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Posts by Knight of Time

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Welcome back Erik!

The two sprites you showed off look quite interesting (especially the Snow Pokey; I might use it in the snow world of my hack), though I noticed an oddity with the Amazin' Flyin' Sumo Brother you may have overlooked; it seems to have wonky graphics when it's bumped from below, as shown in the screenshot. Are you gonna fix that?

Again, it's awesome to see you're back.
Originally posted by Erik
I have no evidence to back this up but doesn't the (original) sumo bro. need a special sprite header? No joke, I only inserted it and checked if it inserts lmao, so it may be the header -- I'll get back to you on that
and thanks for the welcome!!


No problem!

Yeah, IIRC the Sumo Brother does need a special sprite header, it's 08 (I just checked, considering I've got LM open).

There is a question I forgot to ask though, with the snowball sprite, did you set it up to break if the player throws it and it hits a solid surface? I anticipated it would be as fragile as the SMM2 snowballs, as they tend to break rather easily. In the event you didn't, maybe you could look at the spikeball thrown by the SMM2 Spike sprite, as its shards (when it hits a solid surface and breaks) are custom extended sprites.
So far I just listened to the GBA version of Rockface Rumble; while your port is pretty good, it doesn't quite feel the same without the harmonica (I felt a little sad it's not there, considering I have the GBA version of DKC3 in addition to the original SNES version).

I'm not sure if we have a harmonica sample here, but if we do, would you consider adding it into the track in the future, please?
How about an edit of the Venus Firetraps that makes them spit iceballs instead of fireballs? It would be nice to see sideways and upside-down variants as options if you decide to take this one, and regarding the iceballs, could you possibly make them stun the player for a few frames in addition to doing damage, please?

If you're curious, this is based on the Frost Piranha from NSMBU/NSLU, as shown here.


I have great memories of playing the first two hacks in The Second Reality Project series; while it sucks to hear about the health issues, I'm glad you're still working on the third entry in the series FPI. The screenshots look awesome so far; I definitely look forward to seeing when this is complete, even if it does take a while.
Originally posted by Erik
It doesn't. To be honest, the snowball asm file looks like I started coding the thing then stopped halfway through (fair enough as it looks I started it in december 2019, when I was in a bad state). I will look into getting all of the correct features of it including the shatter. I think it will help me to get the groove of ASM back...
i don't know if i can play smm2 tho lol i think i'd be insta-banned because my switch is patched


It would definitely be a nice surprise to see you slowly get back into the ASM scene, and as a matter of fact, I might show you something via DM on Discord; are you planning to get active on SMWCentral's Discord? This thing I am talking about is a combination of a block and UberASM code, and is a pretty good recreation of something from NSMBWii.

I'm also surprised you have a Nintendo Switch too; I got an older one in early 2021 that is unpatched (I like to run emulators on it), and I've been really careful with it, so you should be relatively fine, assuming you have a copy of SMM2 like I do (if not, you can always go to YouTube and look up SMM2 videos with snowballs).
I'm quite surprised you have a request topic here. Okay, I've got a request I was tempted to post in the Requests forum someday, how about making a recreation of the YI line guided spiral platform? It's sort of like a Chomp Rock, in the way it moves depending on what side the player is on while on top of it. It's the blue thing in the GBA-exclusive level Exercise in the Skies, as shown here (you'll see it around the 1:23 mark or so):



I also made a GFX file for it, though I seem to have misplaced it. If I find it, I'll let you know.

Edit: I managed to find the GFX file on Discord (I showed it to anonimzwx), though it doesn't have the correct colors yet. Here it is.

Oh before I forget, this sprite is dynamic. I'm currently working on getting in the correct colors, so I'll let you know when I'm done.

Edit2; Okay, now I have its correct palette. It uses the three shades of blue in the second half of palette E.

Edit3: I nearly forgot to mention something; I attempted to create a makeshift version of this sprite by using the Chomp Rock in conjunction with dtothefourth's line guided any sprite, and needless to say, that didn't work very well at all (the Chomp Rock either moved automatically, or if it didn't move, it couldn't be rolled along the line guide). This is why I made this request in the first place.
Originally posted by imamelia
Would the growing flower vine from Yoshi's Island be reasonably doable? I can provide the graphics and palette, and possibly even the original code.


It's funny you mentioned this one imamelia; this is what I was originally thinking too, but I thought it might be a bit too complicated, hence why I went for something different.
Originally posted by LadiesMan217
I was specifically requested to port it unsampled. As for a sampled port, I generally don't like porting sampled music unless we have that source. For dkc3's gba ost, we only have the harmonica loops and the percussion loop but that's it. Porting this would also be quite the work bc the gba uses sample loops, not single instrument samples. I'm not sure how I'd go about it considering how many different harmonica samples are used but it's definitely something I'd like to port one day.


Oh, I'm surprised you got a request to make an unsampled version of Rockface Rumble.

Anyway, if you do make a sampled version with harmonica (even if it isn't heavy on the samples), please let me know as soon as possible. That ironically is my favorite BGM from the GBA version of DKC3 (I forgot to mention that in my previous post).
I decided to go old school for this one; I found a wallpaper with several characters from one of my favorite video game series, namely the (classic) Phantasy Star series. They are among my favorite RPG games, so here you go!


This looks really interesting! Judging by some of the screenshots, I assume you're using lx5's custom powerups?
Those are some interesting sprites; I'm especially surprised you combined them all into a single asm file, considering they are all different (I feel like that has been done before, but maybe I'm wrong).

I really like the mushroom BG and the desert canyon BG; it's quite possible I'll use them in my hack.

Lastly, that Dexter's Laboratory BG with the pipes kinda gives off Gene Gadget Zone vibes IMO, especially since there happens to be a 2D remake of Sonic 3D Blast (it's called Sonic 3D in 2D).
That war tank is a rather interesting sprite (assuming that is what it is, right?). How much of SMW can be beaten with it, though?

Also, I hope the player can't accidentally hurt himself with one of the tank's shots.
This looks really cool! I do recall that SMB3 hack Chris made, believe it or not.

Anyway, I wish to ask you some questions about the Boom-Boom sprite.

One, whose version are you using?
Two, the flying version can't fly off the top of the screen (making the boss fight unwinnable), right?
Finally, is this Boom-Boom vulnerable to any projectiles? I recall fireballs and hammers were effective on Boom-Boom in SMB3.

Again, great work! I am truly impressed.
Originally posted by Erik
Feel free to DM me. Sounds like you got something interesting going on!
As for activity in SMWC's own Discord? I mean, I'm not opposed or anything, but I don't think I've ever been a really active person outside of when I'm mentioned lol
by the way the reason I didn't respond to your ping the other day is because I wanted to lay low until C3 started lol


Alright, I just sent you a Discord DM with the thing I wanted to show you; let's just say, it's a bit on the "screwy" side (you'll see what I mean when you check the DM).
Originally posted by LadiesMan217
Cool to hear someone who’s played the og! I hope the differences make this a much different experience worth replaying! The sprite is from codfish. I don’t know whether or not about the flying offscreen unwinnable bug. Fireballs do indeed affect the boss exactly like smb3.


Do hammers have any effect on this Boom-Boom? BTW, I didn't actually play Chris' original hack yet, I saw YouTube videos of it (but I might play it for real someday).
Originally posted by Final Theory
Actually interesting idea. Like you can unlock the entrance to something by spinning with the cape.


Actually, the player doesn't need a cape to spin on the block; it works for ALL forms (including the powerups that lx5 made that don't have a spin jump).
I vaguely remember this level editor, though I don't recall trying it out. Are you planning on implementing sprite support? It would also be interesting if you were able to put stuff introduced in The Lost Levels into SMAS SMB1, like poison mushrooms, green springboards (the ones that allow Mario or Luigi to go offscreen for a few moments to make a huge jump), red Piranha Plants, or wind.
Nice to see you improved these sprites! One question though regarding the Lockjaw, have you thought of making a customizable define for its speed when it moves toward the player, or a define for how close the player has to be for the Lockjaw to detect them? As I recall in DKC2, they get more dangerous in later worlds (by Animal Antics, they move quickly toward Enguarde and I *think* they can detect him from a little further away then say Lockjaw's Locker, but I could be wrong as it's been a while since I played DKC2).

Also, with the YI Baseball Boys, I have a question I meant to ask at the 2021 summer C3 when you first released them, can the Sluggers (the yellow ones with a bat) hit a Chomp Rock, even if the Chomp Rock is placed next to the Slugger? If so, could you possibly post a screenshot please? IIRC in YI, Sluggers that hit a Chomp Rock would make it move really fast.