Showing Visitor Messages 1 to 15 of 34
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September 5th, 2011 8:18 AMOrinjmateBONES!
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January 17th, 2011 12:05 PMOrinjmateI'll take the lack of reply as a no...
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January 13th, 2011 7:02 AMOrinjmateI sent you a PM regarding the intro hacking task I requested :P
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January 7th, 2011 1:39 AMOrinjmateWhat was the intro clock project?
By the way, I'll send you a PM with the details about the intro later :) -
January 6th, 2011 5:56 PMcolcolstylesI meant edit in the sense that you could copy its data to another behavior byte and then edit it from there. That way, you could have both.
Yeah, I could probably do that. I've already done some stuff with the intro (the Intro Clock project) but I haven't worked on it in a while. -
January 6th, 2011 8:12 AMOrinjmateYeah but i wanna keep the hopping block as well lol. It was gonna be for an acro bike mini-game.
Anywaz I was wondering if you had the capability to make it so that as soon as the intro finishes you warp to a different start map depending on your gender (rather than going into the van and then the script in the van setting where to warp when you leave the van). I was about to try using startmapchooser but then i realised it warped the boy and the girl to the same place.
If you do know how to implement this then what do you say to the challenge? :)
PS. I have already used the van remover tool to get rid of the shaking and random tile changing at the beginning. -
January 5th, 2011 1:52 PMcolcolstylesI know there's a behavior byte that only allows the player to access a block if they're hopping but I don't know about just wheelie-ing. It's definitely possible but yes, it would require some ASM, though it would probably just involve modifying the code for the "hopping" block to check if the player is doing a wheelie.
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January 5th, 2011 5:56 AMOrinjmateIs it possible to make a tile that you can only get onto if you do a wheelie onto it on the acro bike? If so, does it require ASM or can I just use the block editor to do it?
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November 23rd, 2010 1:24 AMOrinjmateI figured out how to do it. It is because it automatically renames it to littleroot. but what i didn't realise before is that there is a drop down box next to the name selection :D
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November 19th, 2010 2:03 AMOrinjmateIt's ok I've figured it out now :)
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November 18th, 2010 11:05 PMcolcolstylesI'm confused. What's a "200 byte FF offset"? I don't understand what you're asking.
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November 18th, 2010 9:27 AMOrinjmateI'm stuck yet again... When I tried compiling my script onto a 200 byte FF offset it didn't compile, so I tried higher FF offsets and then eventually at about 600 bytes XSE said there is no free space to compile; that's when I compiled it onto a 600 byte 00 offset. It compiled correctly and so I went to test it on VBA, suddenly loads of the graphics were fuzzy including Prof. Birch in the intro and the rainy weather in my city. The script I put in worked but I didn't want all of the fuzzy graphics so I updated my previous back-up up to the point just before I compiled that script onto the 00 offset, every thing is back to normal now but I can't figure out how to compile my script onto an offset and not have the weird fuzzy graphics.
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November 10th, 2010 1:02 AMOrinjmateWhich variables are best to use for scripts if I am using Emerald as a base ROM? As in variables for making scripts only happen once and for level scripts etc.
I've searched and asked but nothing has come out of it... -
October 30th, 2010 10:50 AMcolcolstylesCheck this post. Remember to search before asking. :)
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October 30th, 2010 12:48 AMOrinjmateWell if [rival] works in emerald, is it possible to change what [rival] equals. So like instead of May it would be Liz and instead of Brendan it would be Terry? Still though I don't think it works because I have checked the original text and it says May and Brendan rather than [rival].

