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How to Create Quality Hacks



A GOOD THING TO KNOW WHEN MAKING LAYER 2 LEVELS:
The Layer 2 sprite commands have limits. Know them!

NOTICE: The following was found using half-assed research. Please correct me if I screwed up something.
  • All Layer 2 Smash and Scroll commands can be used when Layer 2 is a background. In fact, the original game used a Layer 2 Scroll 1 Range=5 command in room 4 of Bowser's Castle.
  • If you put a Midway Gate or pipe exit, or if you have a Ghost House with multiple entrances, make sure to have a Layer 2 command at every possible entrance. Otherwise, Layer 2 will do nothing!!!
  • Layer 2 Smash 1: Objects on screens 0 and 0x1 smash down every 5 seconds after they reset. Objects on screens 0x2-0x4 do nothing. Objects on screens 0x5-0x7 smash down immediately after they reset and get shifted down about a row from where you place them in Lunar Magic. Objects on screen 0x8 do nothing. Objects on screens 0x9 to the end smash very quickly and get shifted down about five rows from where you place them in Lunar Magic. This is why I don't make many levels that use the Smash 1 setting. X(
  • Layer 2 Smash 2: No shifting, thank God, but that says nothing about what you DO have to put up with. Objects on screens 0 through 0x3 hesitate a little, smash, reset, wait 5 seconds, then repeat. Objects on screen 0x4 do nothing. Objects on screens 0x5-0x8 hesitate, smash, reset, and repeat immediately. Screens 0x9 and 0xA are rest zones, and then objects on screens 0xB to the end hesitate and smash very quickly.
  • Layer 2 Smash 3: The easiest to use, but also the most boring. Objects on all screens hesitate, move very slowly, then smash.
  • Layer 2 Scroll (all of them): The position you put the objects in in Lunar Magic represents the peak of their scroll. Also, the "Range" number on the sprite command represents how many rows they move.
  • Layer 2 Scroll 1: If the range is 12, you must click on the door with the 1 on it, go to Layer 1,2 initial position, and select "BG=00". Otherwise, you'll get garbage. Also, everything shifts down 1 row from where you put it.
  • Layer 2 Scroll 4: If you use "Smash Range=11", then all you're getting is a glorified Layer 2 Smash 1 command that works for the whole level and doesn't shift anything.
  • Layer 2 Falls: Layer 2 horizontal AND vertical scrolling must both be on "none". This command will cause you to get stuck on the first screen, and layer 2 will just fall a bit. I really don't know what use this command would have.
  • Layer 2 Scroll Sideways: Can only be used on vertical levels. The level won't scroll horizontally. The Sideways Short command will only scroll things the length of your emulator, but the Sideways Long command will scroll things the entire horizontal length of the level.
  • Layer 2 On/Off: Make sure to put an On/Off Switch when you use this!!! Especially if spikes are involved...! :O
  • Layer 2 Sink/Rise (all of them): Will not do anything on Screen 0. There is also a limit to how far everything sinks/rises. The range for Layer 2 Sink Short is about two screens, then a one-screen break, then another four screens, and then they stay sunk. Needless to say, don't expect many Layer 2 Sink levels in my hack. The range for Layer 2 Sink Long is the whole entire length of the level! When you use Layer 2 Rise Up, the place you put objects in with Lunar Magic represents the highest point that they'll rise. They'll be set about 12 rows lower than that when you encounter them in the game. The range for Layer 2 Rise Up is the same as Layer 2 Sink Short. And finally, Layer 2 Give Some is completely useless. It just causes Layer 2 to hesitate a little when you step on it, then reset when you step off.

And there you have it. That's all I know on Layer 2 stuff. Hope you learned something. Now I have to go remake my test level, as it was a normal Layer 1 level that was longer than the 0x10 screen limit that Layer 2 levels have! >_>

EDIT on December 5, 2007: Scroll down, and you'll see that user hebesphenomegacorona has found a use for "Layer 2 Falls". Thanks! ^^


St. Clair Publications: Where good girls just want to have fun this Christmas!

Other places you can find me: LiveJournal | Last.FM

Vary and mix your OW themes. Everyone's played a grassland level in a grassland world, but you can add water and make it a swamp! Or add some cliffs and clefts to the OW, and grassland 1 has a few jumps. Make a lake that's heated by geological activity, or a sky world with a floating island. How about an icy, shiny cave or a dank and mossy cave?
Also, with the levels themselves, add interesting puzzles. Maybe you could go through a level, take a shell, backtrack, use the shell to get a pow, go foward again, then use the pow to get the secret exit!
Look through the Add sprites interface and use the sprites in new ways. Perhaps you could spin jump on a line-guided chainsaw?
These things can and do make a hack more interesting.
  
  
 



I find that adding some sort of backtracking to a level makes it more interesting, especially for secret exits. Another good thing to do is use things that people won't think of - run to the right to activate a bullet bill, then follow it to the left and bounce off it to reach an out-of-reach ledge!
Also, don't think you only have to make levels left-to-right, or bottom-to-top. Having one 'inverted' is a nice way to add variety, or do what Metroid did and have something to the left of the entrance in a left-to-right level!


 
 
       

Fluffy video games by me and Raibys!
 
 
   
 
 
Layer 2 Falls: Layer 2 horizontal AND vertical scrolling must both be on "none". This command will cause you to get stuck on the first screen, and layer 2 will just fall a bit. I really don't know what use this command would have.

There was a level in Kaizo World II that used this command. You had to run through spaces in rows of cement blocks before they crushed you. It was a pretty unique area.

So there's one use...
Exits

Exits are something very usefull when making a good level. If you wanna make a huge level, you'll defenetly need one of these. They're not hard to make. Also, theygive you the advantige of using 2 tilesets in one level. Or more! Depending one how many different exits you make. And you can come up with some nifty puzzle, too!
But remember: Pipes go with pipes and doors go with... nothing.
If you make an exit using pipes, remember to set the entrance of the destinated level to a pipe, it sorta doesn't make sense. Using pipes, Mario can carry someting and take it to the destinated level.

And doors are just more simple. Stand in front of the door and press A!
There are also different type of doors, which can be used from the Map16 access.
1 Tile high door: Only allows Small Mario to enter.
2 Tile High Door: Allows Small, Super, Caped and Fire Mario, but it doesn't allow big Mario riding Yoshi, although Small Mario riding Yoshi DOES enter.
3 Tile High Door: Allows Big/Small Mario enter, even if he rides Yoshi.

Secondary entrances allow you to enter a level in a different point other than the norma entrance, they work just like normal entrance settings in Lunar Magic.
They also contribute on making a good secret exit. :D
May I please ask some questions about these suggestions?

Originally posted by Blue Warrior
Nonlinearity

If there's only one way to progress through the level, then, chances are, the player's not going to care to visit again. Add various ways to complete your levels, whether it's grabbing Yoshi Wings to access a secret part of the level, making areas that can only be accessed by using a certain powerup (or none at all), or by simply adding an alternative path to the exit.

Also add nonlinearity to your overworld map as well! Make routes to alternate levels or add a switch palace. Giving your player various options on how to play the game is a surefire way of keeping him/her interested in playing.


What if one isn't focusing on replay value? I'm trying to make a hack that is long and fun... but that isn't necessarily going to be fun to play more than once. That's just what I'm focusing on with my hack. In addition to this, I myself have always preferred linear games to nonlinear ones, and since it's hard to create something fun when you can't enjoy it yourself... yeah. If replay value isn't a goal, is it still important to have nonlinearity?

Originally posted by Marche102
Assembly
Yes,there is a time when you'll have to learn it.ASM hacks, custom sprites,
and even custom blocks sometimes can really set apart your hack from others.Heck, look at Brutal Mario!
It's level design is average,but the ASM hacks and custom sprites make it worth playing.
However,DO NOT (I REPEAT, DO NOT) think that you can make Really,Really great ASM hacks(Like
Brutal Mario had) but have really,really sucky levels.(such as SMW:OMYGOSH demo by the guy that use's our savior's name in vain)
Find a balance.


Do you mean I should learn ASM myself and make my own blocks and sprites, or do you mean I should just make sure that I make good use of block tool and sprite tool to insert sprites that others have made?
I mean, I can and do use block tool and sprite tool, but as far as learning ASM... it's not that I don't want to learn it, but I don't have the time. Not if I want to continue getting good grades in school. And I find it hard to believe I'm the only one without the free time required to learn ASM.

It generally isn't a good idea to have the levels boring to go through a second time. Make each fun and varied enough so it's worth checking out again, whether it's for a secret exit, or just for fun.
Kind of like what switchblade said, but if you do "Change gfx in header", don't do something like a land level in a castle, or a switch palace in a forest, because it would look pretty odd, but, like in my hack, do something cool looking like a switch palace and castle sprite gfx. And, if you are planning to do what i told u not to, make some eye candy, make it look sweet.
Hi! I'm dead!
 
Originally posted by Supertails
whether it's for a secret exit, or just for fun.


Well, obviously you want levels to be fun to play, and obviously a level that's especially fun will be fun to play a second time. I was talking more about linearity.

*sigh* when you get down to it, I suppose all of the things I said about replay value was mostly and excuse to hide the true fact: I am unable to make hacks that aren't linear. I don't enjoy playing games that aren't linear, and therefor really can't make games that aren't linear.

I suppose I'm trying to ask weather anyone would play a linear hack. Is it essential? I mean, look at SMB1. It had some warp zones, but other then that...
Don't forget, on the overworld editor you can set a level so that at the start it has the midpoint passed. You could have it so that the first time you play a level, you start in one place, and after you beat it, you start in another.
Originally posted by Decimating DJ
Don't forget, on the overworld editor you can set a level so that at the start it has the midpoint passed. You could have it so that the first time you play a level, you start in one place, and after you beat it, you start in another.


That's a really cool idea - I've never thought about that before!



People will play linear hacks. Just make sure everything is at least very fun, and not very repititive. Many linear hacks just have the same thing over and over again. Make sure there is variety. However, I prefer nonlinear hacks, but i'm fine playing a liner one as long as its fun.

Experiment with Castles. Add an outdoor battlefield section or a lava puzzle room to keep it from being too linear and\or redundant.
Originally posted by Decimating DJ
Don't forget, on the overworld editor you can set a level so that at the start it has the midpoint passed. You could have it so that the first time you play a level, you start in one place, and after you beat it, you start in another.


Heh, that's in my hack. Great minds think alike or something.

(on topic)
Change the palettes, even when you're not using ExGFX.
On the topic of midway points...



Make sure you use them in your Hack! >_<

I HATE Restarting long levels from the beginning. I usually just quit playing if that happens more than once.

(I'm not a big fan of savestates)
--Make you hack have sense--
Do not make things that does look messy, like water tiles floating in the air.

--Check for Yoshi Coins--
Do not put more or less than 5, must be FIVE.

--Check Music--
Do not put for example the underground music in a forest or vice-versa.

--Put Few Bonuses--
Do not put to many bonuses in a level. If you have to put one, make it well hidden.

--Do not Abuse of Bonues--
Most times bonuses are a level plenty of coins and a few lifes. But do not fill it with 3up moons (and much less of 5up blocks!)

--Compare Level Name w/ Layout--
Compare if the Level's Name is like the level. It will be very stupid idea if you name an level of "Forest of Doom" and put an hearts BG and smile flowers at ground...

--Powerups? A Few too--
I've seen many people puting 5 Capes just for jump a little pit, and 10 Mushrooms for kill 3 Goombas. Do not abuse of powerups, put 3 or at max 4.
Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


--Check for Yoshi Coins--
Do not put more or less than 5, must be FIVE.



Why? I see some good hacks with less than 5...
Just back here to browse a bit.
Originally posted by Black Yoshi
--Check Music--
Do not put for example the underground music in a forest or vice-versa.


Why? that doesnt ALWAYS have to be the case. Look at Joshua's hack, The Treasure Hunt. He used the ghost music in a dry field, and the underground music in a level at night.
Originally posted by CondorTalon
Originally posted by Black Yoshi
--Check Music--
Do not put for example the underground music in a forest or vice-versa.


Why? that doesnt ALWAYS have to be the case. Look at Joshua's hack, The Treasure Hunt. He used the ghost music in a dry field, and the underground music in a level at night.

And back before my hard drive was wiped and I had a good hack going, I had the Underwater music for an autoscrolling night forest level. It fit very well, actually. ^_^

Here's a tip. Linear levels are nice, but it doesn't hurt to put a secret shortcut or whatever in a level. Look at Super Mario Land. I believe every level in that game, besides the autoscrolling ones, had at least one underground coin room. W3-2 even had an above-ground detour full of coins you could take if you were good.

A lot of my levels are linear, but I make sure to make my levels in a way that people will enjoy playing them over again.

And even in linear hacks, put a LITTLE bit of freeform in them somewhere. Even something as small as using the Switch Blocks to make it easier to get past a part if they're activated, is good. A hack can't be ALL one thing... Diversity is one of the best things you can give to a SMW hack.
It's me!!

High on life is the best high.
Creating/Eating Block - This is a sprite that you would place on a series of brown "used" blocks, with the creator on the right and the eater on the left. If you don't know what I'm talking about, remember Roy's Castle and Larry's Castle - both of these use them, and the paths are hardcoded based on whether you're on a submap or the main map. I rarely ever see these used, and most people haven't memorized tile-for-tile how the creating/eating blocks move. Now, it's okay to use the original levels as a reference so you don't make the blocks run into a dead end, but try not to make it look like an edit - change the graphics or the overall setting and where you put sprites, just as long as Mario isn't guaranteed to die because his train slides through a block that he can't go through. Remember, the Creating/Eating Block isn't tileset specific, and can be used with any setting. (By using the original as a reference, I don't mean edit the level. You can open a clean ROM or a ROM with that level unmodified in LM and have yours open in a separate window. Just don't save the other one if it's clean, since then it won't be clean anymore.)

Yoshi, continued - What's the cheapest part of Yoshi? Is it the jump insurance? The extra hit point you can get back just by chasing after it? Or is it because he has a ranged attack that defeats enemies? If you change 0000F50A to 00, you can stop him from sticking out his tongue, and if you change 0000F50F to 00, he won't make the sound anymore, either. If you absolutely want to nerf Yoshi to be able to use him more liberally and keep a level challenging, there's one thing you can do.

Coin Trains - For lack of a better term... <_< These are the boxes, that, when hit, start the POW music and spit out a train of coins going the direction that Mario looks until they've either reached a limit or hit an object. You can use these in conjunction with the blue POW to lead to secret exits or hidden bonuses to make a level more exciting. An example from the original is in the Valley Ghost House, where if you pull this off, it will let you go directly to the 7th castle without making you beat Valley of Bowser 3 and 4. In hacks, Return to Dinosaur Land makes great use of this in one of the Chocolate levels, where you must walk close to the coins and guide them with your eyes over hills to reach a pipe, then activate the POW and unlock the Yellow Switch Palace. Again, like with the Creating/Eating Block, not a lot of people seem to use these.

Well, that's all for now.

Just look above you...
If it's something that can be stopped, then just try to stop it!