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Tip: Fix any errors you see before releasing any demos; "I'll fix it later" isn't a good excuse.
Bowser's Time Machine (Update: 3/30/11)
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EDIT: Due to finding more efficient ways to do certain things, I'm porting over to a new ROM, and I'm also making new levels, since I'm more experienced with this kind of stuff now, hopefully the hack will be much more fun this time around!

Here's a vid of the latest complete level! Sorry about the quality. You can see it here, on my Youtube, and my latest post:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/1Tr84MkJMLg?hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/1Tr84MkJMLg?hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


Here's some snapshots!



Alright! The sprites are starting to get edited!



Where could this door lead?



Alright! Underground segment!



Lets climb the vine!



Shy Guys, bridges, and plumbers! Oh My!



What could Birdo be hiding?



My, my, won't this be useful!



Let's go back and see where the door leads!



...OH COME ON! MOUSER ALREADY?! ...well TECHNICALLY, it is mini world 2... so I guess it's actually further in the game then in the Original SMB2...but still...



I actually accidently took this screenshot, but its a pretty nice in-action screenshot for an accident, so nice, I may just use this as one of the screenshots for when I officially post the hack.



Hail! HAIL! The witch is dead! ...or at least, the giant mouse that makes you wonder if the game designers were high is dead...

Plus, if you want to play a demo, here's a download link. Please note that this demo is outdated and all the (very minor) glitches (at least, the ones that have been pointed out) have been fixed now.
Last edited on 2011-03-30 09:16:31 PM by DarkBones.
Sounds like a very nice idea for a hack. It looks pretty nice, too. On your overworld, however, you should make it so the level tiles aren't revealed from the start. I know you're probably pretty new, so you should check out that part of LM's help file.

Anyway, welcome to SMWC. For a first hack, this looks really good, and I'm glad to see that. I hope you enjoy your stay here on the site and that you succeed in SMW hacking!
Actually, I know about events and hidden levels. I just have them revealed for the sake of beta testing, i'm surprised that I got a reply so fast! Thanks for giving your opinion!

Edit: Wait...Lunar Magic has a help file? Since when did that happen?! I learned all I know from Youtube tutorials and the F.A.Q.! Well, I guess since I learned before I signed up, I never bothered to check...
Last edited on 2011-02-01 07:53:35 PM by DarkBones.
Since mario still looks the same on the OW I'm guessing your using the mario exgfx patch? well any way, this seems pretty cool!
Alright, where do I start?

1st screenshot: Nothing new except for the letters. Don't understand why the word Mario is different; I'm assuming you used those tiles because you could.

2nd screenshot: The bridge isn't using a good palette. Now, since Yoshi's Island doesn't come with a palette for the bridge by default, you'll either have to make one yourself, or copy the colors from the Main Overworld. The bottom right tile of your bridge looks different for whatever reason (is it using a different palette?) so fix that. Also, that trough-like thing is cutting too close to the level tiles on the right. If you're going to put pathways under them, you won't have room unless you move the tiles, or push back the water. Oh, and try to see if you can make some 8-bit overworld graphics, for the purpose of consistency.

3rd screenshot: Not too bad. The only "issues" that can be fixed is the outline of the clouds (should be black) and the color of the background, which is a darker shade of blue.

4th screenshot: This one is probably the worse. The background and cloud outline from the last screen show up again here, the prize block and ground tiles' palettes aren't like the ones in the game, and look pretty weird as-is, and the block formation that you're alluding to doesn't match up with the one in SMB. Now, I don't know how exact you were trying to be, but the blocks look like this:



5th screenshot: Nothing wrong except for the prize blocks again.

P.S. - You're not the first person to remake 1-2. A full remake of the game can be found on this site.
Dang, I wish I knew about the cloud thing, I just followed the ripped sprites from Spriters Resource. Nothing a little YY-CHR can't fix. Same thing with the background, the level palettes will probably be the next thing I work on, before making any more. I knew about the item box issue. That's probably because I used the SMW item box palette. I REALLY need to switch it to an unused one. Thanks for telling me what to fix, better now than after I already got done with World 1! I'll try to post a snapshot or something after I fix the palettes and make a new level, no sense in wasting everyone's time and posting palette changes...

Edit: Opened up the cloud's ExGFX file, and its not the cloud, its the palette in Lunar Magic that I picked, I must have changed something. I'll just change it to an unused color and change it in Lunar Magic.

Edit 2: Okay, so far I fixed everything but the prize boxes and the bridge issue. Well I guess you could count the bridge as "fixed", because when I changed the bridges palette, the hills changed. I guess they're just incompatible without some ExGFX. Oh well, I just had to remove it.

Edit 3: Block issue fixed! Well, sort of, the palette isn't animated, but at least it's close enough to not be weird.

Edit 4: Just so you know, the graphics will be changed, the Overworld is the last thing that will be changed.
Last edited on 2011-01-21 09:02:00 AM by DarkBones.
You know, I have plans to do something like this in my hack... use the Mario ExGFX patch and use old-timey SMB1 graphics for a level. I didn't get the idea from this, so don't worry. I had it planned for a long time.
Yeah, I had that idea planned long ago too! But then I found out Mario doesn't have ExGFX normally. This idea was almost scrapped until I found the Mario ExGFX. I'm planning on Mario having different graphics on a per level basis. Like SMB1 Mario in areas with SMB1 ExGFX, then maybe a caveman Mario in a Stone Age themed level. Oops! 2nd World spoilers!

Edit: Sorry if I sounded sarcastic or something. I really meant it. It is a pretty good idea after all, and I don't mind if you use the same gimmick. Even if people think my hack is a rip-off or something, I'll keep making it anyway. I have plenty of other ideas for hacks, this is just the idea I wanted to go with.
Last edited on 2011-01-23 02:03:43 PM by DarkBones.
Okay, whos ready for some new screenshots?











Notice anything different about the title screen? Yep, thats right! I've changed the actual level, and I even recorded new moves!

Edit: I have a video uploaded, and I figured out how to record in MUCH better quality, I have to use SNES9x, because I haven't figured out how to record in ZSNES yet.



This is the new overworld! This isn't the final, though. Those pipes aren't actually pipes, they're the new bonus levels! Comments and feedback are appreciated!
Last edited on 2011-01-29 06:04:49 PM by DarkBones.
Alright then.

First of all, the overworld. Consider using the SMB Deluxe overworld graphics instead of the default ones.
Second of all, the goal can be replicated with these patches. If I'm correct this tool will allow you to place a tile above Mario while he's crouching, but if I'm wrong you can use this patch instead.
Thanks a lot! I considered using the Player Tilemap editor, but was worried that I would mess something up, but...since I don't think I'll use the cape...eh...I guess its worth the risk! For the overworld, I was actually going to use SMB3 overworld graphics, because there is levels based on SMB1, 2, and 3. If you think it would look better, I think i'll check those graphics out, and see if the style fits better.

Edit: Darn, the tilemap editor uses AllGFX.bin, which means it's incompatible with Mario ExGFX. Oh well, I can still fix the other stuff!

Edit 2: Ooooooohhhhh...yeah, I just found out that SMB Deluxe is a gameboy game, and not a hack, i'll probably use those graphics instead. Luckily, I know how to use OW ExGFX!
Last edited on 2011-02-03 09:53:10 PM by DarkBones.
For those who care, I'm fixing the OW events and other things before I release a demo. I'll upload it soon to my flie bin. For those who saw the video, the Bowser boss has been added, and i'm trying to fix the flag thing. When it's fixed and the OW has SMB3 ExGFX, i'll release a demo. I hope you'll enjoy the demo!

EDIT: Aaargh! For some reason the flag just won't work. It makes all the blocks go funky! I may wind up having to scrap this hack and start another.

EDIT 2: Well, until someone finds a way to fix the flag, I guess I'll just have to halt progress on this hack. Sorry #w{:s} . In case anyone knows a way to fix it, heres the patches I'm using:
MarioExGFX, Perfect breakable bricks, SMB3 Koopas, powerdown (not the SMB3 powerdown, just the one that makes Mario go from Fire to Big when hit when he has a fire flower, and only drops the item when Mario is small.) I hope I can get this fixed...
Last edited on 2011-01-26 06:00:04 PM by DarkBones.
You did set freespace, right?
Originally posted by Blaze.128
You did set freespace, right?

Yeah, I set freespace, maybe I set it to a bad address or something. I'll check the asm file.
Edit: I'm starting to think its not the freespace, does anyone know what the freeram is for?
Last edited on 2011-01-27 07:46:24 AM by DarkBones.
So this game will be like, The mushroom kingdom meltdown/The Mario Generation level from vip5? I see that it looks like you are using the patch for more than one ExGFX for Mario.
Originally posted by Courptendo
So this game will be like, The mushroom kingdom meltdown/The Mario Generation level from vip5? I see that it looks like you are using the patch for more than one ExGFX for Mario.


Well, I never have heard of vip5...so I hope thats a compliment. Yeah, I'm using the patch for more than one Mario GFX file, you have to admit any idea that could come from that would most likely be cool. I've seen a few videos of MKM and it looks really cool, but I would have to say my biggest inspiration, (and the reason I started hacking) is because I saw some videos on youtube about YoshiCookieZeus' "A Cookie Crisis". That has got to be one of the 3 coolest hacks i've seen. Yep, right up with SMWC Production and SOT7GS... so yeah thats also the reason i'm currently trying to learn ASM. Maybe we'll even see a few custom sprites/blocks in here somewhere, which would be REALLY good for a first hack. ...i'm rambling on and on again...aren't I?
Offtopic: VIP Mario 5 is the name of it. You should play it sometime...

Ontopic: When you do learn ASM, youll be good at it. It will make your hack more superb! Maybe with yhat, you can fix the flag glitch :).
Originally posted by Ooroo
Offtopic: VIP Mario 5 is the name of it. You should play it sometime...

Ontopic: When you do learn ASM, youll be good at it. It will make your hack more superb! Maybe with yhat, you can fix the flag glitch :).


Actually, I can already make extremely basic blocks, but no sprites yet. I'm considering making a puzzle somewhere with on-off switches. I doubt i'll be able to fix the flag, because I don't know enough about where different stuff is kept in memory yet, so I don't know how to fix the block glitch ...unless... I'm starting to think that the "freeram" or whatever (not freespace, I know what that is) might be the same for more than one of the patches, I need to check...

EDIT: I'm pretty sure I said was was applied like three times, but here it is again:
Originally posted by DarkBones
Well, until someone finds a way to fix the flag, I guess I'll just have to halt progress on this hack. Sorry. In case anyone knows a way to fix it, heres the patches I'm using:
MarioExGFX, Perfect breakable bricks, SMB3 Koopas, powerdown (not the SMB3 powerdown, just the one that makes Mario go from Fire to Big when hit when he has a fire flower, and only drops the item when Mario is small.) I hope I can get this fixed...
Last edited on 2011-01-28 11:44:38 AM by DarkBones.
You should definitely check that out.

Through, if I may ask, what is applied to your rom at the moment?
I FIXED THE FLAGPOLE GLITCH! Here's how I did. You know when I said repeatedly that the freespace wasn't the problem:
Originally posted by DarkBones
Yeah, I set freespace, maybe I set it to a bad address or something. I'll check the asm file.
Edit: I'm starting to think its not the freespace, does anyone know what the freeram is for?

Originally posted by DarkBones
I'm starting to think that the "freeram" or whatever (not freespace, I know what that is) might be the same for more than one of the patches, I need to check...

Just my luck...guess EXACTLY what the problem was, come on, just a wild guess. THAT'S RIGHT! I accidently set the freespace to the PC ADDRESS instead of the LOROM ADDRESS! Oh well, we all make mistakes! Now I can work on cranking out a demo!
Pages: « 1 2 »
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