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Posts by Conal

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I handle Microsoft Office 365 Business support tickets at work; one of the support cases I took on recently was for Exchange Online.

Customer told me three times they're a "Level 3 Technician" (as if that changes the fact that they're an ignoramus who needs to be quiet and listen to how Exchange Online really works) and that they've been using Exchange Servers for 30 years (even though it was first released 25 years ago). They said they only need help because the Exchange Online GUI confuses them and that Microsoft made it complicated.

They just basically told me I was wrong about everything contrary to what they think, such as how long it takes for mailboxes to be created, because it doesn't take a long time for on-premise Exchange (the only form of experience this customer allegedly has), and said everything they don't understand about Exchange Online is Microsoft's fault for making it so they don't understand it; I helped them 'begin' setting everything up by doing some basic Google searches that they could have performed themself and they didn't even seem to understand how to clear web-cache on Chrome.

I can't wait to get back into work, by then the customer will have realised I was right. #smw{^_^}



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I re-cable managed it since the IDE adaptor came. Now it's ready. I built their third computer to replace their second computer, in the case of their first computer.

The SSD is held on by just two screws in holes that happen to line up on the 3.5" drive cage.

I've got some PCIe covers coming and my longer term plan is to buy the FDDconnector to USB2 adaptor and wire it directly to the remaining half of a USB 9pin header. Not that they'll be using floppy disks, that's just a niche thing to showcase at some point in future.

The optical drive seems slower than a normal IDE drive over ATA133, so I'm considering trying a downward facing PCIe IDE card and to loop it behind the motherboard with a long ribbon cable and see if that works better. The only problem is I've only seen those supporting up to Windows 7 and others up to Windows XP, so I don't know if they'll work.

Dynamically resizeable images.

https://image.ibb.co/frtexo/image.png (7MB)
https://cloud.smwcentral.net/s/PGkffTyApmDCPWe/download (4MB)
https://cloud.smwcentral.net/s/BXxBmKdJSsxQdEb/download (4MB)

The FDD and DVDRW go BRRtktktk!! When you turn it on. Old computer sounds.

mod edit: you just embedded 15MB images. don't waste people's bandwidth.



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Originally posted by Katerpie
Originally posted by Conal
I turned 25 on the 29th of May, but had to go to work. #smw{-_-2}

I hope you enjoyed your day regardless.


Thank you! I had curry goat (as traditional for all my birthdays) and got a 500G T-bone on the weekend. #w{=9}



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When I've dissected £1,500 laptops that have had coffee spilt in them, there was blue corrosion around the ribbons, possibly from electricity meeting water.

It's possible that something conductive leaked into your laptop and shorted it out, or maybe it was hot and that caused adhesives to relax and ribbons to move into positions they shouldn't.

Either way, if it wasn't from spilling conductive matter inside the case, and your battery is fine, then it sounds like a design fault. Is your device old? Have you dropped it or done anything to it out of the ordinary?



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Originally posted by Ten
Graphics are 99.9% original, hand drawn.


That is a map and a half man, great job! I like unique graphics on the overworld.

I'm not really sure what the horizon is doing with the brown to blue effect and some the edges cut off a bit too suddenly. The rivers seem to pour out of the cliff face, rather than a cave for water to flow out of.

You've set a really high bar with this map. It slightly reminds me of that "The Magical Quest Starring Mickey Mouse" SNES game. Please do keep it up!



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Football's coming home! 🤩⚽️



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Originally posted by Ten
I'm not really sure, either. What I want to convey here is that you cross over this bridge from the pleasant, sunny region you start in, and into the icy, stabbing death zone which lies ahead. It is supposed to be an abrupt transition (like how Alice would find herself in dramatically different environments from one scene to another as she traipsed through Wonderland). Unfortunately, none of the transitions I have come up with yet have been visually attractive. So, I'm still trying to figure out how to make it not look extra dumb.


Considering how visually appealing you've made the map, I'm sure you'll figure out the best way to make your map transition the way you want it to. ☺️



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I'm making a song called Coffee. It's an electro-swing (esque) remix of Glenn Miller and His Orchestra - Let's Have Another Cup O' Coffee.

The finished version will be uploaded here in 24bit FLAC: https://conal.bandcamp.com/track/coffee-wip

This is the video on what the project looks like so far: https://youtu.be/TWJBt__I20o

I'm working on a liquid DNB track called Hydrous Cacophonous too: https://youtu.be/a1AjH7Uputk



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The IDE adaptors suck, I'm gonna try out some more IDE SATA controllers, but they all seem to drop support after Windows 7. Oh well, an internal M.2 to USB3 to SATA solution will succeed in a worst case scenario.

Originally posted by kamekku14
Wow, that looks awesome! How many times did you build this?

It was their first Windows computer, I have a picture of me next to it when I was about 12 and the case is snow white (not sun bleached).

This is the first Windows machine they ever had (I think they had some old IBM thing before that with green text and a black screen). I've only rebuilt it this one time. I'd always wanted to make a sleeper though.

Originally posted by Lotica
That case just screams to me "stylish". :)

What are the specs on this thing?


AMD - Ryzen 3 2200G 3.5GHz Quad-Core Processor £85.13
MSI AMD B350M GAMING PRO AM4 mATX Motherboard £61.98
x1 CRUCIAL BALLISTIX SPORT LT GRAY 4GB DDR4-2666 UDIMM £46.85
ADATA ULTIMATE SU800 LAPTOP DESKTOP SSD 128GB SATA 2.5IN 3D NAND State Drive £41.44
Corsair CX500 PSU Power Supply 80plus Bronze, 24pin £38.95
Office 2016 pro plus (link to account) license key - x86 & x64 £4.20
WINDOWS 10 Pro - Activation License Key - Instant Delivery £1.99
BT Multifuntion 5.25" Media DaBTboard Card Reader USB 2.0 USB 3.0 20 pin e-SATA £12.52

Total is £293.06, but this is excluding some little fan parts and M.2 to USB3 I got later on, trying to get the optical drive going correctly.

I do plan to make the Floppy Disk Drive work with internal USB at some point, along with any SATA drives still inside.

34pin 1.44mb floppy connecter to USB adapter cable (34 pin) £14.95

Using GTA V on the lowest settings with .5 frame scaling & overclocking, I get a solid 60fps in-game; very playable and fun. It's nothing like my £2,000+ system, but it's a good beginner PC.



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I'm very excited for what you guys are working on here. A SMAS & SMAS+SMW editor has lots of unconceived potential we're yet to see, when the ROM hacks start coming out.

A generic SNES level tile editor would be even more awesome long term, if I understand correctly that means basically any game having an easy tool to create totally new levels with their 16x16 blocks.

If this project is Patreonised or shared elsewhere, I'd totally support it.



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Do these powerups have bytes in the same address as the vanilla powerups? That being Small_Mario, Big_Mario, Fire, Feather, Star; so 00, 01, 02, 03, 04, then these custom powerups starting at 05?



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Is there a clear limit to how many custom sprites you can have in a ROM?

I'm wondering if there's an address list that goes something like 00 to FF and if some of those addresses might be taken up by vanilla sprites.

My hack ideas are being outlined and I'd like to know the sheer limitations as they stand for an 8MB SA-1 ROM.



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Originally posted by Thomas


That sounds good. Would I be able to import sprites from both tools into the same hack?



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Deeke, this game is breathtaking in pictures. I'd love to get a feel of what it's like to play and hear the sound effects.

The water animation is simply amazing. With all this attention to detail in the art, I hope you're also putting level design and mechanics first. You have a nice way of mapping out what the levels will look like with your "series of megalevels".

Quite possibly the best OW I've seen, unless you're finished with the glowing bit at the top. Is that going to be lava? I hope so.

I wish you the best of luck and will be keeping an eye on this project.



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I thought I might as well draw my own characters, since it seems impossible to find something to mod online that happens to fill 32x32 well enough for SMW.


The hair is only green for palette reference, the character will have black hair and some faint light reflection. Once I'm sure on the shade of hair, some of that palette can be used to shade the rest of the body. I need to do something with the eyes too.

I've made some snails, they're not coloured to my desires yet and I'd prefer different shells. They don't need to bulge in and out because the sprite moves up and down 1 pixel so that needs changing soon.

Snails <- I've changed these up since, namely the shells. Thinking about introducing more colour options too.
The blue blocks and grassland are basic graphics to get my level design underway before prettying things up more.

I'm working on some fat vases and flowers too.

Originally posted by Manofer
how are my draws doing? I think so far I'm much better with drawings compared to my olds lol.


I certainly like the ideas behind them. There's a lot of potential with the engine of SMW and I think complete make-over hacks should be more common. It's a bit shaded from all the edges though, pillow shaded, although I suppose from the menu you're looking directly at them. They're looking good.



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That looks very cool. I like seeing something different done in this engine.



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SMB2 Magic Potions (and doors)



I've been thinking for a long time, it would be cool if we could replicate the Magic Potion from Super Mario Bros. 2 and implement it in a usable way for SMW.

There's a lot of hacks that include elements of Super Mario Bros. 2, but none so far have used the chemical flask sprite to create a door. There are a few ways I believe hackers could use this, even if it's relatively simple compared to the SMASSMB2 version.

Different forms of implementation for Magic Potion:

1) It creates a door sprite or block that leads to the screen exit.
2) The door will ignore screen exits and take you to +1 of what ever room address you are currently in. <-(this is my favourite idea)
3) The door takes you to a preconfigured location on the game map.
4) The door finishes the level, usually as a secret exit.
5) It takes you to a room depending on which flask it is, where you are timed and then it warps you back to where you were when you entered.
6) It actually takes you to subspace like in Super Mario Bros. 2; different palette, reversed level, no background; maybe this can be done by making a parallel room address that is +1, which the door will take you to, depending on your position in the room you entered subspace from, also giving you a timer before it reverts you back out of subspace in the position you entered from. If you throw the potion inside a vase, like where some potions are found, the door doesn't appear and the potion disappears in a puff of smoke.

There could be different coloured potions in flasks for different uses, but I think having the Magic Potion create a door exit in any form would be well utilised and much better than having nothing.

<- Side note, apart from one being for doors, the others could do various damage to enemies, like creating a Sumo Bro wall of fire, the possibilities are vast. Maybe have a particular 16x16 plant block that, if you hit with a green potion, will make it grow upwards as a climbable vine.

Originally posted by FailSandwich
Name: Fire Cape mario (stackable fire+cape powerup)
Type: Patch
Tool: Asar
Description: Basically if you collect the Fire Flower after getting a cape, the effects stack. As seen in this video, done with codes: https://www.youtube.com/watch?v=X9MDKw-WPX4


That's a cool idea for Vanilla-Chocolate hacks. I like it.



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This hack looks beautiful. I love how the background doesn't look too far away, but almost a short jump in 3D space from the foreground.

The limited choice in colours have been utilised so well, it almost looks like a GBA exclusive.

Originally posted by WhiteYoshiEgg
I've been making it rain today.

Which stage do you guys like best? (I sure hope it's the last one)


1) Slow motion choppy rain, no good.
2) Better.
3) Maybe it's the GIF capture, but it's flickering and not smooth at all.
4) That looks perfect. The lower contrast helps it blend into the environment and the animation is smooth.



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Ideally I'd like a character who is 24x40, I think that would fit in with the 16x32 character enhancements really well for SMW hacking, but I'm sure that would require a lot of customising the 32x32 patch to make it happen.

Since the 32x32 patch is out there and I want to keep all the capes and Yoshi (which leaves out the 48x48 patch and 64x64 hypothesis) I was wondering if someone could advise me on what I can do with the patches currently available.

What I'm trying to do, on an 8MB SA-1 ROM, is have a larger than 16x32 character (I'm settling for 32x32) AND have separate player GFX for certain levels.

So, some levels might have a space suit or a diving suit, where you won't get a short oxygen meter because of breathable air tanks, things like that. I'm also thinking of having player injuries play a part in certain story-driven levels, so it's really important to me that I can have 32x32 and different player GFX work together.

Separate Player 1 & Player 2 graphics on the other hand I'm not too fussed about. Just a 32x32 player for the game and certain levels having different 32x32 player GFX.

Does anyone have any recommendations?

Originally posted by Thomas
It would be possible to expand SMW's overworld by adding additional maps besides the main map and submaps (although Lunar Magic wouldn't display this and you'd have to come up with a process for handling that), but as far as I know no one has bothered to implement a system for that.


That sounds like just cause for a separate OW tool, something that overwrites the map.

Plus, what ever happened to "More overworld levels and events"? I'd love 256 translevels and 255 events being possible. Imagine the big collabs.



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