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My untitled hack, code-named "werld" - World 5 now complete!
Forum Index - SMW Hacking - SMW Hack Discussion - Works in Progress - My untitled hack, code-named "werld" - World 5 now complete!
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LATEST UPDATE: All levels of world 5(Forest of Illusion) are done. The new patch has already been uploaded.

Exactly what it says: it's a hack that doesn't have a real title, though I have code-named it "werld" because that's what I called the hack's ROM file. This is only a personal project. I'm sharing this just for the sake of showing off; I don't currently plan on submitting it to the main hack repository. That said, I still want to show it off and get feedback.

Here's the patch.

The hack is open, so if you're curious you can open it up in LM and poke around. I don't mind. Please, play the hack before commenting about the quality. My screenshots only do so much, and I need all the feedback I can get.

Also, some screenshots:

See this post for more screens.

Also, before anyone asks: "Doops" are an inside joke. If you don't get it, ignore it.

Also: No more bricks! The brick from blocktool had lots of bugs in it (to name one, they didn't work when a P-switch was active), so I finally got around to replacing them all with turn blocks. (which also act like bricks thanks to the "'Perfect' Breakable Brick" patch).

Yes, I've just noticed there's a few tiny instances of cutoff in a few places. Argh, those corner tiles are a pain in the you-know-what sometimes. If you see cutoff or some other sin, just tell me where it is (preferably with a screenshot, or just give the level and screen number) and I'll have it fixed with the next patch update.
Last edited on 2012-03-13 03:12:55 PM by Bedelato.
One thing you should know...flashing blocks ARE ILLIGAL are not good to have in hacks, also the bullet bills on the first picture=evil.
Last edited on 2012-02-19 01:14:45 AM by 1-ups.
Originally posted by 1-ups
One thing you should know...flashing blocks ARE ILLIGAL are not good to have in hacks, also the bullet bills on the first picture=evil.
Yep, I was expecting something like that...

Those are instant kill blocks. You won't be seeing much of those, but when you see a flashing block, avoid it.

It's not a Kaizo hack, but I did throw in an evil surprise or two. Such as what you see in that first screenshot.

Also a warning: There is absolutely no way to get that 3-up moon.
Last edited on 2012-02-19 03:54:46 AM by Bedelato.
The level design is somewhat good, except in the first picture and third picture...

Flashing block: NO!
Wall of Bullet Bill: NO!
I played this hack, and it seems pretty nice, but there are a few errors to fix there.

Also, the first level - Kaizo traps in the start are a NO NO, but in kaizo hacks are acceptable.



Aw man, you're mean. #mlp{ts}



You can also change the turn block graphics in GFX00, if I'm not wrong.



Cutoff spotted.



Little weird to have floating platforms like this, but it's no matter.



Okay... the first path in this cave lead to flowers/feathers, the second has nothing, the third has munchers and the fourth has a 3-up moon? (Not shown on this screen)



Why did you put a kaizo trap right at the start of this castle?



It's a little weird to have the piranha plant on a slope.



As said above, it's also weird that you can touch the pipes from the bottom. If you want to keep those pipes, use the double ended pipes.



Cutoff again, also priority error.



A little bit of slowdown here.



You can pass above the brown blocks without need of a P-Switch.



Also, if you enter this door...



it leads me to a bonus room. #mlp{s}


Not trying to be a hack moderator, but, try to fix those errors (and those I didn't pointed out) and you're good to go.
Last edited on 2012-02-19 10:25:49 AM by Archie.
Originally posted by miguel21450
I played this hack, and it seems pretty nice, but there are a few errors to fix there.

Also, the first level - Kaizo traps in the start are a NO NO, but in kaizo hacks are acceptable.
So let me get this straight: The Bullet Bills in the first level are bad, but the Chargin' Chuck in the third level is OK? Talk about double standards #w{=(}
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Aw man, you're mean. #mlp{ts}
Well, you kinda have to go out of your way to fall for that one, and it's obvious anyway, so...

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You can also change the turn block graphics in GFX00, if I'm not wrong.
Yeah, I noticed that and other issues with blocktool's brick. Such as how you can't break them when the P-switch is active.
So I scrapped the bricks entirely after Donut Secret 1, and just used the turn block patch instead. Too lazy to go retroactive though #w{=(}.

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Cutoff spotted.
Good point.

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Little weird to have floating platforms like this, but it's no matter.
Eh.

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Okay... the first path in this cave lead to flowers/feathers, the second has nothing, the third has munchers and the fourth has a 3-up moon? (Not shown on this screen)
The risk makes it more exciting, in my opinion.
Also, in the second slot, the prize is the coins.

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Why did you put a kaizo trap right at the start of this castle?
Because it forces you to move. If you rush to the right and duck you can avoid the grinder and the Bullet Bill indefinitely. I can move the Thwomp if you like though.

I like the occasional trap just to keep the player on his or her toes. I consider traps OK as long as they're not impossibly hard to avoid and the average player has a chance of avoiding them.

Kaizo, on the other hand, is not for the average player.

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It's a little weird to have the piranha plant on a slope.

As said above, it's also weird that you can touch the pipes from the bottom. If you want to keep those pipes, use the double ended pipes.

Cutoff again, also priority error.

A little bit of slowdown here.
Points noted. Those corner tiles are easy to miss #w{=(}

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You can pass above the brown blocks without need of a P-Switch.

Also, if you enter this door... it leads me to a bonus room. #mlp{s}
Weird, it worked for me.
Just figured it out: The door's on a screen boundary. I noticed you're a little bit to the left of the door in that screenshot, so yeah.

So, lesson: Do not put doors, or other exit-enabled objects, on screen boundaries.

I'll fix some of these.

Things I've already done:
-Removed the Bullet Bills at the start of the first level.
-Fixed those two cut-off corner tiles.
-Fixed the P-switch puzzle in Donut Secret House. Moved the entire top corridor two blocks down, and added a ceiling. Moved the door one block to the right.

Things I will do:
-Move the Thwomp at the start of castle #2.

EDIT: The patch has been updated. The above changes have been implemented.
Last edited on 2012-02-19 02:21:10 PM by Bedelato.
So after learning some ASM and testing things out on a different ROM, I've decided to add the ObjecTool 0.4 patch to the hack. So far, I've found no problems (I've confirmed with a hex editor that no freespace clashes occured.) Now I'll be able to make custom objects, while also honing my ASM skills at the same time. Yay :-D

My first custom object is a normal object (object 0x2D) that places coins and blank tiles in a checkerboard pattern. It uses bit 0 of the extra byte ($58) to determine whether the top-left tile is a coin or a blank. Previously, to create such "staggered" coin formations, I had to use separate objects for each coin, which would take 3 bytes per coin. Now I can do the same using only 5 bytes for a single rectangle's worth of this pattern!

Only caveat is it doesn't use item memory, so it'll always reappear upon re-entering the area. But who cares about that stuff anyway? :-P

So here's the Lunar Magic render of my work-in-progress level 10A (Vanilla Dome 3):


That block of garbage is my new staggered-coins object (it looks weird in LM because its object parsing is hardcoded. To correctly parse custom objects it'd have to be a SNES emulator itself.) Here's what it looks like in-game:



So I won't be using ObjecTool that much; I'm trying to stay on the more vanilla side of things. But I decided to use it for two reasons: first, as a way to practice ASM hacking, and second, to simplify common patterns like my "staggered coins" example.
Last edited on 2012-02-23 06:27:10 PM by Bedelato.
You need to get a lot of improvements done on the sprites and graphics if you want your hack accepted. If this is meant to be a Kaizo level, only some sprites need attention.
Originally posted by Detroit Lions Deity
You need to get a lot of improvements done on the sprites and graphics if you want your hack accepted. If this is meant to be a Kaizo level, only some sprites need attention.

Can you elaborate?
Last edited on 2012-02-24 02:05:12 AM by Bedelato.
Say if you're trying to make a non-Kaizo level. For examples, you need to remove the flashing blocks that should always belong to a Kaizo level, and NEVER add entrance warps into Room 000. Got the picture?
Originally posted by Detroit Lions Deity
Say if you're trying to make a non-Kaizo level. For examples, you need to remove the flashing blocks that should always belong to a Kaizo level, and NEVER add entrance warps into Room 000. Got the picture?


The flashing instant-kill blocks will remain as a gameplay mechanic, no matter what anyone says. If that's a deal breaker for getting on the hacks list, then fine, this is a personal project anyway.

I will, however, stress that use of flashing blocks will be kept at a minimum. Most likely you'll only see them once or twice in a single stage.

Now if you have a problem with a specific part of the game, let me know. Look at what miguel21450 did; that's an example of the kind of feedback I like: clear, specific criticism that shows me exactly where the problem area is. Not broad complaints like "remove the flashing blocks".

And more importantly, what's this about an undefined exit? I thought I got all those! Which level is it in?
Last edited on 2012-02-25 02:00:39 AM by Bedelato.
So, I figured it's time I added some more screens to this thing, just to show you guys how much has been done since I first started this.


The new Soda Lake. It's still an underwater level and it still stars Torpedo Ted, but the similarities end there.


Battling Lemmy in his new underground room.


The new Vanilla Secret 1, now a horizontal layer 2 level. Yes, that lava goes up and down.


The new Cookie Mountain, showing off an interesting glitch! Apparently, this happens if Yoshi eats an enemy and a berry at the same time.
Based on the screenshots, I think it does look nice. Also, that berry glitch is already well known.
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Also, that berry glitch is already well known.

Haven't seen it documented anywhere else, and I thought it'd make for an interesting screenshot regardless, so yeah.

Here's some more screens:


That's actually two chainsaw sprites.


Forest of Illusion 1 (level 0x11E) is the last level I've actually completed so far.
There's something else here too. Good luck figuring that one out. (hint: it involves that big tree trunk.)
I should probably also mention that I am not planning on making a new overworld. This is going to be a level hack.
Originally posted by Bedelato
I should probably also mention that I am not planning on making a new overworld. This is going to be a level hack.

In that case, I think there's a patch in the patches section that gets rid of the overworld, I'm not quite sure.
Originally posted by Magnum Mario X
Originally posted by Bedelato
I should probably also mention that I am not planning on making a new overworld. This is going to be a level hack.

In that case, I think there's a patch in the patches section that gets rid of the overworld, I'm not quite sure.


No thanks. I have seen the patch you're talking about, but that isn't my plan. Besides, I'd rather avoid bringing in any new patches at this point.

I will be changing text around. Message boxes will definitely be changed, cutscene text will probably also get edited, and I might be renaming levels at some point. No guarantees though.
Last edited on 2012-03-13 03:11:15 PM by Bedelato.
The addition of a custom overworld/using the overworld removal patch would make the whole hack feel tonnes more professional, and without doubt increases the chances for this to be accepted - just my two cents but eh.
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