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04-24-22 01:23:49 PM
Jul - Posts by DahrkDaiz
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DahrkDaiz
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Posted on 11-17-09 09:51:46 AM, in The General Project Screenshot/Videos Thread... Link
Originally posted by Keitaro
Now I'm really intrigued as I just noticed, for example, that your Peach sprite has what looks like a pushing animation (something I don't recall being in SMB3), are you adding certain abilities for certain characters, or like...areas you can only clear with a certain character? Haha, I'm getting all excited, I just think this concept already has so much potential so I'm eager to see where you go with it ;x


Actually all the animations you see are for existing things Mario/Luigi do. The "pushing" one I believe you are referring to is Peach's skid animation.

But I'll explain real quick the purpose of the 4 characters:

Yes, each character will have unique power ups and abilities that will have to be used to reach areas that the others cannot. You will be able to play as a character once you have rescued them.
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Posted on 11-18-09 10:09:06 AM, in The General Project Screenshot/Videos Thread... Link
Actually I'm only using 4 said characters to have the SMB2 feel.
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Posted on 11-18-09 11:27:06 AM, in Reuben: 10/31/2009 Beta Link


Starting to get the maps working
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Posted on 11-18-09 07:53:54 PM, in Reuben: 10/31/2009 Beta Link
What kind of work does it need?
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Posted on 11-19-09 10:14:49 AM, in Reuben: 10/31/2009 Beta Link
all are in except for redo
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Posted on 11-19-09 05:41:36 PM, in Reuben: 10/31/2009 Beta Link
Use the filled rectangle tool for that. Does the exact same thing
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Posted on 11-23-09 01:00:12 PM, in Reuben: 10/31/2009 Beta Link
I apologize, if you download the latest release on the first post (I just updated it), that part will be fixed.
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Posted on 11-24-09 01:47:11 PM, in Reuben: 10/31/2009 Beta Link
this may have to do with trying to work with tile descriptions and properties. some object sets have them and apparently some don't. Come Thursday that should all be fixed along with being able to play your levels in the rom.
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Posted on 11-29-09 04:02:14 AM, in Reuben: 10/31/2009 Beta Link
Just a quick update:
The editor is about ready to enter an RC stage. It's going under private beta testing. I still need to implement a few things in the rom and polish the editor a bit, but it's definitely going to be out before the end of the year. Remember to look forward to:

-More than 9 worlds
-Point to more than 1 bonus area
-Pipes that can exit to a different part of the game
-Vertical levels that WORK on ANY object type
-Level object types can be changed (with a bit of gfx part on the user's part, of course)
-No object set shares TSA data anymore
-Worlds can span as many screens as you like
-Start anywhere on a world
-Start anywhere on a level
-other features not mentioned!

I hope this changes the way people build editors and rom hacking in general 8)
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Posted on 12-01-09 11:33:45 AM, in Reuben: 10/31/2009 Beta Link
The rom is expanded right now to about 1.5MB. Can't be expanded beyond that.
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Posted on 07-27-12 04:38:30 PM, in Mario Adventure 3 (last edited by DahrkDaiz at 08-03-12 02:23:34 AM) Link
Wow I totally forgot about rusted logic! Anyways I wanted to share with you guys my latest project, Mario Adventure 3. Before I get into it, let me answer some common questions:

1. DD where have you been?!
- I simply fell out of the hobby like so many others.

2. Is this a trick? Is this just another project you'll abandon like so many before?
-Nope, this is the real deal.

3. Ok so Why Mario Adventure 3? What happened to 2?
- 2 was original Luigi Vs Mario. Granted, it was an abandoned project, Mario Adventure 3 is a sequel that builds on all previous hacks and aims to be a "true sequel" to the original Mario Adventure.

Alright so what's up with this hack? First, I am using the disassembly of SMB3 done by southbird. He did an excellent job at commenting the code and making it stupid easy to make sweet changes to the SMB3 engine. Because of this, I am staying away from rom expansion and mapper changes that I normally did in the past. This will make the hack work on a regular NES properly on a power pak.

Second, all of the major ASM hacks for this game are already in: the power ups, new elements, etc were done first. This was so level design could take advantage of the new features from the start.

So what is the "base" of this hack? Rather than having point A to B levels with a a goal ending, levels act as two points between pipes on a map:



Notice all the pipes on the map. The map is 1 tile freeroaming on the solid green or "clear" tiles. Entering a pipe will start the level with a pipe in front of you that takes you to the stage. At the end of every stage is another pipe that brings you back to the map on top of one of the other pipes. Enter that same pipe and you'll be presented with a pipe that takes you to the previous stage in which you can go back to the beginning of the stage and come out of the pipe you originally started. Worlds will be traversed in this same way, making the entire game one long adventure in a Metroidvania style.

The status bar in the pic above displays a few new features. The P-Meter and coins are back. Up to 9999 coins can be collected. Below the PMeter is the experience points. Experience points will used to grant special abilities to Mario that are nonessential to the game. Defeating enemies gains EXP while bosses will increase it by more. The abilities you earn can only be used one at a time and you will get an indication of when a new ability given.

Above the coins is the air meter. Going into water will deplete the air meter. Coming up to the surface or swimming with you head above water will increse it. If your air meter depletes, you die.

Next is the H(coin). This indicates your Hammer Bros. Coins. These coins are the Hammer Bros currency and used to pay tolls to get across paths guarded by Hammer Bros. There is one hammer bros coin in every stage and can only be grabbed once.

Finally, below that is the timer.

The status bar has an alternate mode accessible by pressing select.The alternate mode displays the number of coins gotten for the duration of the game. There's also an odometer to cover the distance you've traveled. Soon there will be total game timer as well.

So what next? Power ups!

-Gone-
Hammer Mario
Tanooki Mario

-Returning -
Fire Mario
Raccoon Mario
Frog Mario - Frog Mario can breath under water indefinitely

Ice Mario -Ice balls turn enemies into frozen blocks of ice. Also, his ice balls will freeze standing water solid, allowing Mario to create ice bridges.

Koopa Mario - Wearing a Koopa shell, Koopa Mario can duck inside of it and begin spinning, bouncing off walls, defeating enemies and destroying bricks and activity ? blocks.

Boo Mario - With the ability to transform into Boo, Mario can go through walls, floors and ceilings temporarily. But watch out! If Mario reforms inside a wall, he'll die! If Mario reforms inside an enemy, the enemy will be destroyed.

Sledge Mario - More powerful than Hammer Mario, Sledge Mario throws heavier sledge hammers that can destroy bricks and rocks. He's also tough enough to swim in lava!

Ninja Mario - Able to use his agility to wall jump and throw shurikens in 7 directions! (not directly down).

These aren't planned power ups, these puppies work right now!

Video (On a real NES)

<object width="640" height="360"><embed src="http://www.youtube-nocookie.com/v/TNfeKShJ6JQ?version=3&hl=en_US" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Holy cow, what else?! There's a lot of tiny hacks that I've done (such as rainbow color a palette cycling for star power, minor enemy modifications, etc). The current goal is for a 2014 release in celebration of the original Mario Adventure hack.



Just a quick update:

Golden Leaf:


Fire Fox Mario:


And just to show that it's not a replacment:



That brings the power count to a total of 3 returning, 1 modified and 5 brand new to the game!
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Posted on 07-27-12 09:45:43 PM, in Mario Adventure 3 Link
You can now shoot down diagonally (not straight down though).

I forgot to mention that this hack is open source as far as the ASM changes go. The graphics, levels and tile block definitions remain private to my hack, but I've commented most of the changes I've made and tagged it with #DAHRKDAIZ in a comment (most of the time).

https://code.google.com/p/smb3project/source/browse/

You can also use svn to check out the project and see the changes I've made.
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Posted on 07-28-12 02:12:17 AM, in Mario Adventure 3 Link
Coming across a Hammer Bros on the map:
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Posted on 07-30-12 02:18:36 AM, in Mario Adventure 3 (last edited by DahrkDaiz at 08-06-12 12:49:09 AM) Link


The item shop is coming along. You will be able to buy any item at any time, but prices will be steep for really good items. There will be random "sales" that occur that causes the items to be cheaper.

As for some of the skills you can learn with experience, some include item storage (SMW or LvM), special boots that nullify ice/spikes, etc, jumping higher and more. The skills you earn can only be used one at a time so you'll have to pick which ones you want to use in a stage.

Edit:

Final Item Shop:



Edit 2: More good times



E-Switches only appear in dungeons. They activate blocks with their specified color.


Puzzles involved with e-switches


Part of the same puzzle


Dry Piranha and Fire Traps
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Posted on 08-13-12 10:29:09 AM, in Mario Adventure 3 Link
The start of World 2


http://www.youtube.com/watch?v=_vjxKOdhOHM
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Posted on 08-16-12 10:03:02 AM, in Mario Adventure 3 Link
The graphical aspect is one reason, but the main reason is I like doing the vocal commentary (I lack a microphone). I will take the quality of the video into account and try using my web cam next time
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Posted on 08-23-12 06:39:11 PM, in Mario Adventure 3 Link
I decided to start a development blog for Mario Adventure 3: http://marioadventure3.tumblr.com/
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Posted on 09-25-12 01:50:02 PM, in Royal Flush [SMB3 Hack] Link
I'm liking the looks of this! I'm glad to see more and more people are making the effort to use southbird's disassembly to make unique hacks
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Posted on 10-23-12 03:33:55 PM, in Jul Faces (last edited by DahrkDaiz at 05-16-13 09:17:44 AM) Link
My face:

DahrkDaiz
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Posted on 10-24-12 02:54:07 PM, in Jul Faces Link
Originally posted by Sofi
You're pretty. Please be en femme more.


lol working on it
Pages: 1 2 3
Jul - Posts by DahrkDaiz


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

25 database queries, 52 query cache hits.
Query execution time:  0.087803 seconds
Script execution time:  0.026019 seconds
Total render time:  0.113822 seconds


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line 694 column 15 - Warning: <img> lacks "alt" attribute
line 701 column 275 - Warning: <img> proprietary attribute value "absmiddle"
line 701 column 275 - Warning: <img> lacks "alt" attribute
line 709 column 22 - Warning: <img> lacks "alt" attribute
line 709 column 63 - Warning: <img> lacks "alt" attribute
line 709 column 112 - Warning: <img> lacks "alt" attribute
line 709 column 162 - Warning: <img> lacks "alt" attribute
line 720 column 15 - Warning: <img> lacks "alt" attribute
line 735 column 22 - Warning: <img> lacks "alt" attribute
line 735 column 63 - Warning: <img> lacks "alt" attribute
line 735 column 112 - Warning: <img> lacks "alt" attribute
line 735 column 162 - Warning: <img> lacks "alt" attribute
line 746 column 15 - Warning: <img> lacks "alt" attribute
line 753 column 215 - Warning: <img> proprietary attribute value "absmiddle"
line 753 column 215 - Warning: <img> lacks "alt" attribute
line 761 column 22 - Warning: <img> lacks "alt" attribute
line 761 column 63 - Warning: <img> lacks "alt" attribute
line 761 column 112 - Warning: <img> lacks "alt" attribute
line 761 column 162 - Warning: <img> lacks "alt" attribute
line 772 column 15 - Warning: <img> lacks "alt" attribute
line 776 column 135 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 789 column 22 - Warning: <img> lacks "alt" attribute
line 789 column 63 - Warning: <img> lacks "alt" attribute
line 789 column 112 - Warning: <img> lacks "alt" attribute
line 789 column 162 - Warning: <img> lacks "alt" attribute
line 800 column 15 - Warning: <img> lacks "alt" attribute
line 828 column 25 - Warning: <img> lacks "alt" attribute
line 833 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 136 - Warning: trimming empty <font>
line 149 column 165 - Warning: trimming empty <font>
line 813 column 17 - Warning: trimming empty <tr>
line 816 column 165 - Warning: trimming empty <font>
line 818 column 136 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 209 column 27 - Warning: <nobr> is not approved by W3C
line 235 column 27 - Warning: <nobr> is not approved by W3C
line 263 column 27 - Warning: <nobr> is not approved by W3C
line 289 column 27 - Warning: <nobr> is not approved by W3C
line 315 column 27 - Warning: <nobr> is not approved by W3C
line 341 column 27 - Warning: <nobr> is not approved by W3C
line 367 column 27 - Warning: <nobr> is not approved by W3C
line 393 column 27 - Warning: <nobr> is not approved by W3C
line 433 column 27 - Warning: <nobr> is not approved by W3C
line 459 column 27 - Warning: <nobr> is not approved by W3C
line 560 column 27 - Warning: <nobr> is not approved by W3C
line 592 column 27 - Warning: <nobr> is not approved by W3C
line 619 column 27 - Warning: <nobr> is not approved by W3C
line 670 column 27 - Warning: <nobr> is not approved by W3C
line 699 column 27 - Warning: <nobr> is not approved by W3C
line 725 column 27 - Warning: <nobr> is not approved by W3C
line 751 column 27 - Warning: <nobr> is not approved by W3C
line 777 column 27 - Warning: <nobr> is not approved by W3C
line 805 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 269 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md