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.