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Posts by cyphermur9t

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I've tried to play Mario with my PS3 controller but it won't seem to work. My computer recognizes it but I can't seem to get it to work with zsnes. Any pointers? (PS3 controller has a USB connection.)
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I recently discovered how to add ExGFX into my hack. Some gfx were just for background effect to make the level look more appealing (like lights, bushes, etc). When I put them in the game at first Mario could run past them like normal. Now for some strange reason Mario interacts with them and has to jump over those background objects. For some reason their tile settings changed to 130 (Grey Cement Block Action). I can't seem to change them back to normal... Anyone got any pointers?
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Just wondering...

How do you make the background scroll really fast without making it a moving level? Kind of like the start of Bowser's air ship in TSRPR.
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Where do you find StarsW.zip for the sprite?
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Thanks guys, I got it now. :)
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In my newest game, Mario is on an adventure to defeat a mysterious nemesis who plans to nuke the Mushroom Kingdom! The thing is, he doesn't know when that will happen. Mario follows the enemy through his Time Machine in hopes to catch up to him before it's too late...Or is it? Will it? Is it possible to be too late?

Name suggestions closed!
Name: Mushroom Kingdom Meltdown












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Currently in progress is a new game I'm creating. It is called Mushroom Kingdom Meltdown. So far it has all positive feedback from my friends and the SMWcentral community. The story is based on a mysterious enemy who blows up the Mushroom Kingdom with a nuclear bomb.Problem is the enemy does that sometime in the future. Mario (and maybe Luigi) follow the time traveler through his time machine, picking up clues and hints of the time he is in, and when he blows up the Mushroom Kingdom. Now the Mario brothers try to prevent the explosion, even though it hasn't even happened yet...Or has it?

This game includes:

- ExGFX
- Modified GFX
- ASM
- Custom Blocks
- Custom Sprites
- Custom Bosses
- Custom Music
- Over 65 Levels
- 5 Different Time Eras























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My computer just doesn't record sound directly from games. So I have to put in my own music. So I chose this for good taste :P still has some really music. If this game does well, I can make a sequel to this game and implement some YI music in.
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Thanks for the tip MalletMike. I'll try Camstudio next time around.
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I've seen some tutorials on youtube about how to make your own ExGFX. But all of them always seem to leave out some piece of information. The worst is when people go, "Then you press this button then you type in this then this and this and that" without saying what they pressed. But enough ranting. I got as far as where to get the empty .bin and the two map 16 files. (Map16Page and Map16PageG). How do you link the ExGFX file to the map16 files? Better yet, can someone explain to me fully what you're supposed to do step by step in writing? Maybe that would help instead.
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If you absolutely had to play my newest hack being released on an unknown date... Well, first off a little background: In short terms, my hack deals with time travel. After an adventure to get to the time machine, you are presented with 5 different time eras.

Just to voice your opinions, which different time eras and locations would you find most thrilling to be apart of and have implemented into the game, Mushroom Kingdom Meltdown?

Example: Year- 2000 BC
Location- Yoshi Sphinx

For those of you that want more info you can visit a small presentation of the hack here:
http://www.smwcentral.net/?p=thread&pid=229144&r=1#id229144


Also some videos for your viewing pleasure :)

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Originally posted by Construct101
Question: What is mario shooting out in video 1?


Those were just wrong palettes for the fireball, but I fixed them after I made the video.

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I'm making a game pretty much similar to this one... Good to see a fellow member using time travel as a means of a story lol. If you want to check out my hack so far it's:

http://www.smwcentral.net/?p=thread&pid=224859&r=1#id224859

AND

http://www.smwcentral.net/?p=thread&pid=229144&r=1#id229144
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How do you make layer 2 rise at a decent speed on a vertical level?
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Anyway you can create an elevator without HEX editor? The sprite didn't work and the default block in blocktool must be glitched because it didn't work. Whenever I touched it, it just killed me and the map16 data was set correctly.
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Well I have decided on a date when my newest game should be released. Mushroom Kingdom Meltdown's date of release is no longer than June (On the speed I'm working at.) Everyday I'm improving myself in Lunar Magic. I almost have everything under my belt to make the best Mario game I can possibly make.

I started with Lunar Magic in November of 2007. Since then I have released a few hacks, my most popular being, "Mario, Luigi and the 7 Eggs of Peace" currently with over 1,000 downloads.

This game Mushroom Kingdom Meltdown; I am giving it 100% devotion and am aiming for my first featured hack. With some beta testers, I can pin point any concerns and glitches that may be in the game. I have been working on this game for four months now and don't want the game to go to waste.

I know it won't be as popular as Brutal Mario (Carol) or TSRPR (FPI) but I would like to get as darn close as I can... [I've played both games and am very motivated by their great achievements, but I will not steal ideas from them.]

Should this game be accepted, but there is no reason why not since I will fix any glitches, I am hoping for a lot of people to play my game and overall just have some fun finding all the exits and beating the "Mysterious Enemy".

Since my last update I have changed my game a bit. I am adding some more levels and worlds and have lots of my own custom ExGFX and ExAnimation. Many new custom bosses and none of which are the same. Everything else you would like to know is available at my other older posts located here:

http://www.smwcentral.net/?p=thread&pid=229144&r=1#id229144
http://www.smwcentral.net/?p=thread&pid=224859&r=1#id224859

Once again,
- Beta testers wanted sometime in June.
- Exact release date not known yet, but will be posted eventually.
- Game took 6 months to make (Estimated)
- around 65-70 levels in length.

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I've had a good hack going, but some parts now have lots of lag since Lunar Magic requested I expand my hack to 3 megs. In one screen in a level of my hack there is just a Thwimp and a Fireball and it slows down the game. It's too late to patch it for the less lag possibility, unless there is a way.......

Any advice?
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How come when I tell a submap to exit to another submap THE EXIT WON'T WORK

It was originally set as-
Exit Index To Use: 00
Destination Exit Index: 01

I went to change it from that to-
Exit Index To Use: 08
Destination Exit Index: 09

But it just refuses to change and always resets itself to-
Exit Index To Use: 00
Destination Exit Index: 01



EDIT: Never mind. I fixed it.
This can be closed now.
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Well, my Submap exits are set and are said to be working correctly. One Star on a submap is set to transport me to another star on a different submap, it works fine... But when I go back it teleports me back to openness and start in the evil level 00. Remember- The exits are set correctly.

Star 1- 07
08

Star 2- 08
07
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