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Tip: A common level trope to avoid is "item babysitting". This involves forcing the player to carry P-Switches, springboards, or other items all around the level. Usually, this doesn't end up being very fun or engaging, so use another level gimmick if you can.
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Posts by TheSuperRotom
TheSuperRotom's Profile - Posts by TheSuperRotom
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Since a new version of the hack has been submitted, I thought it'd be a good idea to play the game. The title screen is literally our character Patsy stuck in a box. Now I know that might have some thing to do with the theme, but the execution is bad. There's only 1 level. I do like the unique controls Patsy has. Unfortunately, there's only 3 1/2 screens and no enemies. The palettes look alright. On the "4th" screen, you run into your master, who will whip you if you move towards him. If you do so, you'll see a screen of the master whipping you for maybe a 1/2 of a second. Following that the words "O START!" will appear and you will be rebooted to the title screen.

The difficulty is no doubt easy. There's only one verdict on this, and that is rejection.

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You might remember for C3 2013, I had a hack called New Super Mario World. Well it's back and now it has half of a new world! Of course there's going to be screenshots and here they are!


Looking a bit different here!


Secret exit is actually useful now!




New environments to explore!


New gimmicks to see!


New secrets to be found!


And a new (temporary) world to travel through.

While play-testing, I noticed a few bugs I will list here.

1. Note blocks have a weird palette in the sky levels.
2. Sand doesn't fade out properly in 2-1, 2-3, and 2-4.
3. Piranha Plants in 2-2.
4. 2-4 Doesn't have a name.
5. 2-3's secret exit doesn't work properly, and sends you to an invisible GREEN SWITCH PALACE instead of 2-A.
6. Background scrolls weirdly in 2-4.
7. Mario floats into the Bonus Game using his turning animation.

And now I give you the game!http://bin.smwcentral.net/u/14538/smwf%2Bpatch.ips

Hope you enjoy it, and see you all around C3!

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This might actually be something I'd actually use in MULTIPLE hacks.

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I can't do shit with it, because I didn't know I needed UberASM/LevelASM for it. And even so, the readme for UberASM is confusing and blkla;jflsdajfl;dsajfl;asjfl;ajl;jnhgan ttafklas;jfmnv :KAJv
(In a nutshell, a tutorial for how to use the program and insert said code would be nice).

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Originally posted by JackTheSpades

Originally posted by TheSuperRotom
I can't do shit with it, because I didn't know I needed UberASM/LevelASM for it. And even so, the readme for UberASM is confusing and blkla;jflsdajfl;dsajfl;asjfl;ajl;jnhgan ttafklas;jfmnv :KAJv
(In a nutshell, a tutorial for how to use the program and insert said code would be nice).

A tutorial is included in the download (readme.html) as for uberASM, check here


Still one problem. Do I need to patch it with UberASM/LevelASM before or after patching the HDMA patch?

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Originally posted by JackTheSpades
If you're talking about Ice Man's HDMA patch, IIRC that one only makes it so that gradients don't show up during the black transision screens and such.
Either way though, as long as patches don't conflict with each other, you can patch them in any order.


I say that because upon using an clean ROM, the game would refuse to run. I hadn't used UberASM/LevelASM yet, but that's why I ask.

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Sounds like fun! I'd like something to do with my hack New Super Mario World. Preferably one of the World 2 desert levels, but I'll let you decide between standard or oasis desert. For the title, I'll leave it all to you.

Also would you be willing to do Creator and Supporter userbars?


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Seeing as C3 has almost come to an end, I thought I might as well get at least have a palette. All I have for screenshots is a video. Would you be willing to work with that?

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I just thought since C3 is now over (and like before we can still post here) I thought I might as well shoehorn a palette request last-minute. You remember that .ips I sent you for the userbar? Well that's where the palette comes to play. Could you help make level 005 in Lunar Magic look a bit less weird, and a bit more like the level it's based on?

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Originally posted by Underway
Uh first off I'm sorry, but shoehorning something in won't make me do it :p I'm done here more or less, all I'm going to do is fulfil levelengine's request and that's it for this C3 from me.

Besides the link you posted doesn't work anyway


#smw{...}

Originally posted by TheSuperRotom
Sounds like fun! I'd like something to do with my hack New Super Mario World. Preferably one of the World 2 desert levels, but I'll let you decide between standard or oasis desert. For the title, I'll leave it all to you.

Also would you be willing to do Creator and Supporter userbars?


It's the same link as the one I asked the userbar for...

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Alright, I screwed around with it a bit, and managed to get uberASM patched to the ROM, and working. I'm trying to set up that custom circle. It's all set, and then the game crashes. I don't know what's wrong, as before adding the level_init code to level 105, the game worked fine. All I can do is give the code and tell you I added it to level_init_code.asm
Code
;----------------------------------------------------------------------------------------------------
; Window is set to work on BG1, BG2, BG3, OBJ, Color
;----------------------------------------------------------------------------------------------------

LDA #$88		; \ Enable BG1, BG2 for Window2
STA $41			; /
LDA #$08		; \ Enable BG3,  for Window2
STA $42			; /
LDA #$88		; \ Enable OBJ, Color for Window2
STA $43			; /
LDA #$22		; \  Set main screen black: Never
STA $44			;  | Disable color math on window: Inside
			; /  Use subscreen, Don't Use direct color mode
REP #$20		;\
LDA #$2801		; | Use Mode 1 on register 2128
STA $4330		; | 4330 = Mode, 4331 = Register
LDA #.WindowTable	; | Address of HDMA table
STA $4332		; | 4332 = Low-Byte of table, 4333 = High-Byte of 

table
LDY.b #.WindowTable>>16	; | Address of HDMA table, get bank byte
STY $4334		; | 4334 = Bank-Byte of table
SEP #$20		;/
LDA #$08		;\
TSB $0D9F		;/ Enable HDMA channel 3
RTL

.WindowTable
	db $80, $FF, $FE
	db $5F, $FF, $FE
RATS_End:



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Originally posted by JackTheSpades

Also, some people seem to misunderstand something (given the RATs_End label and the RTL in TheSuperRotom's post). You don't need to save the code if you plan to just copy it to uberASM.
Saving is only there so people can patch the code with xkas/asar and than JSL to the subroutine in uberASM.


Did get around to fixing that, and it still didn't do anything.

That is...The circle is meant for things like the end of level closing, right? Otherwise, used it, and it worked fine, but the Yellow Switch Palace refuses to work, no matter what.

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Is there anyway I can make it so that one block would only show up when the ON/OFF switch is ON, and vice-versa? Or would I need a Custom block for that? And if so, which one?

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What ExAnimation slots need changed so that the blocks look correct?

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Luigi looking over a dark cliff, looking to get revenge for the death of Mario.

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I was playing Paper Mario: Sticker Star once again due to me wanting to test my plan (the plan was to be able to chose whatever chapter you want to start with), and thus this lead me to 3-7: Rustle Burrow, which introduces a new enemy into the Paper Mario canon, Scuttle Bug (which uses its appearance from New Super Mario Bros.). I went into battle and noted this



What. The. Fuck. Is this doing in a Mario game?....

They have two attacks. One is the slam into you (AKA: The filler attack added to most enemies because they didn't want to make it play like a Paper Mario game), and two, to spit a shitball on you!? According to MarioWiki.

Originally posted by MarioWiki
Slam (3/7), Web Shot (5)


Although I think this was confusion with the mid-boss of 3-7, Giant Scuttle Bug, with the way that the fight starts.

So this isn't going to argue about how it's a shitball and not a web, it's going to ask something. What in the name of evolution would allow this to happen, especially in the Mario world?

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And now... the previous post in a nutshell...

I was playing Paper Mario: Sticker Star again for... reasons, and when I got to 3-7: Rustle Burrow, I noticed this.



What the fuck is THIS doing in a Mario game!? I mean the Scuttle Bugs have the standard attack to ram into you, and the other one is the shit a shitball on you!?

Now, you might say "this is a web attack", but that's not the question I have.. It is: What the hell allowed this to happen?

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Originally posted by leod
I don't understand the question.
It's a spidery bug that shoots webs, why would that not exist in Mario?


The question is why the hell would a Scuttle Bug shoot web out of it's ass?

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Originally posted by Nimono
It's in The Thousand-Year Door, too. Sure, the Piders shoot the web balls out of their mouths, but...where do you think the web they're hanging on is coming from?


Also, in real life, spiders who spin webs shoot the string from their butts. I think silkworms, who we get silk from, do the same thing, so if you wear silk, congrats! You're wearing caterpillar poop. :P

On top of it being reality, look at their introduction in NSMB. Notice their position when falling from a string. Guess which end they're hanging from.


TTYD I've only played up to Chapter 5. But keep in mind NSMB only was the source of their appearance in this game. They actually were introduced in Super Mario 64.

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I played 2.0 and liked it so I'd like to Beta Test.

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TheSuperRotom's Profile - Posts by TheSuperRotom

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