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Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex-editing. See 286DB-286E2 in the ROM map.
Super Mario TKO -- DEMO 1 RELEASED!
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Originally posted by pieguy1372
This looks very nice. The level design is excellent, and the ideas have a lot of potential, especially the monuments and the Toad house save huts. I especially like the ideas of Ivies and scarred Thwomps.

One thing that really stands about this hack, though, is the custom music! To put it simply, it's excellent. :D

I'm really looking forward to this, keep up the good work. :D


Just to let you all know, I second that. :)
I don't like the YI graphics in Lakitu Lawn. I liked the old ones, but I'm not making this hack, so do whatever :P
Any news on this?
We're both busy with some stuff. We have a few things to finish before we're done with world 2. If anything develops, I'll post about it. And once we finish world 2 I'll try to upload a demo.
Right now I can say we'd be making a lot more progress if addmusic was working the way I wanted it to. >:(
What seems to be the problem? I've still been following this hack for the most part and I am 99% likely able to help you out if you need it.
I've actually been dying to hear more progress on this project, so anything you can do SNN would be great. I was worried that this had maybe been postponed indefinitely.
Whoa uber bump!

This is one of the hacks that I'm following and are looking forward to. And with all those hacks on the "too bad this tool messed it up" list, I hope that it can get fixed before your hack explodes. :O
Originally posted by Abominable Snowman
What seems to be the problem? I've still been following this hack for the most part and I am 99% likely able to help you out if you need it.


Well, as I posted in the music help thread, I'm still having the infinite p-switch and star music problem even with the new "fixed" versions and even if I start with a fresh SMW rom and do everything from scratch. The new versions are just as problematic.

Xgor told me a workaround that I'm just about to try, but I'd have thought it would be fixed without my having to hex edit.

Anyway, the English version doesn't work for me, but I've been using the Japanese version all this time anyway so that's fine. I downloaded the new Japanese addmusic, but still having that awful bug no matter what I do. Just wondering how exactly this bug is fixed and if there's some sort of specific method you have to use to prevent it from happening.
Last edited on 2007-12-20 12:27:39 PM by Heisanevilgenius.
Heisanevilgenious:The only way to fix the glitch without using an updated addmusic is using the hex edit. I forgot how to, but its not hard. SNN would know the offset for it.
Originally posted by Mior
If you want to fix a ROM already added custom music, open the ROM by hex editor. Next, search "1A 09 20 8D FB 1D 9C DA 0D 6B" and change to "1A 09 20 8D FB 1D 8D DA 0D 6B".


Also, I highly recommend using Aiyo's "Add Music Made Easy" program.
Originally posted by andy_k_250
Originally posted by Mior
If you want to fix a ROM already added custom music, open the ROM by hex editor. Next, search "1A 09 20 8D FB 1D 9C DA 0D 6B" and change to "1A 09 20 8D FB 1D 8D DA 0D 6B".


Also, I highly recommend using Aiyo's "Add Music Made Easy" program.

well....i said that to him already yesterday and itīs fixed now!
BTW Heisanevilgenius when can we exept a demo?
World 1 is "done."

World 2 needs two levels, possibly three, and to have two levels finished, although both are near completion. I'm thinking of removing one level from this world.

Expect a demo when world 2 is done. We'll post any significant changes soon.
I wish I could say for sure. Dispari and I are quite perfectionist about this (she's more so than me) so we like to know that everything is in working order before we go spreading it around.

Currently we're mostly done world 1 and world 2 is somewhere between half and mostly done. I still have some more music to come up with and there are a few design flaws in my levels (Level design is Dispari's talent) and just a lot of very minor stuff needs to be done.

We'll try to keep everyone updated.
Well, I hate to continue begging for help, but there's something we still need which we haven't been able to get any help with yet. Without it the demo will be kind of stupid due to the end-level glitches.

We need a custom block (or sprite) which ends the level by freezing Mario and rolling the score, with no fade-out. Basically it should act just like an exit in a vertical level. If anyone's capable of doing this... please let us know.
maybe put a block where mario is supposed to go, that way he doesnt move.
It's not that simple. We have a level or two where the exit is on the left side of the level. Plus, Mario would still jog in place. And the main problem isn't that, but the fade-out looking awful and bugged.
Doesn't a secret ball do that? I thought I saw a custom sprite that activated the normal exit like a ? Ball.
It is about the goal point question sphere. When in vertical levels, it freezes everything, no fade out and stuff. She wanted to use that effect in horizontal levels. I made a block for it with some help with someone else. The block is already completed, and it already got PM'ed to Dispari Scuro. Just make sure that there are no sprites in the screen, or else they will fall through the ground, thus look weird. I tried to put a "lock sprites" routine, but didnt work. But yeah, the problem is solved.

Also, the hack looks very neat, and I am looking forward for more updates!
I'm worried about the falling sprite thing. Many of our levels are already completed, and I'm not too sure about adding an extra level screen just for the block. We had considered doing this before to sort of standardize things, but it's a big step. Also, if I'm going to blow an extra screen for all the exits, I could just as easily make them vertical levels.

In any case, I'll play with the block and see what happens.
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