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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex edit at $00EEB2 in the ROM map, you can replay the level without a problem.
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Posts by anonimzwx
anonimzwx's Profile - Posts by anonimzwx
Pages: « 1 246 47 48 49 »
I did a rip of the graphics of armored armadillo:

Download link of Armored Armadillo GFX and Palette

I will try to do the request but i will need some time, it is not my priority and it is a big request, if someone else wanna do the request i will submit a dyz file with all the frames, interaction, etc... later.

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I recommend you check this thread:

Dyzen Workshop

It has tutorials about how to use Dyzen to create sprites, you also can send me a dm on discord or pm in smwc asking me about that.

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Is there a way to use more than 12 extension bytes? i have a sprite that needs like 16 extra bytes.

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I am preparing big surprises for the next demo. Including 3 bosses, enemies of others videogames and 3 levels, also i fixed a ton of bugs and i improved the player a lot.

Hey guys i need people who knows how to use 3d models for animations to include some characters or enemies from modern videogames, if someone wanna participate on this project, just send me a pm or reply this thread, i need:

-Asmers.
-people with knowledge about 3d animations.
-someone who can do remix of songs in dkc style.

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I have never made a Carriable Sprite, i tryed to do one but when i carry it, i do this:

Code
	LDA !PlayerCarryingFlag
	BEQ ++
RTS
++
	LDA !ButtonPressed_BYETUDLR
	ORA !ButtonPressed_AXLR0000
	AND #$40
	BNE ++
RTS
++
	LDA #$08
	STA $1498|!addr
	LDA #$01
	STA !PlayerCarryingFlag
	LDA #$0B
	STA !SpriteStatus,x
RTS


The routine works buuut, when the player carry the sprite, spawn another glitched sprite. Also sometimes when the sprite is on the floor, starts to do little jumps on the floor. How can i fix that?

I use act like 3E (P-Switch)

EDIT: Nvm, the issue was the act like, the correct Act Like is 0x53 (83 in decimal), also you must set value of timer $1540 every frame to avoid that the sprite dissappear.

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Very nice ragey, i don't use lorom/fastrom a lot, usually i use sa1, but i am pretty sure that this will be useful for a lot of people.

This has priority system like sa1 system?

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Originally posted by Ultima
Yeah, great stuff, although I don't know what to feel about the video using the SMW final boss theme instead of well, y'know, the actual song for this phase of the fight, though since there's no port of the song in the section (AFAIK) it makes sense as to why you wouldn't use it, but still, please fix that lmao

Otherwise, yeah, liking to see more complex bosses being made for hacks nowadays; maybe for once Brutal Mario doesn't need to be the only example of a SMW hack with "impressive custom bosses" on most people's minds, or at least I hope :P


The music is a placeholder, also the boss still doesn't have sound effects, we didn't have enough time to finish all the details.

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Originally posted by buggy789
Oh man, imagine someone creating a wireframe Sigma boss for SMW...

That aside, I'm legit impressed


I have plans for wireframe/virus sigma too, but it will be on the future.

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Originally posted by Daizo Dee Von
Is the Brutal Mario resurgence coming back? What year is it?

Jokes aside, this is actually a really cool boss! I might even try to fight him, but I probably won't win since it's Kaizo (it looks doable tho). Well done!


Tbh in this current configuration, i dont know if can be called kaizo, i am not a kaizo player and i was able to beat it after some tryes. I think is more "very hard" now the final version will be fully kaizo.

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Originally posted by Darkbloom
I am SO excited for Warmech. It's sad you couldn't get a demo out but there's always next C3!


Is omega from ffV, not warmech from ffI xD

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what rom are you using? because nobody had that issue. Probably are you using a japanese or pal version of smw.

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smwOrig.smc

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Testing new life counter:



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I need for my hack a lot of DKC Sound Effects (with custom samples), i currently did some of them but they use very big samples, i need specially sound effects like:

-Barrel Blast
-TNT Explosion
-Bonus Level open
-Barrel Destroy
-DK Coin take.

Now tbh i need a lot of them. Take in consideration that the SFX must use custom samples and also the samples should use few space.

https://www.youtube.com/watch?v=cfNft_sUKOQ&list=PLnliS2X1JyxwVSZTSxft7W1hEQ7rCNVHC

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I remastered the first boss of the hack:



Also i need people who can help me with rips of BGs and FGs, also rips of enemies, if someone wanna to participate helping with that, is welcome. DKC Graphics are hard to rip and also hard to do a good Map 16.

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Originally posted by HodgerMccodger
This is absolutely amazing. Is the title a reference to Super Mario 4 Rambo?


Thanks :). No, it is just a reference to Rambo.

Originally posted by HodgerMccodger
I was hoping to do something similar for a level (though not too similar, and I probably won't be able to manage it). I wondered if you were able to do the transition from day to night/evening (like Jungle Hijinx and Pirate Panic)?

This is really impressive and looking forward to playing it


Yeah i will add the transition to night. I hope to have a new DEMO on the next C3.

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A preview of first level.



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very good job, i really like the groundpound and also the graphics looks nice, also good gimmick.

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I will do this sprite for my hack but it will use DKC graphics, well maybe i can share it with you when i finish it, but it will clash a lot with SMW Graphics.

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anonimzwx's Profile - Posts by anonimzwx

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