11 March 2016 - Forum Rules
Started by SMB2J-2Q, February 06, 2008, 11:26:50 AM
Quote from: Karatorian on March 03, 2008, 09:44:40 AMWell, I've been looking at the level header data and I started to figure it out. In particular, I've mostly figured out how pipes work. I've also figured out that there is a mechanism to stop the sceen from flipping on some screens. With these things and a few others figured out, I've decifered almost all of the level data. There are still a couple of bytes who's function is unknown, but it's pretty well all accounted for.I've discovered a bug in my level renderer. The elevators/platforms are rendered four pixels lower than they are supposed to be. I hope it's not too big of an inconvience to you to remember to correct for this when building the levels. Also, as the current renderer doesn't take the movement codes into accound, elevators/platforms are all currently rendered as though they where large size. I'm planning some more changes to the level renderer, but I can't say when they'll be finished and the next set of renders will be produced.By the way, I played the world one beta and it's pretty cool. I didn't go over it with a fine toothed comb, but it seems to be pretty accurate. (Except for some background elements, like bushes being larger.)Me and my roommate gave it a try and he managed to beat it on regular and hard mode. My roommate, did, however find something he didn't care for. In level 2-1, he managed to get stuck. He'd use the wall jumping trick (or whatever it's actually called) to get to the top of the level and then fell in the hole where the 1-up ends up after you get it. He couldn't get out and had to time out.I don't really think this could be considered a bug, as it's not even possible on the original game, and depends on glitch abuse to even reach. Furthermore, the way the 1-up drops down like that depends on it, which is a kinda neat little thing, so it proabably should be left as is. I just mentioned it as it was some playtester feedback.
Quote from: deespence2929 on March 03, 2008, 10:57:50 PMSo it's been 2 days since the 4-4 restoration patch was submitted. Don't tell me RHDN rejected another decent hack. They'll add FFIV stripper restoration patches but they won't add patches to fix corrupted levels?Anyhow, good job on porting world 2, those levels look even more funky than world 1-1.
Quote from: deespence2929 on March 03, 2008, 10:57:50 PMSo it's been 2 days since the 4-4 restoration patch was submitted. Don't tell me RHDN rejected another decent hack. They'll add FFIV stripper restoration patches but they won't add patches to fix corrupted levels?
Quote from: deespence2929 on March 04, 2008, 11:17:12 AMwell, i know the Castlevania dracula x hacks were at first rejected. And Ultimate mortal kombat trilogy was rejected, I guess due to the fact that many standard emulators won't run it due to the large rom size. A modified emulator was included tho. Also, I think the This hack was rejected cause of the way Kega emulates 32x roms.http://forums.sonicretro.org/index.php?showtopic=8285&hl=chaotixhttp://www.hacking-cult.org/?hacks/14Kega don't properly emulate 32x, they just add fixes for each individual game, and if that game don't match up then it don't get emulated. So this hack don't work on it.
Quote from: deespence2929 on March 04, 2008, 03:32:59 PMlol, u shouldnt tell a staff member to not derail a thread. I can see nightcrawler getting out the ban hammer soon.
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