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Posts by DonGeilo
DonGeilo's Profile - Posts by DonGeilo
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I finished my first hack this morning. I watched some tutorials on youtube and started hacking some weeks ago. My aim was to lern the basics. First I thought of making a hack as difficult as the original game but then I had ideas of some crazy and hard stuff - I recommend save states - but there are simple parts too. My rom itself is very "dirty". It's the result of some mistakes during my learning progress (for example: standart palette changes).

The hack has 15 exits. I edited the overworld with some events, music and submaps with palette-changes. I tried to create some variety between the levels using fg and bg exgfx and costum music. You will find a story told by message boxes. At the end I lost a bit of my motivation because I understood how to get along with lunar magic, exgfx etc. and wanted to start a new hack using more custom stuff like sprites, overworld gfx, better addmusic etc.


I have much to lern but I would appreciate critique on this "Newbee-Hack". I only tested with zsnesw.

ips @ my files: The New Tales








Have fun with this ;)

--------------------

if you were me, you would not prefer being you
i added it to my files.. thx for the hint

--------------------

if you were me, you would not prefer being you
Hello everybody,
it's time to clean this thread up!

I overthought my concept, created a new overworld, changed the
existing levels (a litle bit) and created new ones. I will try to
summarize my ideas and results for you but I'll only give you as many
info as needed to get an impression of what I'm creating (that's why
screenshots only show a part of areas or videos doen't deal with
secrets and puzzles).


// HACK-INFO

Title:
Super Mario - 4 Magic Switches

Story:
beating some evil force.. play the finished game to experience..
Story is told by message-boxes, npc, maybe some cutszenes

Themes:
island/beach, wood, hill/mountain, city, ice, cloud/space, water,
temple, castle/ruin, desert

Graphic:
Mixed ExGFX and original. Some edited blocks, p-switch and yoshi-coin.
new overworld-decorations

Music:
Custom and original.

Sprites:
At least one new enemy per level.

Specials:
Shops (mushroom, flower, 1-up). 5-digit-coin counter.

Difficulty:
Not easy but never unfair (I hope) - getting harder when proceeding.
Not many powerups per level. Coins are important to buy powerups
and extra lifes in shops. There are hidden 1-ups in every level.


// SCREENSHOTS

OW: 1 2 3 4 5 6 7 8 9

LVL: 1 2 3 4


// VIDEOS

first three levels

3 level preview


thx for watching!!

--------------------

if you were me, you would not prefer being you
thx for your feedback!

i fix the time problem and add more enemies. and i think you convinced me - i will add some custom music :)

i intended the lakitus level becomes a bit difficult (and maybe forces death) because it represents some kind of boss battle in this first world (and somehow all the 1-ups must be used :) )

if you locate some bad palettes and colors which do not match - pls tell me where exactly. i allready fixed some places but any other hint is usefull.

thanks!

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if you were me, you would not prefer being you
//EDIT

I added a 6-digit-counter... works fine... problem solved

--------------------

if you were me, you would not prefer being you
I found a shop block (mushroom)in an old thread which works with the
6-digit-counter I added to my rom. the problem is there is something
wrong with the amount of coins spend for the mushroom - it chances
(sometimes 20, 30, 10).


could someone help me please? (I don't know much about ASM)
is it possible to change the sold item (flower, 1-up)?

Code
;6 coin shop block - Spigmike
;Standard Shop Block
;Mushroom

JMP HitBottom : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return

HitBottom:

REP #$20 ;Set accumulator to 16-bit
LDA $0F34 ;Load Coins
CMP #$0009 ;Compare to cost-1
BCS Enough ;Branch if the player has enough coins
SEP #$20 ;\
LDY #$01
LDA #$30
STA $1693
RTL ;/If they don't, exit block and set accumulator back to 8-bit

Enough:

SEP #$20 ;set accumulator to 8-bit
LDA $0DBC ;\See if there's already a mushroom in the item box
CMP #$01 ;/
BEQ Return
REP #$20 ;set accumulator to 16-bit again
LDA $0F34 ;Load Coins
SEC ;\
SBC #$000A ;| Subtract 10 coins and store
STA $0F34 ;/
SEP #$20 ;set accumulator back to 8-bit

LDA #$01 ;Load mushroom sprite number
STA $0DC2 ;Store it in mario's item box

Return:
LDY #$01
LDA #$30
STA $1693
RTL


--------------------

if you were me, you would not prefer being you
thank you very much for the advice - it's working now but another error occurs:

when I don't have enough coins and try to buy something the counter
jumps to about 65000 coins - I can buy unlimited items (a nice
gimmick in real-life but not in smw :P)

--------------------

if you were me, you would not prefer being you
hmmm.. nothing changed - error still existing

--------------------

if you were me, you would not prefer being you
yes I did, several times :)

Code
;6 coin shop block - Spigmike
;Standard Shop Block
;Mushroom

JMP HitBottom : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return : JMP Return

HitBottom:

LDA #$20 
STA $7D

REP #$20 ;Set accumulator to 16-bit
LDA $0F34 ;Load Coins
CMP #$000A ;Compare to cost-1
BCS Enough ;Branch if the player has enough coins
SEP #$20 ;\
LDY #$01
LDA #$30
STA $1693
RTL ;/If they don't, exit block and set accumulator back to 8-bit

Enough:

SEP #$20 ;set accumulator to 8-bit
LDA $0DBC ;\See if there's already a mushroom in the item box
CMP #$01 ;/
BEQ Return
REP #$20 ;set accumulator to 16-bit again
LDA $0F34 ;Load Coins
SEC ;\
SBC #$0032 ;| Subtract 50 coins and store
STA $0F34 ;/
SEP #$20 ;set accumulator back to 8-bit

LDA #$01 ;Load mushroom sprite number
STA $0DC2 ;Store it in mario's item box

Return:
LDY #$01
LDA #$30
STA $1693
RTL


--------------------

if you were me, you would not prefer being you
thank you very much. it's working now. I changed the cost (000A) to 0032 (otherwise it would be too cheap).

thx a lot again - now I can focus on editing some stages again.

--------------------

if you were me, you would not prefer being you
Thread update!

:)

--------------------

if you were me, you would not prefer being you
I decided to kill some time yesterday by creating an overworld.
as you can see I already added paths and leveltiles. I thought
of a quite clean design with something special (the vulcano).
to get this working a submap is needed (cave) to connect the
pipetile and the cave exit. I am not very experienced in creating
overworlds but this was a good practice and maybe someone of you
likes to use it!? if not - feedback would be nice!


ips download



--------------------

if you were me, you would not prefer being you
ips-link added :)

--------------------

if you were me, you would not prefer being you
For this little hack I decided to create my own ExGfx (for the first time).
There are three main things I'm aiming at while editing:

- a straight and clean but detailed design
- some kind of three-dimensionality (simple lighting and perspective lines)
- level matchs the overworld


I would like to add something I saw some time ago in a video but I
don't know a keyword for this:

I want Mario to get from one level to another only by leaving the last
screen (without using a pipe or door, just by leaving the screen). I
hope someone can tell me where to find a tutorial or where to search
for this.

Now here are some screens (OW and ExGfx-Impression)



http://www1.xup.in/exec/ximg.php?fid=50644398
yczedit: table stretch begone



what do you think of these pictures in matters of my thoughts at the top?




// EDIT

Hi there! You can now play a demo of this one-level-hack.
well, you won't play a long time, but I think it's an impression
of the essential concept. I'm looking forward for feedback!

If you play this demo, please only use a savestate at the beginning.
When you proceed you are only allowed to save at "special" places.

Treasure Island - alpha demo

Thx and have fun!




--------------------

if you were me, you would not prefer being you
I like the bg and the upside-down-idea. Is it possible to change all
the sprites acting upside-down (well, I bet it is)? That would be crazy! ^^

--------------------

if you were me, you would not prefer being you
thanks for the feedback!
thank you Iceguy - the teleport-block is working fine!


furthermore I added some details:

- another tree
- a smaller flower
- grassland (+ pattern & shadow)
- clouds


I'll think about "3D-Water". I'd like to keep up an animated surface
(something I'm not experienced with)- but I will try. :)

Lunar Magic Preview
Emulator Preview

--------------------

if you were me, you would not prefer being you
Thx for your feedback!

You can play a demo ---->click

If you play this demo, please only use a savestate at the beginning.
When you proceed you are only allowed to save at "special" places.




It's not much for now, but I have more good ideas.
It just takes some time to create all this stuff :)

--------------------

if you were me, you would not prefer being you
Originally posted by Frugo Man


beautiful scenery. i think the sunset-atmosphere would be nicer if the sky had changed colors (maybe a gradient dark red - orange!?)




Originally posted by Lui37




looks very nice. i like the colors satutation.



now some impressions of my selfmade-exGFX-one-level-hack (don't worry, that's not the official title :P)



--------------------

if you were me, you would not prefer being you
I'd like to show you some of my latest pieces done with Photoshop/Illustrator CS5.
If you are interested in more old stuff you can visit my gallery on DeviantArt.
I will update this thread when something's finished. Some feedback would be very nice of course!

owl
fruits
rip
no wallpaper
hypernerd
skyward sword tag
polar bear
super-traffic-light-world

--------------------

if you were me, you would not prefer being you
Pages: « 1 2 »
DonGeilo's Profile - Posts by DonGeilo

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