Yo!
I usually keep my projects secret from smwcentral and only post for C3, but I wanted to change.
Personal history of this hack (who cares?)
So, remember Stellar Adventure? Of course you don't.
I started this romhack on 2009 or so, I even made a thread about it for C3 (all images are dead lol). So why did I stop? Well, I lost motivation and soon after I lost the game! Or rather, the game and all the files were deleted since the USB key I stored them in died. So everything was lost.
Or were they? October 2017, by looking in an old folder on my PC, I found a backup! But! Just a single .smc file, and not even the latest version. But that was enough for me to get motivated and finish the darn game because why not? I finished test.smc, might as well finish all my other unfinished projects.
I wish I found a rom of my other project that was 85% finished but of well.
Anyway, with only the rom, external resources were lost, and I had to port everything to a new ROM anyway since editing it with newer version of LM crashed the game.
But most of the thing used were common stuffs easily found on smwcentral so I quickly inserted them back, except music because the game had old addmusic4.04 musics, so I changed them to good AddmusicK musics, and now with 8bit sound.
Huh? 8-bit you said? (more boring text)
This is a 8-bit style hack. Why? Because:
-It's easier to edit SMW in making it look like a 8-bit game than editing a real 8-bit game. I'm too used to lunar magic anyway, most editors of 8-bit games are bad and hard to use.
-It's kinda original to play a 8-bit SNES game.
-I liked the Kid Adventure romhacks, and I know the creator. Sort of an homage I guess?
-8bit graphics are easier to rip/make. Yup!
So this game use 8-bit graphics, mostly ripped from NES/GB games.
It also use 8-bit style music now with samples (that wasn't possible or not as easy to do back then). For coherence, to not have the death music glitch and because I want to, all musics use the same list of custom 8-bit instrument. Most comes from that Tornado 8-bit pack but some are other custom musics that I changed the instrument to makes them 8-bit. The result is good I guess?
May change sound effects too to be 8-bit but later (when/if I learn how to).
PS: Actually it's 8-bit inspired style. Not true 8-bit. I don't care if the colors are not accurate to the NES palette. Saying that here so I don't have people complain about authenticity lol.
Character and gameplay bits (yawn)
The character is my waifu OC donutsteel. Jk, it's an "original character" (graphics aren't original, they are modified from a GB game), and of course a new story. But don't except something amazing, it will be very simple (maybe even non-existent and mentioned only in the game manual like old games did). I don't even know exactly what kind of story to make (the story will change compared to the original 2009 version because it sucked), so yeah if you play romhacks for the story I laugh at you.
The character is called Stella, and the game is called Stellar Adventure. Actually that's how it originally was, but until the game is released there's the possibility I change the name or character.
It's not Mario so her abilities are different. Most abilities are removed and lot of buttons are unused, but it's so you can play the game with a NES controller if you want. No spinjump, L/R scroll, flower/cape, can't even duck. Stella also jump less high. But she's faster (doesn't run but walking speed is faster). But removing all this without anything in return would be bad, and she need something to make her a bit unique. So she can kick. Pressing B will make her do a kick. Stronger than jumping on enemies, but during the duration of the kick you can't do anything and Stella will move depending on her prior momentum. You can also kick while being still, and Stella will move very lightly forward (actually that was needed to make it work).
About the game (you lost it)
Level that were originally made in 2009 were not changed or only slightly.
This will be a old school arcade style game, that means you have to play the game from start to end. No saving in between to keep your progress and continue later. If you game over, you have to start again from the beginning. So collecting lives on your way can be crucial.
The game will have around 10 levels of reasonable length. The difficulty is also medium, so experimented players can easily complete the game in one try.
There is also warpzones hidden in multiple levels that allow you to skip levels, so if you game over you can quickly go back to where you lost.
There may be something special once you complete the game.
Also the game has SMB1 scrolling, you can't go back yo! But no timer. In fact status bar will only have health points and lives.
The screenshots/videos (what most of you will only look at)
https://www.youtube.com/watch?v=3rjhxr6ugdg
A video made shortly after I recovered the game. This video is outdated as it use the original physics, as they were changed later (but are similar).
It show a level made in 2009. The only change was the aquatic mine now explode when close, instead of simply chasing you and being easy to avoid.
Music is an example of a custom music I used and changed to use 8-bit sample. I may edit this music later, the intro could be better.
Screenshot of Stella kicking an enemy. Most often jumping is better, and game can be completed without kicking (laugh). But it's an option.
These screenshots are WIP made at different time, ignore the status bar being different. This screenshot is from the original 2009 version.
Some sort of central.
That's all for now.
I also have another solo project I'm working on, but won't post about it now until it's more advanced, and because I spend all my time on Stellar so it doesn't progress. When Stellar is done and I continue to update it I may make a thread about it too.
Butt.
I usually keep my projects secret from smwcentral and only post for C3, but I wanted to change.
Personal history of this hack (who cares?)
So, remember Stellar Adventure? Of course you don't.
I started this romhack on 2009 or so, I even made a thread about it for C3 (all images are dead lol). So why did I stop? Well, I lost motivation and soon after I lost the game! Or rather, the game and all the files were deleted since the USB key I stored them in died. So everything was lost.
Or were they? October 2017, by looking in an old folder on my PC, I found a backup! But! Just a single .smc file, and not even the latest version. But that was enough for me to get motivated and finish the darn game because why not? I finished test.smc, might as well finish all my other unfinished projects.
I wish I found a rom of my other project that was 85% finished but of well.
Anyway, with only the rom, external resources were lost, and I had to port everything to a new ROM anyway since editing it with newer version of LM crashed the game.
But most of the thing used were common stuffs easily found on smwcentral so I quickly inserted them back, except music because the game had old addmusic4.04 musics, so I changed them to good AddmusicK musics, and now with 8bit sound.
Huh? 8-bit you said? (more boring text)
This is a 8-bit style hack. Why? Because:
-It's easier to edit SMW in making it look like a 8-bit game than editing a real 8-bit game. I'm too used to lunar magic anyway, most editors of 8-bit games are bad and hard to use.
-It's kinda original to play a 8-bit SNES game.
-I liked the Kid Adventure romhacks, and I know the creator. Sort of an homage I guess?
-8bit graphics are easier to rip/make. Yup!
So this game use 8-bit graphics, mostly ripped from NES/GB games.
It also use 8-bit style music now with samples (that wasn't possible or not as easy to do back then). For coherence, to not have the death music glitch and because I want to, all musics use the same list of custom 8-bit instrument. Most comes from that Tornado 8-bit pack but some are other custom musics that I changed the instrument to makes them 8-bit. The result is good I guess?
May change sound effects too to be 8-bit but later (when/if I learn how to).
PS: Actually it's 8-bit inspired style. Not true 8-bit. I don't care if the colors are not accurate to the NES palette. Saying that here so I don't have people complain about authenticity lol.
Character and gameplay bits (yawn)
The character is my waifu OC donutsteel. Jk, it's an "original character" (graphics aren't original, they are modified from a GB game), and of course a new story. But don't except something amazing, it will be very simple (maybe even non-existent and mentioned only in the game manual like old games did). I don't even know exactly what kind of story to make (the story will change compared to the original 2009 version because it sucked), so yeah if you play romhacks for the story I laugh at you.
The character is called Stella, and the game is called Stellar Adventure. Actually that's how it originally was, but until the game is released there's the possibility I change the name or character.
It's not Mario so her abilities are different. Most abilities are removed and lot of buttons are unused, but it's so you can play the game with a NES controller if you want. No spinjump, L/R scroll, flower/cape, can't even duck. Stella also jump less high. But she's faster (doesn't run but walking speed is faster). But removing all this without anything in return would be bad, and she need something to make her a bit unique. So she can kick. Pressing B will make her do a kick. Stronger than jumping on enemies, but during the duration of the kick you can't do anything and Stella will move depending on her prior momentum. You can also kick while being still, and Stella will move very lightly forward (actually that was needed to make it work).
About the game (you lost it)
Level that were originally made in 2009 were not changed or only slightly.
This will be a old school arcade style game, that means you have to play the game from start to end. No saving in between to keep your progress and continue later. If you game over, you have to start again from the beginning. So collecting lives on your way can be crucial.
The game will have around 10 levels of reasonable length. The difficulty is also medium, so experimented players can easily complete the game in one try.
There is also warpzones hidden in multiple levels that allow you to skip levels, so if you game over you can quickly go back to where you lost.
There may be something special once you complete the game.
Also the game has SMB1 scrolling, you can't go back yo! But no timer. In fact status bar will only have health points and lives.
The screenshots/videos (what most of you will only look at)
https://www.youtube.com/watch?v=3rjhxr6ugdg
A video made shortly after I recovered the game. This video is outdated as it use the original physics, as they were changed later (but are similar).
It show a level made in 2009. The only change was the aquatic mine now explode when close, instead of simply chasing you and being easy to avoid.
Music is an example of a custom music I used and changed to use 8-bit sample. I may edit this music later, the intro could be better.
Screenshot of Stella kicking an enemy. Most often jumping is better, and game can be completed without kicking (laugh). But it's an option.
These screenshots are WIP made at different time, ignore the status bar being different. This screenshot is from the original 2009 version.
Some sort of central.
That's all for now.
I also have another solo project I'm working on, but won't post about it now until it's more advanced, and because I spend all my time on Stellar so it doesn't progress. When Stellar is done and I continue to update it I may make a thread about it too.
Butt.