Despite a couple roadblocks on Sunday with Xkas and SpriteTool bugging out to the point of nearly causing me to cancel, I've continued to work on this hack and it's nearly complete. As of tonight, I only have 2 more levels to do before a beta is ready for release.
The first level of Lunaria, my hack's secret world. These levels have a moon theme and LevelASM-induced low gravity to go with it.
The second level has pools of lava and some fire-spitting enemies. This yellow Snifit is one of them. It's a Flame Snifit that shoots 3 fireballs.
Mario CAN make that jump. The Low Gravity LevelASM gives your jump a SERIOUS boost.
Mario flies around in a little UFO, dodging angry stars and popping off enemies with missiles while rocking to an SMW rendition of Around the World by Daft Punk.
My final boss. It uses Iceguy's Ultimate n00b Boss sprite as a template. It's not what I originally envisioned, but it works, and is a pretty tough boss to beat.
During marioVSshadow's beta test of my hack, he ran into a problem where the game would freeze if you fired a torpedo from Riolu180's Marine Pop sprite. Suspecting the problem to be related to my second variation of Iceguy's Ultimate n00b Boss, I removed the boss. This fixed the problem with the firing, but now my secret world's fortress won't have a boss unless I just use something I already have.
Here is the ASM file for the offending sprite. Can someone figure out what might be conflicting with the Marine Pop's firing routine so I can use this boss in my hack and finally get it submitted?
UPDATE: After posting this, I suspected that the conflict was with the custom sprite spawning routine, so I edited it to spawn a normal sprite and reinserted. The problem with the Marine Pop was solved by doing this. I still would prefer for the sprite to drop the custom bombs. How can I fix the conflict?
I think it has to do with how the MIDI ported. It wasn't originally Format-1, so I used 3ML to make it Format-1. For some reason, that tool tends to skip the first channel. I could probably shift everything over, but the port seems to have no issues in-game.
I went over 3 years without hacking. I got burned out working on the original Super Mario Bros. 5 and just quit. I never thought I'd go back to it until I lost internet access for a couple weeks in December and started making ExGFX.
Sonic Triple Trouble - Sea Fox
I downloaded the MIDI off VGMusic a while ago, but I only got around to porting it last night. It turned out pretty well, only needing a tempo increase and drum change before I ripped the SPC.
After 5 months of hard work and a fair share of developmental headaches, Super Mario Bros. 5 Reborn is finally complete.
CHANGES FROM THE ORIGINAL SMB5:
-Foregrounds are more focused on original graphics than the edited rips and SMW Redrawn graphics of the orignal.
-Difficulty has been improved. The original was a bit too easy to be fun.
-The original SMB5 just had a generic "Save Peach" story. This has something a bit different.
-This hack has custom music, ASM patches, and custom sprites. Tools to insert these either didn't exist at the time of the original SMB5 or I didn't know about them.
Here are a few random preview screenshots.
Please note that this hack is awaiting moderation at the moment, so this link will only work temporarily.
EDIT: The last image has been removed due to being outdated and showing cutoffness. That has been fixed.
During a casual playthrough, I found some places where this hack could use some improvement, so I went about making said improvements. I even learned how to fix drum/sfx conflicts in a couple of the ports I'm using from a music removal log. I'll either be resubmitting or PMing my hack mod with the updated IPS to replace the current one.
Well, the updated release is up now, just in time for C3.
I was born in Columbus, Ohio. I lived there until 1994. Since then, I've lived in:
Lancaster, Ohio - January, 1994 - July, 2005
Franklin Furnace, Ohio - July, 2005 - March, 2007
Huntington, West Virginia - March, 2007 - December, 2007
Broken Arrow, Oklahoma - December, 2007 - October, 2010
Jasper, Missouri - October, 2010 - Now
I hope to either move back to Oklahoma or Ohio. Where we live now, all our money goes to keeping the bills paid, and we can barely do that. It has made me feel guilty on more than one occasion because I'm under the impression that bad things should never happen to good people.
My Dragon (Star) Coins and secret exits tend to be based more on meeting certain requirements like being big, riding Yoshi, or having pressed a certain Switch Palace Switch. For the former, the challeng involved in getting these secrets comes from trying to retain the required status.
I have a vision problem, which makes it very hard to see the 8x8 tiles. I'd use the Windows Magnifier if I could just have it zoom the entire screen in instead of being in a window that I have to constantly move around.
Testing just sucks the fun out of hacking and my hack itself.
WORKING WITH WHAT I HAVE INSERTED
This became a real problem in my hack's 8th world. It has an industrial theme, and I wanted to use mostly mechanical enemies. Unfortunately, there isn't a very large variety of those types, and most of the ones that do exist either don't stay on ledges or aren't very tough.
"NO FREESPACE REQUIRED" PATCHES
The last two times I inserted such patches, they broke the first level in my hack's 4th world by causing Yoshi to glitch up graphically when you mounted him. You'd also die after taking a few steps on the glitched Yoshi. One such patch was the OW Music Disable Fix patch, which REALLY could've made my hack more professional.