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Posts by DarkBones

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Originally posted by linkunarre
Originally posted by DarkBones
Originally posted by NameUser
Originally posted by DarkBones
I've got a couple of ideas, sorry, no pictures, and sorry if someone already said something similar, I didn't read the whole thread:

Mecha-rex: Kind of like a regular rex, but mechanical. You can stomp on it to it small, but you can't kill it completely. While it is small, it goes through you, but after a short while, it will regenerate back into a full-sized Mecha-rex.

Fire Lakitu: Kind of a mix between a Lakitu and a fire bro. Throws fire instead of spinies, and when the fire hits, it spreads for a while like a sumo bro's fire.

Ice Lakitu: See above, but replace all instances of "Fire" with "Ice" and icicles shoot out of the ground instead of spreading fire.

Thunder Lakitu: See "Fire Lakitu" but replace all instances of "Fire" with "Thunder".


...I'm in shock that I actually got noticed, especially since the most creative enemy in the list has the word "Mecha" in its name...

I've never tried making enemy sprites before...but it would be really cool and interesting if I actually programmed them at one point...

...I really need some concept art...at least for the rex...scary thing is, I didn't know that there was a factory world until AFTER I posted this...it was a random idea I had, but would not likely use...


if you need some concept art i think i can do it.

E: one idea. you can make that when its little it has spikes on his head, so mario can't kill it and if he jumps on it, he gets hurt


Actually, I had planned to make it where Mario can stand on its head when its little, and it will stop moving when Mario is standing on it. If you think that spikes on its head would be better, I don't mind though, after all, its a collab, the point isn't showing off, or forcing your own way, its about making a good game. If you would like me to code these, I'll be glad too, my schedule is a little tight though (because of real-life, not hacking projects BTW). I can draw concept art soon (with paper, a pencil, and a scanner, my drawing on the computer isn't good at all...), but once again, when I have time.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Okay! I'll trade anything for nothing...no really...really...

I'm dead serious... Okay, I'm joking...

Personally, I think this is a good idea...for the lucky people who got levels... For example, say I got an Ice/Fire level (but what did I really get? NOTHING! ZILCH! NADA!...) and someone else got a Ruins level. Say that the Fire/Ice level was only my second choice, and the other user's second choice was the ruins. If I really had wanted the ruins, and the other user really wanted the Fire/Ice, then we could trade, and then we would both be happy.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Anyone know a good title screen song for this title screen level?



I would prefer something custom and underused if possible, but keep it fitting to a foresty type level. Ports are fine too if no custom song fits.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Well, I'm not good with player GFX, so I can't help you there, but here is some Koopa Player GFX: Link
Remember to give credit to Mar-tinnitus. I'm not sure if it has a cape or not, I've never used this ExGFX before, since I've never had a Koopa Player before. Also, don't make your first post a threat, it doesn't look good for your reputation.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by me, in another thread
Is there a way to make Mario not walk through a sprite? Like he can't walk through a key or a P-switch. I need to know because I'm making a stationary P-switch.


Yeah, I'm making a custom P-switch that Mario can't pick up, but I can't figure out how to make it solid from the side. Normally, I wouldn't mind, but I'm making this sprite for SMWCP2. So could someone please help?
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Kaijyuu
There are a couple ways to do it but it's generally a pain in the ass to get right (and not "feel" glitchy when walking into it).

I'd just make a custom block that acts like a p-switch. Getting the graphics to change when "stomped" would require changing the map16, and there's some code in the code library sticky that does that. Everything else should be really easy, though.


Well, thanks for the help, I'll try this when I get access to my computer. (I'm not on my computer right now in case you care...) I'd have to code a block, but blocks are super easy, so that won't be a problem...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
For some reason, the block glitches up and freezes the game. Here's the code: Link

Yes, I've tried changing RTS to RTL, but that still didn't work.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Alcaro
Originally posted by DarkBones
LDX #$25; Change this to alternate GFX for pressed switch. Make sure that the pressed switch behaves like Map16 #25
JSR ChangeMap16
PLX
PLY
PLB
PLP
RTS

Something tells me that's wrong.
Originally posted by fix
PHP
REP #$10
LDX #$0025; Change this to alternate GFX for pressed switch. Make sure that the pressed switch behaves like Map16 #25
JSR ChangeMap16
PLP
RTL


For once its not my fault then, that part was copy-pasted from the code-library, the only edit I made was the value where the "Change to alt GFX..." comment was made. I'll try doing what you said and hope it works!

EDIT: Nope, still crashes...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by SuperKirbyGalaxy
Is it possible to combine a FG palette and a BG palette? I'm trying to insert a custom BG with a custom FG together.


Insert the FG and palette to one level. Then, insert the BG and palette to another level, copy the colors of one palette to the other. You can do this by clicking on the color, and clicking "Add to custom colors." Then click on the slot that the color was on in the other palette, then choose your custom color. Remember, sometimes the BG and FG will use the same palette. You can change the palette of the FG or BG, and paste the new colors there. Although, it is usually MUCH quicker and easier to change the FG's palette, just trust me on this.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by andy_k_250
What about a sprite that loads different messages based on what screen number it is on, or its x position on a screen?


Actually, the NPC 3.0 loads a different message by X position. You only need up to four sprites (If you use all configuration combinations: moves with one message, moves with two, Still with one, still with two) and it loads a different message judged by its X position, unfourtunately, it uses a palette to determine which message to use (don't ask me why, I didn't code it. it was probally so you don't have to edit the ASM...). The only downside is that it uses up the message block messages. However if you know how to get it to use the cutscene patch, or are only using NPCs instead of message boxes, this also isn't a problem.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by linkunarre
Originally posted by DarkBones

Actually, I had planned to make it where Mario can stand on its head when its little, and it will stop moving when Mario is standing on it. If you think that spikes on its head would be better, I don't mind though, after all, its a collab, the point isn't showing off, or forcing your own way, its about making a good game. If you would like me to code these, I'll be glad too, my schedule is a little tight though (because of real-life, not hacking projects BTW). I can draw concept art soon (with paper, a pencil, and a scanner, my drawing on the computer isn't good at all...), but once again, when I have time.


well, it was only an idea, you can do whatever you want. also, the GFX is done, but it has spikes. unless you want to make it hurt from above or not, use this, and i'll change it later.
animation

in the bin


The .bin
The palette

it uses the last palette


Thanks you, its not exactly what I had in mind, but it will do fine for a placeholder sprite. In the meantime, I'm trying to scan the concept "art" that I finally drew. I'm not the best drawer, but oh well...doesn't exactly help that this is my first time drawing anything that even resembles a SMW enemy, but once again, oh well. I can't start coding until its finally been decided whether he'll have spikes or not, although I am thinking about possibly coding both, but there would have to be a visible indicator which kind of rex it is, like maybe they could be different colors, or the spiked one could have "scales" on the back of its head.

EDIT: Link

WARNING! THE IMAGE IS LARGE, AND MAY TAKE A WHILE TO LOAD ON SLOW COMPUTERS! I SAVED IT AS A PNG TO HELP WITH LOADING TIMES. I WAS AFRAID THAT RESIZING IT WOULD REDUCE THE QUALITY,(and everyone seems to care about nothing but graphics nowadays...) SO I LEFT IT IN ORIGINAL FORM. Now I just wish scanners didn't make images so large...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by TheGamer
One idea i got for the Switch Palaces.

Each palace will lead you to the same big room, and the player can choose the Switch he want to press, the door of the switch will lock once he choose one. And once all the switches are pressed a door will open on the middle of the room, then we hide a passageway in some level that leads to the room again (Since all the passages will be locked) so the player can enter the room. The secret passage can be made of a bridge made of switch blocks, and that leads to a secret switch temple sublevel.

Don't know what we can put in the door though.


While that is a good idea for a switch palace system in a normal hack, it is not a very good idea in a collab hack. Unlike in a normal hack, you have no clue what the final product might be, not even close. There's no way to tell if the switch block will be used at all. I like the idea of conjoined switch palaces, but it just doesn't fit into this hack...sorry. It just doesn't work for a collab, it is a creative idea though, and I encourage you to include something that creative in a hack.

The sprite idea will fit in just fine though, the sprites collected to gain access to a message that says where a well hidden secret exit is to gain access to the final level/special world. It almost sounds...just like...an idea I had once...eh, you can use it, that hack was long cancelled...now if you want your idea approved, you're going to have to talk to the 4 switch palace designers and whoever's in-charge of the project. Although, if it means anything, if I had a switch palace level, I would approve...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by imamelia
The problem is, I'm not at all sure that the palette thing actually works on a real SNES; I don't think you can read from CGRAM outside of a blank. But once the new Sprite Tool is out, I plan to make an NPC that uses the extra bytes to determine exactly which message to display.


Well, I don't know about a real SNES, but it works fine for me in BSNES. I fail to see how palettes could crash a SNES though...

Originally posted by KilloZapit
Yeah but the guy who wrote it quickly realized it was a stupid idea and made levelasm instead.


Could be worse, it could read from the same palete that the sprites use...although...its is possible to change the palette it reads from...I should do that just for kicks sometime...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Just wanted to say that this is still being worked on. Also, I'm using NPCs. Now a word of warning about the hack:

Originally posted by Alcaro, in another thread about one of the cutscene patches.
Originally posted by DarkBones
it works fine for me in BSNES

Try the accuracy profile. The compatibility and performance profiles doesn't emulate that quirk properly.


...I have no clue what the heck he's talking about, I only use BSNES for testing, and thats because those dumb new rules are coming soon...so all you hardcore BSNES users are just going to have to switch the mode or whatever so the hack works, or use a different emulator. (I'm not going to say ZSNES is better, because I tend to get hated on when I do...)

EDIT: Screenshots! Just so you know, they're shown in no particular order.














Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Alcaro
Quote
so all you hardcore BSNES users are just going to have to switch the mode or whatever so the hack works

False. The bug only appears in the accuracy profile, so the hack author (aka you) is the only one who needs to test it in A.
If your code works in the accuracy profile, it'll work in all profiles, but the reverse can't be said if you're messing with CGRAM.

...so what exactly are you talking about and how do you change it? I use BSNES v075 for testing.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Alcaro
I don't think it'll work in bsnes-accuracy from here, and that's the most important one.


Nope, it doesn't.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by linkunarre
about making both... its a good idea, but the indicator could be only observable when it's little. if its a spiky one, it has spikes (obviously) , and when mario can stand on, it has a plain head. it's a good idea?


Well, the reason that I wanted a visible indicator when big or small, is because some people may think that its one you can stand on, so they jump on it, and land back on it, ...only to find out it suddenly grew spikes, so yeah, it would definatly surprise some people. I think I may make the indicator pointed scales on the back of the large rex's head for the spiked one.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by leod
The name is not BSNES, it's bsnes.
Also if you are going to be this way, I'm sure some mod will just go and add "it must work in bsnes' accuracy profile." because you really are just a smartass now.


Well, I didn't mean to be a jerk about it...I'm going to have to scrap this too now, aren't I...
EDIT: and before you say something along the lines of "Just don't use the NPCs" well I kind of need them. They're a major part of the hacks storyline...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
1) If you delete the first post of a thread, does it delete the whole thread? Because I have a hack I'm considering discontinuing because one of the sprites doesn't work in bsnes' accuracy mode.

2) Who's the one who brought up the bsnes thing anyways? I think it should be the hacker's decision whether or not he should make it compatible or not. I'm not being biased against bsnes when I say this either. No matter which emulator you use, I think it should be your choice whether or not you consider the users of other emulators.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Just an old level that I was working on for a vanilla hack. It was cancelled not to long after starting because I'm bad at limiting myself to vanilla. See those tiles at the bottom of the islands? They're rotated, and because I didn't want to lose a tile, I had to use ExGFX. BAD DARKBONES! BAD! YOU DON'T DO THAT IN A VANILLA HACK!

Anyways I'd also like to point out that everytime I try to make a hack, something won't work in BSNES. So the most of my hacks you'll see will probally be here, and they will most likely never be distributed outside of my filebin.
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.