not "Desert" anymore. I wanted to have a beach theme in my hack somewhere. So I'm thinking of combining that with World 3 to make Pendara Region. If anyone objects, I can always just change the name back to "Pendara Desert". I haven't even finish 1-2 yet. XD

Oh, there was something else I wanted to say here.... Gah, I can't remember it. >_< Oh, right! I remember! If anyone truly wishes to know why Dimentio is back, and stuff, send me a PM, and I'll tell you...but it's spoilers. Also, remember the fact that you face Bowser twice in this hack. Once at Bowser's Villa, and again at his Castle. ;) Now if only there were Super Princess Peach MIDIs... I'd ask for Bowser's Villa 1. XD
Originally posted by hyreforgling
So when you enter the pipe, you come straight out? I had that problem once. I had a pipe entrance AND exit tile on the same end of the pipe. If that's not the problem, I don't know what is.

Nope, not my problem. Here's what happens:

1: I get on top of the pipe cap.
2: If I HOLD down, I go through it and exit on the other end.
3: If I simply TAP down, I go into the cap, slide out to the left, touch an exit cap over there, and somehow, reappear above the cap I tried to enter. It's freaky. VEEEERY freaky.

So yeah, that's my problem. Though, he used to bounce all over the pipe cap if I tapped down. And if I put those blank exit tiles above it? He never goes into it, but that makes sense to me.
Originally posted by Reading
Sounds like a good name. And speaking of names...not to sound like I'm criticizing again, but "The Starry Race" seems a bit off if you ask me. Maybe "Luigi & Mimi: Race for the Star Rod" would work better. Again, just my opinion, no offense meant.

Eh, I don't like it that much. Or rather, the "Luigi & Mimi" part. I plan on making a sequel to this hack, but Mimi won't be in it....thus, putting Mimi in the title wouldn't make sense. I'll just name it "Super Luigi: Race for the Star Rod", then...
Originally posted by Reading
So Bowser's going to play a role in the plot as well? Sounds like the plot with Mario saving the Princess will tie in with the main plot. Very interesting, the plot is turning out to be something I'll really enjoy playing (and believe me, I'm not often impressed with hack storylines).

Yes, EXACTLY! That, my friend....is the basis of the Bowser part. World 4... Bowser's Villa... Without spoiling too much, I'll just say that Mario's there, and you have to beat Bowser. Of course, he gets away with Peach, but that's to be expected with the fact that there's TWO places for Bowser, huh?

By the way, Bowser's role in the plot is the same as with Dimentio's and Wily's- He already knows of the Star Rod, even where it is. But he just can't seem to get the Crystals needed to open the way to it. Of course, he wants it for one reason and one reason only- To defeat Mario once and for all, just like in Paper Mario. (Weird, huh?) 'Course, even if he DOES get it....he won't keep it for long, now will he? :P That's not to say he WILL get it, though. There ARE two others trying to reach it.

As a new update, I have finished ripping the SMB3 Luigi GFX. Now I need to make/get some Mimi GFX. ...Then I gotta get some SPM Luigi GFX. D: SMB3 Luigi is merely a placeholder! If anyone knows of any good Mimi sprites that don't look ugly (See Dimentio at Spriters' Resource. >_< He's ugly. as. heck.), please link me to them! I'd appreciate it.
Lol. I (stupidly) asked Icegoom days ago if he could help, and pointed me to that. I didn't download it, though... Might take a look... But i feel that I'll have to make her custom... But that's okay. The only parts of her with any detail are her face and her dress. Nothing more. :) Everything else? She's just a stick figure!!! XD So I'm not worried. Not at all. Heck, the only thing bad about it is....I have to....*gasp* WORK. XD Oh wait, that's not bad at all. Heh. Aaanyways... I'll go work on that now. Can't wait to finish up the player graphics. :D

Edit: Ah crud. A new problem! I JUST realized that those extra player tiles in GFX00.bin will be used for Luigi as well as Mimi. That'll....mess that up. So, I deleted those tiles. Now I have to rework Luigi's GFX to not require those. >_< Unless, of course, you'd LIKE seeing a Luigi with missing hands and feet. D:
Last edited on 2007-10-13 05:46:59 PM by Riolu180.
Err... Yeah. Problem. My hack uses two characters, right? Luigi and Mimi. Problem is simple- The hand and feet tiles in GFX00.bin can't be used. Unless I want to destroy the look of Mimi with floating Luigi hands and feet when she runs, jumps while running, swims, etc. Is there any way to either disable those appearing for JUST the second character, or simply remap them to some other location? I don't wanna use them for Mimi, but at the same time, I know Luigi will look bad without these tiles. >_< It's just a pain... Plus, if we can get Seperate Luigi GFX, I'm sure we can also get some way to remap those stupid tiles for the second player, right?
Edit: Oh crud! I misread what it says. My bad. I coulda SWORN it said that it told the sprite whether or not it could be carried... Oh well. I guess this should be moved to Advanced and renamed... I still would like to know how to make it so you CAN'T carry the P-Switch. Thanks...
Last edited on 2007-10-14 06:05:43 PM by Riolu180.
Umm... Okay, something to say!

First of all, I got my wisdom teeth pulled this morning. Yay. So I might not be feeling up to using my laptop much. Then again, I doubt that very highly. :P

Second, I've been thinking about patching the Health Bar patch thing, to go with the SPM theme. In accordance to that... I've come up with some ideas. For starters, you'd begin with only 1 life. That way, if you lose all your HP, you get GAME OVER, just like in SPM. However, what of 1-Ups? The answer lies in the "extra life" found in the Paper Mario games- The Life Shroom! Therefore....


Which Life Shroom looks better, one or two? And does my other Mushroom at the end look good? I, personally, like the Mushroom and Life Shroom 2, but with LS1's lack of detail on the fungus cap. XD Your opinions on the graphics and the idea of using the Health Bar, please.

Third, I HATE SAMMER'S KINGDOM'S GRAPHICS!!!


I'm getting sick of this. D:< Can't seem to get it to look like the same style the ground is. (I'm planning on fixing that later.) However, I am comforted by the fact that the running wheels in 2-3 of SPM actually look the same style as those buildings. That's actually good, since...y'know, I'm not going against the SPM look. :D

..Ohhh... There was one other thing I was wanting to say....but I forgot it... >_< Oh well. I'll remember eventually.....or maybe not.
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Okay, with 3 votes, Life Shroom 2 FTW. XD So, what do you think of my Health idea? Ingenious, no? Set lives to 1, so lose all health, Game Over... And Life Shrooms give you extra lives. I'm gonna have to disable the "get a life at certain places" thing, though... However... I think 1 life isn't much. You know what I'd like? A health bar that lets you have over 8 hearts, and only uses graphics in 3 locations... 2 for the current health, one to the right for a /, and two more after that for the max HP. (I'd rather split it into 2 tiles to save room. D: ) Now I just have to find out how I'd do all that to the patch.... Anyone wanna help? 'Cause I don't know ASM. And trust me, I've looked at a tutorial. Read it all the way. And everything still looks like random numbers to me. Of course... I'm sure that's 'cause THE TUTORIAL DIDN'T EXPLAIN MUCH OF ANYTHING. Just the opcodes. XD
Hmmm... I have a question. Can you make this patch allow more than 8 hearts, but only use like, 5 spots for the graphics? I want to have an SPM-ish HP meter, but the HP would have to go into the tens digits for that. (Yes, I want it numbered.) I'd want it to use two seperate spots for the digits, though, to save space. Basically, I'd want it like this:

(Tens digit, current)(Ones digit, current) / (Tens digit, max)(Ones digit, max)

So, current HP on one side, max on the other. ...Also, can ya make it to where your HP goes up by 5 when you get the Hp-Up sprite? ...And can you find some way to make different enemies do different amounts of damage?

Thanks in advance. ._.
Like the title says. I was put to sleep for the whole surgery, and now, I'm having to deal with the post-surgery pain. Does anyone have any tips on how to ease the pain other than with the pain pills I was given? Or any good ways to cope with it? I'd appreciate it. Thanks. I'm REALLY gonna need help getting through this. ._.
I'm wondering something... Mikeyk supposedly fixed a bug with Sprite Tool that made certain sprites glitch when used on hacks with Custom Music... Say someone wants to use addmusic on a hack with custom sprites already inserted, using that fixed version of Sprite Tool. Would it STILL have to fit the 1 MB limit? I don't particularly like the idea of transferring my hack over to yet ANOTHER new ROM just to add something new in. I did it once for FuSoYa's pipes and the Seperate Luigi GFX patch- I REALLY don't feel like doing it again for addmusic... (...Of course... Addmusic will still work on ROMs that have already been patched with certain other patches, right? Just as long as it's 1 MB?)
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So, you're wanting to know how to decide what numbers to insert the sprites as? It depends on the sprites.

The Readme.txt tells you what you need to know, but... Since I'm nice, I'll go ahead and tell you.

00-BF: Standard sprites from "sprites" directory.
C0-CF: Shooters from "shooters" directory.
D0-DF: Generators, directory "generators".
E0-FF: Invalid

Poison Mushroom replaces whatever sprite you insert it as, so use it on an UNUSED SPRITE, such as 85. Donut Blocks, Directional Elevators, and Mushroom Blocks MUST be inserted as certain numbers, since the blocks that go with them spawn a certain sprite when activated. You can actualy use that to your advantage to make blocks that spawn other sprites when you step on them, like an Elevator Block that spawns a Springboard Sprite instead! (Just an example.) By default, in SpriteTool 135... Donut Block must be Sprite 85, Elevator must be 86, and Mushroom Block must be 87. But it's your choice. Just change the number on the blocks to change what sprite number to use. And remember, since Poison Mushroom REPLACES the Sprite you insert it as, it's not a true custom sprite, and thus, you can put a TRUE custom sprite on that same number and use them together.

Hope that helps.
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