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SMW DLCR: A Basic Collaboration >> ALL CLAIMS CLOSED
Forum Index - SMW Hacking - Works in Progress - SMW DLCR: A Basic Collaboration >> ALL CLAIMS CLOSED
Pages: « 114 15 16 17 1836 37 » Thread Closed
It's kaizo-based Yellow Switch Palace.
I think Kaizo is not the best idea for a hack like this. It should be more fit with the original game, maybe slightly harder.

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I've joined the SMW speedrunning community.
I mean... First room for yellow switch palace is kaizo-based, but the second room is easier
Which is still not how it should work in a hack like this.

e: claiming the big boo boss battle

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I've joined the SMW speedrunning community.
Link
Multiroom version of Chocolate Island 2.
There's a high chance that this is too hard, also the secret exit might be hard to get.

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Have you ever wanted to play ASMT on something better than ZSNES/Snes9x 1.51, or even on a real SNES?
oh and A2MT too
Tag (div) was not opened.
I would like to claim the Forest Ghost House. I need a break from my hack for a bit.

SMWC members who have helped make Ganymede the hack I want it to be
this is just a suggestion, but, assuming gbreeze hasn't made too much progress on the level so far, maybe we could make bowser's castle a collaborative effort and have different people each take a different sublevel. i think it would be more fun that way
@Super Maks 64, Mathos, ft029 Your levels look good and creative.
@Braixen Did you read my edited post on page 15?
@alexandrite I agree.
I already told zacmario this in PM, but I guess I'll post it in the thread as well. We could put a bottom overworld line with the level author's name, like how the VLDCs did. (For the full hack)
Okay, I will fix the yellow switch palace level @lukacspatrick
I support both alexandrite and lucaskpatrick's suggestions. For the latter, I can quickly provide an UberASMTool code to display the author name. All that's needed is for whoever is in charge to apply MarioFanGamer' OW Border ++ patch with its default settings.

Speaking of patches, I suggest for the hack to continue this way for now but apply the SA-1 patch for the final version when everything is done. This is because the original game, while supporting a certain number of sprites on-screen and displaying them correctly, still lags in certain situations (MONDO is the most common example, as its tides make everything slow down considerably in the vanilla ROM, whatever you do). Thus, I think that getting rid of this limit is only fair as long as the original sprite quantity limitations are kept.

Of course this is just a suggestion. :P
Yellow Switch Palace fix

I fixed my yellow switch palace level.
Yellow Switch Palace is much better now. I also agree with Mathos, applying the SA-1 pack would fix the possible slowdown at the end of Donut Plains 1.
But what's about Super Mario Advance version #w{:<}? There's no patches for SMA2, so how to display names here? Don't forget that zac wanted to port levels to SMA2, unless something is changed. IDK about lags on SMA2, maybe it have more power to run smoothly.

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Go and follow me in my basement for WIPs and just to talk about anything! Here.
Now it's better than ever!
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omg.. So many posts to reply too lol.
Expect alot of edits on this post as I go through it all. :p

I would support sa-1. It does throw a monkey wrench into using lui37's advanced rom as a base. ( though at one point they did say I can see the code.)
I was worried how to credit everyone, the uberasm code would be great. Not sure if how I can do this SMA2 but we can worrie about crossing that bridge later, I have to make sure all the levels will work correctly first anyway.
I don't think SMA2 suffers the lag that smw does, but I am not sure how many sprites it can handle. But the levels were designed without sa-1 in mind anyway, and I'll just port it using a stock rom, it should be straight forward.It never really is..
Unless Gbreeze says otherwise I am going to assume he has his claimed levels under control the only unclaimed level is bowsers back door. We can split that up if interested!

Thanks Mathos,braixen,ft029,supermak64 for pumping those levels right out.

Did I forget anybody or anything? Please let me know!

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NoALT



Captain Toad is returning to your SNES.
My first completed SMB 1 hack is finished.
Uncle Mario Bros.
no sa-1 cos then it cant b played on console and with something this kinda traditional dont you reckon that would be a pretty big Loss

also give me back door
heaven is other people
Originally posted by zacmario
I would support sa-1. It does throw a monkey wrench into using lui37's advanced rom as a base. ( though at one point they did say I can see the code.)

Originally posted by idol
no sa-1 cos then it cant b played on console and with something this kinda traditional dont you reckon that would be a pretty big Loss

That's merely a suggestion for the emulation-designed version of the hack ;P In all honesty I think it's safe to put in the final zip 3 patches (a SMA2 one and a SNES one without the patch, and a "PC" with the patch).

Also zacmario you've slightly messed up, I finished both STAR WORLD levels and MONDO but not OUTRAGEOUS ;P
Good points.. So yes we can definitely do all 3 versions. The normal version (fully hardware compaitable.) The sa-1 version for non hardware. The GBA version if it converts the way supposed too.

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NoALT



Captain Toad is returning to your SNES.
My first completed SMB 1 hack is finished.
Uncle Mario Bros.
Pages: « 114 15 16 17 1836 37 » Thread Closed
Forum Index - SMW Hacking - Works in Progress - SMW DLCR: A Basic Collaboration >> ALL CLAIMS CLOSED

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