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Posts by Alcaro

Alcaro's Profile → Posts

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It should repair itself soon. Check the date. I hate when people does stuff like that.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Gigyas

No, you don't get what I'm saying. Many people use ExGFX in their hacks, which is custom GFX. But very few people go and change stuff like the powerups, the koopas, etc. Plus I have used the eating block by itself before, quite successfully. Shell puzzles are where you need a shell... to do a puzzle.

Do you mean, like custom sprites? If yes, NO. That needs more than LM.
But okay, I'll add a comment about that eating blocks alone can be good.

Originally posted by Metroid48

No, black chompers, chomps, etc. are the black instant-death plants that yoshi can walk on.

Do you mean the "black pirhana plants", map16 tile 12F? Okay.
Originally posted by Metroid48

It's just when you need to use shells, in combination with blocks, bouncing it, getting a blue koopa to kick, etc. to solve something. A not-so-complex implementation was in Kaizo: There were three ? blocks that each had a green shell in them, with a blue koopa walking ontop of them. You had to hit a block so that the blue koopa would kick it into a slot which would (eventually) deliver it to you.

Okay, I'll add that.
Originally posted by Dark Mario
Overused:

INVISIBLE COIN BLOCKS
Black Chomps
"Perfect" jumps when you have to squeeze through an area with perfect timing or you die.

Underused:

I rarely see Pokeys...

Invisible coin blocks? Okay.
Black chomps? Assuming you mean the same as I think metroid48 means, OK.
"Perfect" jumps? Yes. One-block-high corridors, too.
Pokeys? Okay.

Originally posted by AtomicShroom
One thing I find underused are the diagonal moving grass platforms. I don't play many hacks, so I'm not completely sure.

Yes. I've barely seen even one in a hack.
Originally posted by Gigyas

Overused: P-switch + long string of coins = RUN TO TEH FINISH!!1!
Underused: Good water levels

Okay for both. I'll add Grammar Errors to the "overused", too.
Originally posted by Onyx

Overused
Big boo as End boss with hp++
Levels with 54,252,543,254 of the same custom sprite
The Forest of Illusion OW Theme. --Especially the scary trees. I mean is it That hard to make the Regular/Happy Trees?
Bowser&Kids.. At least attempt to make something different.

underused
Short (but sweet) SMB3 style levels
Sky Levels :D
Good Mountain Climbing Levels
Changing the File Select stuff (File A, Erase Data, ect)
Changes to Mario's Palette (that isn't horrible)

BBB with hp+, too many custom sprites, changing Select File? NO. I wish I could ban everyone that violates the Only LM stuff rule...
FOI theme? Hmmm...That sounds like custom music. Custom music=not LM doable=NO! If it means something else, tell me.
SMB3, sky levels, mountain levels, changing Mario? Okay.

Wow, this seems to get flooded! I did expect some answers, but not ten answers in one day!
<blm> zsnes users are the flatearthers of emulation
Originally posted by Joe13...
Forest of Illusion is custom music? Wtf? Don't talk crap! It's very doable to put that music in other submaps, even with LM (only with LM, for the newb users under us).

I know it's not accurate. I thought "theme" meant "musical theme", but it seems that the correct meaning is "graphical theme". Okay, I'll add a comment about this.

Originally posted by Joe13...
If we must talk about LM-only stuff... I took out the sprite list, listen up :

How am I supposed to listen to something written? I've got no speech synthetisis program
! Ignore that, it's just dumb...
Originally posted by Joe13...
Overused :

Classic Piranha Plant
Bullet Bill Generators
Lots of powerups
Sliding Koopa

Most of you will probably not agree.


I actually think the CPP is underused. But if it has a fish stem, it's overused.
BBG seems to be used in a good way.
Powerup masses? Okay.
Sliding Koopa? That seems underused to me.

And yes, I did disagree with most.

Originally posted by Joe13...
Underused:

The Chuck clone that can't be normally accessed via the LM windows (96). (I use it, though, but sporadically atm.) Actually, most unused sprites in the original game are unused in hacks too.
Dark rooms
Diggin' Chuck
Growing/Shrinking Pipe End
Ninji
Moving Ledge Hole for Ghost Houses
Brown platform on a chain
Super Koopa
Balloon
Scale Platforms (I don't even know what they're used for?)
Groundguided Fuzzy/Sparky (generally Fuzzy, Sparky is normally used)
Timed Lift
Grey Moving Castle Block
Candle Flames
Some of the Layer 2 smash commands...

But really, most notably : Coin Game Cloud and Green Shell that won't change colour after Special World has been passed.
I've never seen these and wouldn't know why they would be in hacks, anyway. 2 pink berries will automatically create a coin game cloud, and you still need to take effort. And the latter... I don't see much purpose in it, really.

Okay for all, except Candle Flames and the green shell.
And I don't want everything to be equally used. For example: Big Boo is meant to be used less than Koopa.


Originally posted by Onyx

And did you even read my post when I said
Originally posted by Onyx
The Forest of Illusion OW Theme. --Especially the scary trees. I mean is it That hard to make the Regular/Happy Trees?????

I read everything in this thread, but I can misunderstand stuff.
Making the trees happy, you say? So that's what you meant... Okay.

Originally posted by Onyx

I'm talking about the General Theme of the FOI. Basically the Palette, and the GFX. And don't tell me you can't change the OW GFX in SMW without LM, cause you can. Just use the Super GFX Bypass, and set the GFX to the ones that contain OW stuff.

I know. I'm actually doing this in my hack, in level 105.
By the way, my level 105 is The Hub, containing "links" to the levels in progress.

Originally posted by Onyx
Originally posted by Alcaro
FOI theme? Hmmm...That sounds like custom music.

Lol, have you played SMW?

Yes, I have. It's better than many hacks. As I said, I must have misunderstood something.

Originally posted by Onyx
Originally posted by Alcaro
changing Select File? NO. I wish I could ban everyone that violates the Only LM stuff rule...


Oh, and you can change the File Secelt Screen in LM. Generally it would be alot harder (if not very ineffective), but it's still possible.
Even doing as little as changing hte Cursor GFX would be enough.

Aha, I thought you meant changing the tilemap. So: Okay.
Wait...the cursor is on layer 3! 2BPP GFX isn't changable in LM!
And don't come say "Yes, it is. It'll look messy while editing, though." I count that as "not LM doable". An example of a mess is 8x8 tiles 6D0 to 6FF (use ctrl+shift+pagedown).

Originally posted by Onyx
I wish I could ban everyone who doesn't think when they read posts...

I think that you can misunderstand stuff, too.

I'll also add that 1up appear blocks and invisible blocks with treasures seems underused, but I likely just missed most of them.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Joe13...
Are you telling me that Green Shell Which Does Not Change Colour isn't underused?!
I'm talking about sprite DF, not sprite DA.

Yes, I am. Some sprites are meant to be less used than others. I can't see a practical use for DF. Can you?
<blm> zsnes users are the flatearthers of emulation
Originally posted by Lucas
Koopas turn into paratroopas when they go into one of those green shells, which can be used to surprise someone who expects a normal koopa.

I see. Okay, I'll add them. However, it seems they always bounce high, and I've listed high bouncing koopas as overused...
Originally posted by Lucas
Overused:
Enemy generators just to increase difficulty
Saving princess Peach as a plot

Okay.
Originally posted by Lucas
Underused:
Original characters
NOT having Bowser be the major villian (feel free to make him a character though)

Okay.

This thread seems to contain about half of the new replies in the Basic SMW hacking section...
<blm> zsnes users are the flatearthers of emulation
Put a portable springboard at the bottom of a vine and try climbing down the vine. You'll bounce about two times/second.
Also, I've seen a movie with someone flying on yoshi in the sma2 version. He put a shell at yoshis feet and flew down on yoshi. Then he used the arrow buttons a little. (He did it many times, at different places.)
Many things should be avoided to put near the path for the creating/eating block. The eating one might "get lost".
<blm> zsnes users are the flatearthers of emulation
What does the top water tile act like? If it is 129, change that to 0.
If it's something else, change it to act like 0 anyway.
Edit: I think this has nothing to do with the BG. It's nice, however.
<blm> zsnes users are the flatearthers of emulation
Hmmm...I see that you've changed the status bar. Did you Smallhackers tool?
If you increase the height of the water, does the lower tiles also glitch?

And which ExGFX is it? I want to examine it, maybe I can find something intresting. (And I want to use it in my hack, too.)
<blm> zsnes users are the flatearthers of emulation
It seems like it's the correct BG. Thanks!
And the problem...are you using blocktool? If yes, have you assigned a custom behavior to tile 0?
<blm> zsnes users are the flatearthers of emulation
Originally posted by 2731yugeip
Using just one Chargin' Chuck or Splittin' Chuck is enough to overuse them.

Disagreed. It's useful that they can smash some blocks. And nearly all sprites are made to be used.
Originally posted by 2731yugeip
However, using other kinds of Chuck is OK, as they serve other purposes besides charging.

Agreed.
By the way, an e.g. Pitchin' Chuck, together with some turn blocks, and no cape nearby, might be fun and tricky. Jump on the Chuck, and he can smash the blocks. I've never seen that in a hack, but there's no reason it shouldn't work.
<blm> zsnes users are the flatearthers of emulation
No, the box should be checked for the intro to be disabled. Think before you post.
<blm> zsnes users are the flatearthers of emulation
Yes, it's a sprite.
Extended sprite number 0A, to be precise.
So you can't put it out. You can, however, put out bonus game clouds.
<blm> zsnes users are the flatearthers of emulation
The Answer: Check the "Enable Custom Palette" box in the Level menu.
The Solution: How long is the level? Also, is it a level or a background on layer 2? I understand that you have some nothing there, but what kind of nothing?
<blm> zsnes users are the flatearthers of emulation
They're done now, they should be in the Custom Blocks section. This thread might need closing.
<blm> zsnes users are the flatearthers of emulation
I don't belive that. It's many changes, but it's just about eight bytes totally. It should work on a hack in progress, though I can't promise. Back up your rom first.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Dagx
So you're making a point that easy stuff to use is used too much and hard stuff to use is used too little.

Aside from the glitches in your "overused" section I have used and used tastefully.

Also alot of the stuff you mentionned in your underused section involves sprite editing, and I don't know about you but I'm not a fan of sprite editing and making thing fit well with their hitboxes is very tedious.

So in short, if this is a complaint thread then I'm complaining about you.

What do you mean? Nothing of this involves sprite editing.
Sprite 96 is insertable with LM;
making the creating block's path fit the level isn't listed (you can change the level, but that's doable with LM);
and I don't count changing graphics as sprite editing.

And maybe easy-to-use stuff is overused, but that's NOT the reason I'm listing them.
<blm> zsnes users are the flatearthers of emulation
That's true, I've not made any functions so you can run on the wall again, neither up nor down.
And no, I won't release the source code. I don't even have any! I edit the codes directly in a hex editor, it's easier for me that way. Try googling "65C816 disassembler" if you need one.
<blm> zsnes users are the flatearthers of emulation
Well, I've not tested the Chuck clone, all I know is from the wiki and tooltips.
And CC is a para-goomba generator, thanks for the idea (it seems underused).
But Joe, what does 8/ mean?
EDIT: Stupid me, can't understand that CC is an abbrevation...
<blm> zsnes users are the flatearthers of emulation
Yes. The ROM map says
1E216 $03:E016 5 bytes ASM Lightning sound FX for Bowser battle. Change to EA EA EA EA EA to disable noise.
1E22D $03:E02D 7 bytes Misc. Code for loading BG flashes during Bowser battle. Change to EA EA EA EA EA EA EA to disable.

Is that what you mean?
<blm> zsnes users are the flatearthers of emulation
Originally posted by --=NAT=--
Ive got i similar problem and there arent any 'exit tiles' with my version!

No exit tiles? Quit lieing. They're the blank tiles in the map16.
I also think the sprite interaction disable is intentional. The 1.3 shouldn't add itembox problems.
<blm> zsnes users are the flatearthers of emulation
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