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| Posts by Zeldara109 |
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Ruling out levels? I thought it was pretty obvious that it was in #4 Star Road-- don't those "- GLITCH SWITCH -" message blocks and normal/secret exits all over the place give it away?
Or did you somehow manage to skip over that level entirely?
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Beastly242/Otabo has already done a 100% video playthrough, and I noticed like 20 things that still need to be fixed when watching it (also, a few other people have reported something that wasn't visible in that playthrough). I just still haven't gotten around to actually modifying them yet.
I can assure you though: If I care about finishing something (which I do for this, it's so close already), I will finish it, unless I have a very good reason not to. It just sometimes... takes me a while. (I really didn't expect this to still not be done after 2 years, though...)
(I haven't actually done any YI hacking in the last year, other than fixing that 4-2 flower, and creating this video using some of tehaxor69's hex-edits.)
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| Last edited on 2012-02-18 03:55:47 PM by Zeldara109. |
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I really doubt the TAS would sync on v2.0-- I still need to make a variety of minor changes that, although most of them will be pretty much unnoticeable to the average player (moving items slightly to prevent item memory glitches, removing/replacing an enemy or extending a level to reduce lag, that sort of thing), they'd all probably desync a TAS.
I guess whenever Extra 5 is finished, I could make a v1.96+ or something, that's exactly the same as v1.96 except with Extra 5's level data updated...
It may be a good idea to add the version number to your video titles (or descriptions) by the way. (Also, nice crazy egg juggling.)
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| Last edited on 2012-02-19 03:58:19 AM by Zeldara109. |
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Wow, a full release? I knew the hack was really close, but that's a surprise. I guess I know what I'll be playing for a while now. Congratulations on the fourth complete YI hack! (Or third, depending on whether Kamek's Revenge counts as complete.)
By the way, I think the (M3) ROM is the same. What matters is that it's v1.0, (U), and headered.
Also, don't name ROM sites directly-- that's basically the same thing as linking to them.
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| Last edited on 2012-02-19 09:37:13 PM by Zeldara109. |
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There's still a rather cheap blind jump near the start of the cave section of 2-3. The arrow points down-left into the pit, but if you jump down there (which is what I expect players would do when seeing that arrow), you pass a narrow hidden passage that you can't enter without the helicopter morph, and die.
I suggest adding some ledges extending from the wall down there, so you can land on the ledge (and see the hidden passage but not enter it) and be able to climb back up. Or at least move the Middle Ring to the start of that room (the part of the level after the Middle Ring isn't that dangerous anyway in my opinion).
Oh, and you can expect imamelia to complain about the difficulty of pretty much every popular hack, generally of some easy early-game level (such as TSRPR's Koopa Lake #1, which is a pretty boring platform ride where the main danger for me is dying from getting overconfident with jumping tricks to pass the time). I've never understood why. If someone's playing a hack of a game in the first place, they probably know the original game pretty well, and should be prepared for something that's still a significant challenge for them (unless they've already completed a much more difficult hack, perhaps).
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| Last edited on 2012-02-20 08:44:17 PM by Zeldara109. |
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Only Extra 5. As long as you're using the version from after I updated 4-2 last July.
A few items can still disappear, making the level impossible without restarting (for example, the flower in 2-3's first room will disappear if you collect the coin directly above it, then scroll the flower off-screen), but that shouldn't be a problem in a TAS.
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| Last edited on 2012-02-20 08:03:36 PM by Zeldara109. |
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Wow, that brown Chomp rock puzzle in 3-3 was... surprisingly complex. Pretty fun though. (Was that added after demo 0.95? I don't remember it.)
Edit: Also, that one room in 3-4 where if you fall in the water, you're forced to suicide on the spikes still exists... didn't you say you were planning on removing the water (or otherwise making it so it's obviously death if you fall down there)?
@ChilledXSocks:
You can find the switch by jumping into an alcove right before those blocks. It's in a hidden ? cloud. (This hack tends to hide a lot of invisible ? clouds in places that seem to be dead ends.)

Edit 2:
Wow, I haven't had that much trouble with a YI boss in a long time. (To anyone who hasn't reached the new boss of 3-8 yet: Expect a challenge, especially if you're going for 30 stars.)
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| Last edited on 2012-02-21 12:55:25 AM by Zeldara109. |
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Finally unlocked Extra 2 and Secret 2. They were... rather disappointing in my opinion, especially compared to Extra/Secret 1. (Extra 2 in particular felt to me like it could have been an ordinary world 1 level, not a world 2 extra.)
By the way, in 5-1, Yoshi appears one tile too far to the left when exiting this pipe:
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| Last edited on 2012-02-22 02:01:15 AM by Zeldara109. |
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Another random bug report:
If you run out of time with the helicopter morph near the end of 2-2, you may be immediately hit by a Parakoopa when you're sent back. It doesn't actually cause you to lose stars, but it's a little strange. (Moving the enemy a little to the left or right should prevent this.)
Oh, and Secret 2's final section (after the last Middle Ring) was fine. I agree the first room could be harder though.
Edit: By the way, I was just wondering-- why are items disabled in 4-8, anyway?
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| Last edited on 2012-02-22 07:37:32 AM by Zeldara109. |
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Hmm... do you have any Extra/Secret levels that are castles yet? (I can't tell just from their names, and I haven't unlocked the ones beyond world 2 yet.)
(Also, that reminds me-- it's possible to reach that door in 4-8 with only 3 shells. If you scroll the leftmost cloud slightly off-screen, it won't be activated, but the shell won't despawn either.)
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Extending the passage slightly to the left of that cloud (enough so the shell despawns if you try to do the trick) may be all you need to do, actually. (Though more testing doesn't hurt obviously.)
Edit:
For some reason, you can only get up to 5 eggs from Shy Guy generators when you're inside a Shy Guy pipe. (This only applies to the sewer-tileset rooms inside certain Shy Guy pipes, not in general.)
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| Last edited on 2012-02-22 08:13:14 AM by Zeldara109. |
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Interesting... I never knew that. (Probably because that was fixed in the GBA version, and I haven't played much of the non-hacked SNES version.)
That reminds me, I found out a few months ago that after you've seen an exposed key (not in a crate, cloud, or something like that) somewhere in a room, egg blocks/plants/etc will only give you up to 5 eggs in the SNES version, but in the GBA version they still give you 6 eggs until you actually collect the key. (It's not exactly relevant to this hack, but just thought I'd mention it in case anyone finds it interesting.)
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| Last edited on 2012-02-22 08:57:49 AM by Zeldara109. |
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I've also gotten that question far too many times for my liking (mainly on YouTube regarding YIKR v1.96). I think the issue is that some people don't realize the ROM needs to have a header.
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| Last edited on 2012-02-22 06:17:24 PM by Zeldara109. |
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In 5-8's first Kamek message, there's a period that isn't followed by a space. (And in 5-8's second Kamek message, Kamek says "Thee hee hee", which seems a little strange.)
Also, I think the goal platform at the end of 6-1 may need to be extended a little-- the camera scrolled downward at the end of the goal cutscene for me.
(By the way, I think 6-1 was easier than all of the world 5 levels. Not sure if anything needs to be done about that though.)
@King Dedede: If you're going to be using a pause menu item to break that puzzle in 3-1, why not just use a super green watermelon instead? (Or use a fire/ice melon to activate the ? cloud through the flippers.)
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| Last edited on 2012-02-23 02:44:13 AM by Zeldara109. |
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Originally posted by Wiimeiser
It's not the Porcu-puffer. If a level is only 2 screens and has layer 3 tide and sprite buoyancy enabled, there's a glitch where sprites in the air randomly act like they're underwater. No idea why.
I uploaded a video of this a few months ago, though I have a feeling I'm not the first to discover it.
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| Last edited on 2012-02-23 04:08:01 AM by Zeldara109. |
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A bit of a late reply, but I'd like to state my opinion on SNES compatibility...
Anyway, I think the whole "system it was designed for" argument is invalid. The vast majority of SMW hacks are designed to be played on SNES emulators. I'd think very few hack creators would say their hack was designed to be played on a real SNES. (Yes, you'll find plenty of people who design their hacks to be playable on a real SNES, but they're primarily designed to be played on emulators. (And I think anyone who thinks their hack will primarily be played on a real SNES is probably denying the truth, unless they manage to make it break in everything but bsnes-accuracy or something.))
(And personally, it doesn't matter that I happen to be hacking a game for the SNES-- not counting images found online, I've never even seen a real working SNES (the only two I've seen were broken). If Lunar Magic happened to be a SMW engine clone similar to Zelda Classic, or all these tools and patches were for the GBA version of SMW instead of the SNES version, it wouldn't be a significant difference (well, other than lack of SNES SMW's glitches).)
That said, though, I do support compatibility for a different reason: convenience. Some people prefer ZSNES, some people prefer bsnes, and some people prefer Snes9x. Some people prefer to play hacks on a Wii or something, where they may not have access to every SNES emulator (or newer/older versions of that emulator). And as mentioned, a few people do prefer to play on a real SNES. (Of course, some people don't care which emulator they use, but I have a feeling most people prefer one interface over the others.)
If you make a hack that doesn't work in all major emulators, it will cause annoyance to anyone who can't play it with their preferred method (and might turn away a portion of the potential audience right there). So I think breaking compatibility with any emulator should be significantly justified. (It would be hard to argue that not upgrading your hack to use a better addmusic (that already existed at the time of the hack's release) is a good justification for it not working on a particular emulator.)
Other instances of hacks not running on all emulators are more debatable, though "your emulator isn't accurate enough for this custom boss" seems a lot more of a valid reason than "your emulator is too accurate for this custom boss". (However, "your emulator won't run this hack because of this one particular level, everything else works fine if you use a cheat to skip that level" doesn't seem like that good of a reason to me.)
In addition, compatibility with a real SNES has more value than, say, compatibility with ZSNES, for the sake of being still playable as emulators are updated (the fact most older SMW hacks break in Snes9x 1.52+ when they work fine in Snes9x 1.51 should be proof of that). I don't believe that's enough justification for the must-work-in-bsnes supporters to force it on everyone else's hacks, though-- I still think things would have worked out fine on their own after HuFlungDu's addmusic had been available for a while.
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| Last edited on 2012-02-24 05:39:56 AM by Zeldara109. |
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