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Posts by TheSuperRotom

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Personally, I just got a glitch where I played the subspace emmenarry (or however you spell it) and I saved, but when I quit, I lost all my progress. Anybody know why?
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LOLz, wat I do wrong (I was really going Wario voice here for lawls)!?
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(restricted)
Whenever I try to save SMW's GFX and insert them back to Lunar Magic the changes don't stay! Help! And quick!
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What 8x8 tiles do you use? What Map16 pages do you use? Help!
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Alright then, Demo 2/Version 0.1 of Mario and Luigi Deep Journey Episode 1 (Episode 1 will contain the first world and won't be changed once accepted.) If you would like to play this demo, go to the hack's being moderated and download the demo. Anyways slightly off topic, a semi chocolate hack of this called "Mario and Luigi Deep Journey: Releashed" will be released with me making levels, MarioStarLuigi making the music in his spare time, and someone else to make all the GFX. If you would like to become the person to do so, PM me telling me. Then give us a GFX Hack with the GFX you want to use for MALDJR. If me and MarioStarLuigi thinks it'll fit, you'll become the graphics designer. Back on topic, play the demo and...

...POST YOU'RE FEEDBACK ON THE DEMO!

Edit: (Sweet! New text colors) Never mind about that anymore, It was taken down. However, still tell us if you want to be the Graphics Designer for MALDJR. Untill then, I'll start Demo 3/Version 0.2 of Episode 1, then Demo 1/Version 0.0 of Episode 2
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Originally posted by millieman76
Originally posted by TheSuperRotom
Personally, I just got a glitch where I played the subspace emmenarry (or however you spell it) and I saved, but when I quit, I lost all my progress. Anybody know why?

"It's Subspace Emmissary"
There must be something wrong with your Memory Internal Disc.
But either way...to get Sonic, you need to complete Subspace.

If you unlocked sonic that way...you need to worry much!
But if you wanted Toon Link, Wolf or Jigglypuff...then my option would be to restart.

I unlocked him the other way. By beating classic with 10 different characters.
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Alright I've been working on a hack of SMW to remake the lost levels in the game. Why I called it the other lost levels is to say that this comes from mainly lost levels that are unabled to be accessed from LM. Even so, most these levels I've given them real backgrounds, new level names, no cutoff, and also, real endings to the level. Before I show some screens, I want to give The Cutting Room Floor credit for the lost levels maps, as my base and FuSoYa for LM.

Screen Shots 2 Level Demo:
Photobucket</a>" alt="">End of Level 2.

Photobucket</a>" alt=""> Level 2 Level Tweak.

Photobucket</a>" alt=""> Level 2 Cutoff Removed!

Photobucket</a>" alt=""> Start of Level 2.

Photobucket</a>" alt=""> A SMB3 Styled goal.

More Coming soon!

Anyways,
Discuss your thoughts so far!
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Originally posted by Austin
It's looking fine, but where are the enemies? Maybe some red parakoopas here and there, super koopas, bullet bills and stuff should be fine. And eh, what is that black thing at the last screen?

Don't worry, there is enemies. It just happened that I took screen shots in areas without them.
Originally posted by Austin
Oh right. Maybe making some Y-flips in these tiles should make it looks better, no?



No I just tried it and it looked worse!
Originally posted by DiscoMan
Well, in my opinion your hack isn't very good, there's cutoff in the goal point in the 1st screenshot, these levels looks linear and no enemies at all.

By the way, Austin, this thing at the last screenshot is a decoration that exists in SMB3 when you reach the last screen of a level.


They look linear because they're based on old beta levels which were linear. I get all the beta maps at The Cutting Room Floor (try, and go to "tcrf.net" amd contribute, they need a lot of help), a place where there's information on betas and unused content left in the ROM. After school, I'll start the 3rd level.
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Okay, here's my question, some reason in level 3 (this level has the layer two yellow moving platforms) when I get to the layer two yellow moving platforms in the level, they move with him even though in LM it's possible to reach them. Anyone know why?

One other thing (also Austin, this is proof there IS enemies in the game, I might release a demo once 100% and see if you still say it needs enemies), I also fixed the classic pirhana plant's stem. Screen Shot of this: Photobucket</a>" alt=""> How's it look. Once the question above is answered, and the enemies are placed, Level 3 will be done. Screen Shots will be posted, so stay tuned!
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Alright, I have a level with a layer 2 yellow platform, however when Mario gets to it, it is unreachable. I even used L and R to scroll and found it to scroll with Mario. Could anybody help me fix this?
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Thanks for the help but now sometimes it glitches.
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Alright, what's around in you're area?
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Hey, I just relised I'm in the banner.
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So will ASM be added for the coin mini game in Doughnut Plains 1?
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Alright I understand. I just hope you make some level changes so that Mods don't get on you for making a palette hack!
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Level changes like to add Yoshi Coins to Castles and Ghost Houses right?
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I just thought of something really silly if you keep it vanilla. You could port Levels from this hack and then = work for nothing lol.
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Originally posted by Zeldara109
This is getting rather off-topic. I'll try to get it back on topic.

Anyway, it is true that the SNES/GBA changes are mostly ASM. While there are a few level design changes (most notably the addition of Dragon Coins in nearly every level (some of which are sprite Dragon Coins), and midpoints in nearly every level (many of which don't fit SNES SMW's midpoint system) except the Star and Special Worlds), I don't think many people would be interested in playing it for those-- if you're going to be using an emulator anyway, might as well play the actual SMA2.

The main use I can think of for a hack like this is for people to use as a base for SMA2-styled hacks, and for that, level design changes are irrelevant (and palette changes are nearly irrelevant since a lot of hackers seem to use custom palettes anyway).

By the way, that list missed a lot of changes-- for example,
- You can save at any time, including during a level
- Reloading from a save does not reset your score/lives/power-up/etc.
- You don't have to release all other buttons when screen scrolling, and you can use L+Up or L+Down to scroll the screen upwards or downwards
- Front Door and Back Door's timers were increased
- Timer bonuses are higher after Koopalings, Reznors, Big Boo, Bowser, and the ? orb in Sunken Ghost Ship
- The status bar still appears in the Bowser battle, meaning it's possible to gain points in it, as well as die from time up there
- You're warped to Yoshi's House after the credits, instead of the game just freezing on the ending screen
- Castles cannot be re-entered with L+R, but they're rebuilt after defeating Bowser (with new graphics that have flags on top) and can be re-entered then; the castle destruction messages are shortened (and the cutscenes are skippable) after defeating Bowser
- After completing the Special World, if you replay any Special World levels, the game keeps track of your high score in each level
- Fishbones can be killed with the cape (note that if you use Tweaker to make this possible in SNES SMW, they'll hurt you during their death animation, but they don't do that in SMA2)
- Chucks give 2000 points (instead of 1000) and drop 5 moving coins when killed by fireballs

That's only what I can think of right now.


Alright everything that is possible to change I will mention here.

1. He already said he would change it to add Yoshi Coins to every level!
2. Extra midpoints could be added using the multiple midway points patch.
3. Well, what if you don't have SMA2? If you don't have the game on cartridge, you can't get a ROM of it. It supposed to be illegal! But if you do own SMW, then what?
4. Saving any time would be impossible!
5. Again, impossible.
6. The SNES doesn't have a L-up button or a L-down button. Just a single L and R button. So yet AGAIN, impossible.
7. Easily can be changed by using LM and then fix the final boss so it still uses time left over.
8. Impossible for the FOURTH time!!!
9. The game doesn't freeze at the end, it works, however the Yoshi eggs are all colored Yellow unlike SMA2 having them be the color of the Yoshi that comes out. Then a enemy cast shows up based upon if you've beat the Special World or not, the enemies called they're alternate name for the autumn change.
10. Impossible! Do you think this guy knows ALL ABOUT ASM and such?
11. Chucks points might be changeable by using SMW Customizer.

A few more things.

1. Goombas and Pokeys now change when Special Stage Clear.
2. Enemy cast's enemies don't change they're name once the Special World is clear (a la, Japanese SMW).
3. Extra names were added to the credits.

Edit: I just noticed, 100th post! Sweet!
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