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Posts by Sonikku

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I handmade this trying to make a forest BG, but failed, so I made clouds instead. It reminds me of Cave Story's Balcony BG, which is funny because I had no intention of making it look like that.


Also am I the only one getting the CPanel page every time I go to the forum main page here..?



It's in GFX20.bin, the same file that the actual Rex is in. In YY-CHR, the tiles for the completely squished tile for Rex are 22 and 32. In Lunar Magic's 8x8 tile editor, they tiles are 3A2 and 3B2.



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Lately I've been lagging really badly on the progress of SSW. I'm probably on a hacking block. I have about 4 levels I should finish up, if I do, I'll have almost enough for a demo.



Originally posted by Broozer
@Sonikku: I'll have to agree with X-King on your level design - that's the only thing I actually dislike on your hacks - your levels are generally too small, IMO. I'm not saying that you should give up, I just think it would be cool if you make them longer. The rest, as X-King said, is pure win - you are definitely one of the most talented guys around here, in my opinion. Also, I realized that you removed the points counter... how did you do that? I wanted to do something similar for my hack too, and if you would be willing to let me know, I would be thankful. You don't need to do it if you don't want, though.

I've never been good at long levels, the reason is that I generally lose interest in the level about half way through, so I cut them in half. I could try to expand the remaining levels, add more stuff and such. I'm thinking of adding other routes through the levels, but I'd need to add extra coding to certain blocks, like the silver coins, so I'm trying to do something like what the Yoshi coins do, appearing once and only once per level.

And the points counter was removed using a hex edit.

I changed 16 bytes to 00 at $12F78 (Score added from score sprites, divided by 10 (low byte)). It was an experiment, and it apparently worked. Although, you need to remap the score sprites to a blank tile. I personally used tile 0C, which is what I used for all of the things I needed blanked out. If you're using the original SMW Koopas, you could remap the score sprites to 8x8 tile 83, which is the blank tile of the right part of the Koopa's head. I also remapped all of Mario's 8x8 tiles (Hands when running, etc.) to tile 0C as well. This works for me because I seem to have this problem that I can't stand large lots of blank space in my graphics. I always have to fill them with something.



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I am working on a simple boss at the moment. It's a WIP at the moment but I have a couple things I was to implement;
*Invincible Timer (After it gets hit)
*Run faster on low HP

It's really easy to beat at the moment, but hopefully that will change soon.



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Here's a basic idea for a bonus room, it's easy right now, but that will change after I do a few more things. The actual concept of Rocket Sonikku spawned from a conversation I had with some friends on MSN ages ago - before I joined SMWCentral. I and some friends were talking about SSW during its early stages, and someone said like "Sonikku should light himself on fire for a cape replacement" or something, and I got exited to see how it would work out. Ever since that conversation the Sonikku character has had the special ability to light himself on fire.


I have to say, that with my little ASM knowledge, it's taken me to all new places with hacking. I've almost canceled the entire hack several times, so I'm surprised I've even gotten so far as to attempt learning ASM.





I modified it some more. The difference from the video is that it now has new graphics, a background, and some other gimmicks to make it awesome. I modified Davros' coin sprite to fall through objects, and to increase something other than the Coin or Silver Coin counters. Once you get 25 coins, it ends the level, and gives the player a 1up.


The thing on the chain is part of Layer 2, it goes back and forth, either you can have a nice ride, or you can try to avoid it to gain coins faster.

..Although, I still need to do some things to remove something;


I've removed all of the text.. But for some reason, I can't get rid of that zero near the middle of the screen. It's the score counter at the end of the stage, but I just don't know how to remove it, I was thinking of hiding all of layer 3 at the end of the stage, if I am unable to hide the zero.





Here's part of a new level I was thinking of making for the passed couple days. Notice the 3 pipes in the screenshot? The bottom one leads to the top left one, and the top right one leads to the bottom one. You have to carry the springboard back to before the first pipe where there's a hole at the top of the screen, if you jump into it, it leads to the passage where that blue brick is, which leads to other parts of the level. There will be 2 passages that both lead to the boss room. The only way to reach it is, like most other hidden passages, is by getting all 5 silver coins in the stage, and breaking the green brick, spending the 5 coins you've collected.



Because I used the Bonus Star RAM address, the silver coins carry over from level to level, so you can spend them whenever. There are other methods of spending the silver coins, however. There are special springboard that you can spend a certain amount of silver coins on, which shatter upon launching.



I'm in a bit of confusion at the moment, so I need a bit of help. I made collectible block, but the problem is that they reappear, allowing the player to collect an infinite amount of them. What would I do to go about making them disappear if it was collected already?



I found this post on Acmlm;
Originally posted by 2ch
Please pardon my poor English.

I am a member of a japanese SMW hacking forum.
All members of our forum wish to express our gratitude for mikeyk.

This comment is about japanese sprites.

Four people made these sprites.
One is the auther of starsw.zip.
He wants to remove this archive file from sprite tool, because he will update frequently.

Another one made chain chomp, revserse spiny, YI penguin, homing bullet, and ptooie.
He said that all rights of his works were abandoned. Therefore, modification and redistribution are free.

Another made the graphic of bokoboko and aramaki.
He also allow who doesn't pretend making by oneself, to modify and redistribute.

The last one made the sources of bokoboko and aramaki.
He has not shown in our forum.

I'd assume the bolded part would be the same reason why the maker(s) didn't want the archive distributed, because they planned to update it, wouldn't you guys think?



Haha, mister Magician you cannot word filter my posts. Only my bio and signature shall be affected. All of these word filters are merely illusions! I can say Mario, Luigi, Hack, SMW, Custom, anything you can throw at me are merely like the air that surrounds us! Nothing, all of your attacks on our posts are nothing!



..Good day sir!



Yeah well..




..I know the secret..



Of the Magician!




2 sets of ExGFX. The left side is a stone/cement type, while the right is a frozen, slippery type. Both screenshots are exactly the same level, but with different ExGFX and palettes. They both have the same Map16, to make it save space. They also are supposed to replicate the actual cement and ice textures, while keeping the simple, yet detailed style the hack uses.





..What is that green thing..? Could it be..? Is that a FAIRY?!


It's based off of Davros' flying coin in the way that it flies around. Green ones completely heal you, and give you an extra life. Red ones just completely heal you. Once collected, they disappear. One of two of them appear ONCE every 2 levels. Might I add, they are 8x8, and are 2 frames, so they use a tiny amount of graphic space.



@Schwa: Thanks, and that SM64 health bar is just.. Amazing. I honestly never thought such a thing could be implimented into SMW.




..That video also gave me inspiration to do something very secret and blooper-y. *Hint Hint*



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It uses part of the same code I used for my Bonus game idea, in terms of the floating animation and such. The rest was made today. I even added certain code for most situations in the original game. Riding Yoshi? Yoshi sprouts wings! What about carrying stuff? That situation was taken care of, as well as Spin Jumping. I also added a few extra lines of code to hurt Mario if he lands on ground.

And because the game wouldn't recognize whether Mario was on ground or not, I used a few lines of code to tell the game that Mario was in water, which allowed free vertical scrolling no matter what. The actual level itself is a test. And as I said on YouTube, there's footage of the fairy I showed off a page or two back.



Video

It seems as if no games are safe from Poison Mushrooms. The generator renders Mario's spin jump useless, running fast is also gone. His jumping ability has also been poisoned. The effect happens when Mario collects the blue mushroom.

The blue mushroom is a sprite modified from Davros' coin.





New overworld graphics. I've been working of perfecting a simple, but effective overworld graphic style. I've yet to add certain things, but for the most part, the style has been finalized. The red dot on the castle thing is a save point sprite.



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A numerical air meter. It could reduce the huge slowdown in certain hacks. Super Blooper..?


The counter itself gives Mario 9 Air from the start, if he isn't in water, it also gives him 9 Air. If he jumps into water, it will slowly decrease by 1 every 2-3 seconds. When the counter hits zero, it kills Mario.


If I released it, would anyone use it?



Originally posted by Daboys121
I would defintely use it in my hack, but what do you mean by certain hacks?

Oh, I meant that by a possible revival of Super Blooper.


MikeyK's air meter seemed to always slow the hack down, which irritated the players. If I made a sprite that didn't use any tiles, but used Layer 3, then it should remove some slowdown.


I'll fix some things up, add some tags to tell the user what to change and such, and then release it.