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Fanatical like a Demon
Originally posted by ExxorD
I wonder something, is it possible to bring
Blue Yoshi
into
Tubular
once its found? I always found that level to be an absolute pain, but beatable.

No, bc the way the patch I have is set up, it’s all or none and I chose not to since you can’t beat the level with all of them.

IMPORTANT INFORMATION I FORGOT TO MENTION! When you download the update and if you’re already playing hard, reactivate it again or some levels will have missing objects in that! Idk why conditional map16 works like this but you must do that or certain things will be missing.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
I FORGOT TO MENTION IF YOU UPDATE THE GAME, REACTIVATE HARD MODE OR CONDITIONAL MAP16 TILES WON'T SPAWN WHICH IS IMPORTANT.

Update 2
-Fixes oversight on some No Yoshi entrance having messed up BGs.
-Edited Forest of Illusion 3 where a certain enemy would fall through the floor.
-Fixed sprite graphics of Swoopers in 2 submaps where I forgot one frame (#$C0).
-Made Pokies turn faster in hard mode.

Thank you for anyone who DMs me bugs I miss!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by 1UPdudes
Man most of these really do have quite a noticeable difference.
I really like how most the tracks that have more drums in really kinda "pop" now such as the SMB1 Underground as well as Vanilla Dome / Valley of Bowser.

Good Stuff man! #smrpg{cool}

Yeah, drums are much more punchy and I love it, especially that kick!

Originally posted by Yoshimaster96
Nicely done dude! These really do sound different, but in a good way!

Not sure whether I prefer the originals or not, but they do sound pretty good!

Its hard to choose honestly!

Originally posted by Mariotag1
Yeah, I would've said more about the music, but I'm not a connoisseur, or a critic, so there's not really much I can say. To me, it does just seem like a higher quality SMW soundtrack.

That's fair, I'm not a casual listener and I've even ported these songs again for my own SMAS+W ost so I've breathed these songs and can hear almost any detail. Tho I'm sure if you heard them side by side with headphones you'd hear some differences outside of "higher quality". Here We Go! is a good candidate for example.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by DPBOX
Is the exit to the star warp in Donut Plains still in Donut Secret House? If so, where? For the life of me, I can not find it.

The secret exit is still there, it's just more cleverly hidden. Arguably some people may say it's not but a lot of games use the kind of "trick" I did. Keep exploring and search through every door. Look at spots even if you already looked at them.

Originally posted by BrownBuddy
Hey, I'm still using SNES9X and I just wanted to confirm if the secret exits for Donut Secret House and Vanilla Secret 1 were changed.

You mentioned making star roads harder to find so I'm assuming that the second exits were moved and it's not another glitch from using the wrong emulator.

the only exits to Star Road (assuming you have the latest patch) that remained the same are Cheese Bridge and Forest Fortress. The other 3 exits have been moved around the level.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Wakana
Damn, the full samples ost is lit.
Incredible job on all these. I really love the restored @29 a lot. Are you going to release the samples at some point?

If we can make em fit in in aram without sacrificing global samples yeah, atm though they're too big (or unless we get a better amk management of samples or a better addmusic in general). Glad you liked em!

Originally posted by Ultima
Ngl, for the longest time I was wondering on what the heck did "restored" mean in this context (since this isn't the first time I stumbled upon this before), but I thought about it and now I realized it's actually more just a "remastered" version that uses the original source samples to give off a more HQ, official soundtrack CD vibe to the music instead of all the "restorations" out there (or at least that's what I assume cuz this is still kind of confusing to me lmao)

Remaster wouldn't be the proper term as it means to take a mix and well, master it again. Think of older songs before the digital era remastered for today's streaming and digital usage (which also tend to be louder and sometimes more compressed), restore in this context means to try recreating what could have been without the brr limitation and Brickster's friends went a different route in trying to recreate how the music could've sounded like without any limitations and just using the module's full patches.

Originally posted by Ultima
Anyway, it definitely sounds pretty nice and HQ, and definitely in a much better way than any sort of mixing and mastering software would allow, so kudos to you for going for that option haha

Yeah, brr encoding is a lossy compression format so no amount of mixing ro mastering tool would ever bring that data back. It'd be like trying to get the lossless audio back from an mp3. Thanks!

Originally posted by Ultima
(oh yeah, btw, check for a certain "Dixie Chix" fellow in the comments for your Valley of Bowser restoration, cuz I think I might know the source for that guitar sample you're looking for; dunno if you already know about it or tried that out and didn't find it, but still, might be helpful for you to know anyway :P)

Cool! I'll see what can be uncovered!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by ECS.98
Once again, here before C3 ends lol
This has been a lot of fun to play! I haven't actually finished it yet, i've only played up to Ludwig's Castle (+ All of Star Road and Special World. Also got all Yoshi Coins up to this point), but i thought i would give my thoughts now before the forum closes lol.
Note that this is all from playing the first version you released on this thread, i didn't have time to play through the updates yet.

Dang! Glad you've been enjoying it far enough to get to this point!

Originally posted by ECS.98
I like the palette changes, there are a lot of subtle differences like the Chucks or the Bone enemies that make it feel fresh. The white line in the grass ground looked weird at first, but i started to like it.

Small details do go a long way. Most of these changes are bc I was always fascinated as a kid with how some enemies appeared in the credits and opted to make these changes a reality.

Originally posted by ECS.98
Also love the backgrounds in some levels, it really sparks some life in the game we're used to know.

Beta bgs as well as making some bgs make sense in comparison to their locations on he overworld (whether Vanilla Dome 4 now uses underground bc rather than a star night sky, or simply ghost houses having a day sky in the windows when they're outside) really does change some of the level feels!

Originally posted by ECS.98
And of course, the updated songs are great to hear, giving a new atmosphere to some levels and even worlds we already know.

The original idea that started it all lol. Just wanting SMM2 music in SMW and thus needing Yoshi to function in castles. I wanted to make Star Road have the og theme and then change to Space World once you found all 96 exits but I couldn't find an easy way to code that with my current asm knowledgeable T_T.

Originally posted by ECS.98
Also, the cutscenes are incredible! It really goes above and beyond compared to what we usually see in SMW cutscenes.

Lol these are the poster bois for this update haha! It was a pain to make them work when they needed to based on the criteria met and then have certain flags for the 2 intros. Ugh, those 2 intros... I'm so hapy it is where it is now!

Originally posted by ECS.98
Yoshis are great, i love
the new abilities, really makes for some big changes when playing with each Yoshi
(although i haven't been able to use them in any level outside of their own in Star Road yet lol). I just wish there was
some sort of timer or effect to know when the yellow, grey and golden yoshis have their abilities ready
, as it's hard to know when i'm able to use them.
Also for some reason
grey yoshi prevents mario from cape spinning/throwing fireballs while the ability is in effect
.

Glad you like em! I feel as if though Red and Blue Yoshi got the short end of the stick. Maybe I can incorporate the fire stomp russianman made for the red yoshi. That was an idea I had but i couldn't find a way to make it work at the time. Blue is probably okay as is. I'll definitely need to look at that oversight with the
grey Yoshi
.

Originally posted by ECS.98
I'm loving Hard Mode! It really does change quite a lot from vanilla to make it a more challenging experience, and some levels have indeed been pretty dang challenging lol

I like a lot of the enemy changes, stuff like
Rexes following the player
,
Banzais spawning on player's height
,
Swoopers following player's y position
,
Hammer Bros having a different movement and throwing more hammers
, as well as
many enemies being immune to spin-jump
... all this stuff makes the enemies challenging in new ways. Also loving the new enemies like
Fire Spitting Piranhas, Nippers, Fat Piranha and Boss Bass
.
Would be nice to see some other enemies having something more than just speed increases, but i imagine it's hard to code something new rather than just changing the attributes they already have.
Also, personally i'm not a fan of
Thwomps and especially Sumo Bros causing earthquakes
. This is more just the fact i don't like this specific mechanic.

I'm glad! Who knew simple changes could make such drastic changes in how a level plays out to get through!

Originally posted by ECS.98
It's cool that you're making hard mode based mostly on sprites, i just wonder if you'd consider doing some design changes to go along with it. I noticed some levels that aren't heavily based on sprites (or based on sprites you didn't change) feel very similar to their vanilla counterpart, which is a bit of a change of pace on hard mode. Most notably levels based on layer 2 movement or line guides (Like Lemmy's Castle, Cheese Bridge Area, Way Cool...).
Even if you don't want to change terrain or something, at least maybe use some more sprites on a few of those levels.

I made very subtle changes and even incorporate conditional map16 tiles to spawn only in hard mode but I'm not sure as far drastically changing the entire design of the level for hard mode. I'd have to see what new sprites I could add to levels that are missing that flow in hard mode.

Originally posted by ECS.98
Also, there are some minor issues or just some weird stuff i found in a few levels:
Yoshi's Island 1: In the sublevel there's a message box that contains the same message as the second message box of the level. It feels out of place.

I'd need to check sma2 again bc most level edits, especially dragon coin location were part of sma2. Maybe a different message might have been said so I'll check.

Originally posted by ECS.98
Yoshi's Island 3: The bat ceiling here might be a bit too much since we have to run along the line of used blocks really close to the ceiling. Sometimes there's no room to avoid them.

I wanted some consistency and you may have noticed, most short sublevels that are cave themed happened to have that sprite. Plus i think they should be much harder since a lot of the times its for a Dragon Coin (though I guess one could argue you can switch hard mode off and just cheat the design. I originally intended hard mode to be nontoggle but I was advised a lot of people may not like that so i just decided to be nice, WHICH IN RETURN DON'T CHEAT ME THEN lol).

Originally posted by ECS.98
Iggy's Castle: When we lose Yoshi to one of the balls in Iggy's battle, Mario gets teleported to the ball's position and dragged along it. This will often result in Mario getting crushed inside the platform, or getting dragged into the lava.

I'll have to talk to Yoshifanatic about that bc that was supposed to be fixed or if not, then its sort of unfixable unless some heavy deconstruction is done to the lose yoshi routine.

Originally posted by ECS.98
Donut Plains 4: The diagonal pipe cannon we come out of launches us directly into a Piranha Plant. That's a guaranteed hit unless the player knows to hold jump beforehand (which they most likely don't because, in vanilla, that setup is designed so we fall directly into the midway gate)

Players also have the option of not going in there and seeing the other side since it is hard mode (which I personally would be cautious of). Seeing as how hard mode is intended for smw experts, I trust the judgements individual players can make.

Originally posted by ECS.98
Donut Ghost House:
Was the Big Boo Boss removed? I got both exits through different Goal Tapes... just wondering if it's intended.

Yes its intended and no, the Big Boo boss is still present in the game, just not that level.

Originally posted by ECS.98
Vanilla Fortress: I'm not a fan of all the bactracking we have to do for Yoshi Coins if we take the longer path on the first area (especially because the shorter path is Small Mario only, so i was forced to since i had power-ups)

This was a sma2 design for the Dragon Coins and don't want to move too much of that since this is supposed to be a hybrid of the SNES and GBA plus a bit more but I can definitely see where you're coming from.

Originally posted by ECS.98
Gnarly: Unless i'm missing something, the new movement pattern of the Hammer Bros' platform doesn't let Mario jump on top of it... which means the ending section of this level can only be completed by flying or Yoshi dismounting.

Since these levels are supposed to be the hardest of he entire game, what you're meant to do is a full acceleration jump and time your stop
before you hit thicc piranha plant
.

Originally posted by ECS.98
Mondo: In some random areas of the level Yoshi keeps getting scared as if i was hit, yet there's nothing in there. These are usually at around the height of tall water level. (Maybe it's the Boss Bass spawner?)

You are correct, this is an oversight, thanks!

Originally posted by ECS.98
Funky: I love how the low timer makes it easier to do the super fast music glitch lol
Also, with how easy it is to lose your Yoshi thanks to Sumo Bros, this level got pretty dang tough lol

Haha yes! I was trying to make this level as unfriendly as possible to Yoshi seeing as how crucial he now is for this level!

Thank you so much for taking the time to be so critical and informative on your feedback! It's stuff like this that make me so happy bc I know people re playing and putting as much effort in playing it as I put in making it! I hope you continue in the hack's full release thread (which is linked at the first post) and you can continue letting me know how the experience goes! i'd truly recommend patching the latest update as it does fix a fatal issue that can kill the player in an unfair way (which was a HUGE oversight).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Mariotag1
Which tracks do you most recommend?

I couldn't say, probably all of them. If you held me at gunpoint then probably Here We Go!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Dude these character designs are incredible. They remind me of retro DC/Marval characters. Obviously Adam is very reminiscent of Superman and the Swarm looks like it takes inspiration from Spiderman. The crystal palace on Neptune has great scenery (what's a black hole doing so close to there, in our solar system I might add?). The space monster looks amazing and a force to not be reckon with. RIP the people and other living things that died in that one shot. I truly hope lack of comments doesn't discourage you and you keep doing what you love. I know all to well what its like to have many OCs and story ideas but just give up on them bc of lack of motivation. Continue doing what you're doing bc this is great and I'm sure you'll find others who will enjoy your ideas and the stuff you have to offer!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Mariotag1
I finally found my way back here.
Was wondering, in the 30th Anniversary hack, were any of the secret exits changed? I've been playing through it, and all the exits seem the same, except for a lack of a boss fight in one.
Really nice job btw! (I know I've asked about this a bunch, but it's felt like I hadn't been using the right words, or putting comments in the right places.)

Some secret exits have been changed, mainly ones that lead to Star Road but not all. Also, this thread is mainly meant for my music stuff, if you'd like to continue talking about the hack, I have a thread for it here.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
v2 Update 3
-Fixed not being able to press X/Y while silver pow was active.
-Changed location of dragon coin in Donut Plains 4 to make one of its submaps worth going into (has changes in hard mode).
-Changed message box messages in Yoshi's Island 1 and 2.
-Fixed sprite respawner from scaring Yoshi.
-Redid Yoshi abilities.
Yellow Yoshi's stomp now affects every sprite on the ground, pressing X/Y will cause the cape ground pound affect. Red Yoshi now has a unique fire ground pound. Riding Blue Yoshi will disable falling off screen deaths and return the player to the overworld but not pass the level. Gold Yoshi now has 2 abilities: turn all enemies on screen into coins or into puffs of smoke (rng) while giving the player star power on any level but castles only turn every enemy on screen into coins and no star powerup.

-Moved bongo channel in Opening (Alternative) so sfx wouldn't be cutting off the Yoshi bongos in the alternate intro.


Much thanks to ECS.98 for pointing some of these issues out as well as noting some things like the message boxes which opted change.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Mariotag1
Nice!
Good to see this being refined!

There's always such small things that are overlooked (bc SMW is a perfectly coded game and I have the perfect testers dming me bugs they find as well as I NEVER overlook anything). Hope you're enjoying the hack lol.

v2 Update 4
-Refined Yoshi abilities even further to notify player when abilities are ready to use.
-Edited Donut Plains 4 so Venus Fire Trap won't harm you when cannon blasting out of the 2nd submap if holding B.
-Fixed a glitch where smiling coins weren't displaying correctly bc I accidentally messed up the stack due to hijacking Wiggler's flower properties.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by ExxorD
Wanted to let you know, if anyone else is also seeing it, but the 4th and 5th dragon coins in Yoshi's Island 1 are missing.

As many have stated, I as well can't reproduce this, they all spawn for me as well (including 3 streams I've seen).

Originally posted by MarioFanGamer
Speaking of bugs: For some reason, I start with the autumn colours in levels. This happens on BSNES v115 and SNES9x v1.60. I can't confirm ExxorD's bug, though.

Fixed.

I do apologize for these constant "small" updates. Like I said in my C3 post, I worked on this day and night almost without sleep for the last 6 months and even then couldn't get it completely finished in time for C3. I'd ask for those interested to leave this thread on your notifications for this reason alone. I still can't thank you guys enough for checking the hack out. Please let me know if you find any more bugs I overlook and I'll do my best to fix them ASAP. In terms of what's left that I want for this hack is 3 more patches: SMA2 Status Screen (in the works), an edited credits scene featuring Luigi and the Silver and Gold Yoshi, and SMA2 Luigi physics (which I already have courtesy of Lui but I need to make sure there's no bugs on it so I'll do that last).

v2 Update 5
-Fixed certain overworld event tiles not using the correct palettes.
-Fixed Bowser statue fireballs not behaving correctly in normal mode.
-Fixed Yellow Yoshi's ability to not kill powerups sprites.
-Edited the last Special World level to not end in a Kaizo trap on hard mode (gomen faro)
-Edited green berries to add 10 seconds in hard mode.
-Fixed wall fuzzies glitched graphics.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by erpster2
I did, however, encounter another bug with Yoshi Island 1 level.
after collecting all 5 dragon coins and beating Yoshi Island 1, there should be a little yellow coin icon appearing on the top right hand corner of the OW map, indicating that all 5 dragon coins were collected.

It does not do that as if all the dragon coins were not collected in that level when in fact all 5 dragon coins were collected (as if that status wasn't saved or can't be retained). this does not occur with all other levels


Originally posted by ExxorD
I also came across this very same issue. And to help clarify, the final two dragon coins in Yoshi Island 1 disappear upon entering the bonus area if you hadn't collected them before entering it. And I've come across another very serious issue. Upon patching the base rom with the patch, it now fails to run on snes9x. It loads and the checksum is okay, but it remains on a black screen. Again for clarification, it is version 1.60 x64. However, it strangely runs perfectly fine on the Windows version of ZSNES, version 1.50.

I'll look into it tomorrow (I say tomorrow but its 2 am right now lol). I started a new game and noticed this as well. As for the black screen bug i haven't tested this on any other emulator beside BSNES so I can't promise any kind of compatibility as BSNES was what this was tested on. I took the link down bc if it is what I think it is, it could screw up the Dragon Coin collection code (reminder to always back up your rom and srm file before updating).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
v2 Update 6
-Fixed the issues regarding Yoshi's Island one. The problem was me using $13BF in the submap to allow a 3rd message on the message box which screwed up the dragon coin collection flags. This not only affects 105 not showing the collection being complete, but would screw up how the code works to trigger the All Dragon Coins cutscene as well as the "reward" afterwards. This does not affect anyone who had already had the 5 collected, it only affects those who hadn't and did or affects a new game.
-In response above fix, I shifted some messages of the info boxes around. The most prevalent one in my opinion was leaving a message box in Ludwig's castle which tips unaware players on a funny gimmick in his fight which should tip said players off for hard mode Ludwig.
-Added exanimation to delete the item box on Hard Mode.
-Enabled the puffs of smoke that happen when you hop on Yoshi.

If someone can come up with a fix to keep Yoshi's stomp smoke from misaligning its y pos on interactive layer 2 (vanilla bug), I'd appreciate it.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
About time XD. If I knew it woulda taken you 4+ weeks to get a beta build, I would requested this right after v1 of the hack when I started v2 XD (tho not sure you woulda taken it then). This looks promising, I hope to see a stable version soon!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Caracc
With Chocolate Island 2 did you ever toy with turning off the weird special exit gimmick? Combined with the tougher enemies in Hard Mode it's pretty much sadism. I know that gimmick was core to the vanilla game of course so it's probably not very tempting of an idea.

But WOOF

Never did toy with the idea of turning it off, bc hard mode XD. Outrageous is the extreme definition of sadism. Anyways, the more streamers I see giving input as well as input here, the more I'll be tempted to make changes should that be the general opinion on a certain topic. I already took away the kaizo bullet bills at the end of the last Special World level for example.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by Mariotag1
Ahh. I should focus on getting older versions as well then.
Experience the game in both prior and present glory.

There are no older versions. Every update overwrites the last one. There’s no point in archiving older versions that have more bugs in them. The initial C3 was more of a beta and I’m making fixes along the way people find. This current version is the most stable with only 2 bugs (vanilla bugs).
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Friendly reminder to re-activate hard mode everytime you update.

v2 Update 7
-Fixed Yellow Yoshi stomp not having correct smoke position and sprite interaction on interactive layer 2 (example, Valley of Bowser 2). Thank you so much imamelia for said fix!
-Like above, also fixed Red Yoshi's fire stomp by editing said code.
-Edited one of chocolate island 2's submaps to prevent a sprite from falling off a cliff.
-Removed a Yoshi coin checker on a star road tile in the overworld.

Todo (bugfix wise): Find a fix for carried items behaving weirdly when bringing them into a room with a cluster sprite (vanilla bug).
Todo (additional add-ons): SMA2 Status Screen, Credit sprite additions, SMA2 Luigi physics.

Important
Can any of you guys let me know if the All Dragon Coins and All Exits cutscenes trigger when the prerequisites are met? I saw a long playthrough but not 100% and neither activated. I'm not sure if they did get all dragon coins and exits (I don't really have the time to wtach a 3+ hour vid all the way through). If they don't trigger, can you please send an srm file with 95 exits and 1 level left to collect all dragon coins? I'd appreciate it a lot!
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Been meaning to reply to these when I had the next update ready but I'm running into issues so I'll just reply now.

Originally posted by LunarmanFM
I just tried the newest version and I can't get to the secret exit in Donut Secret House. the door to the boss room stopped appearing again...

Not a bug, I moved some secret exits around in the game (particularly ones that lead to star roads).

Originally posted by Mariotag1
Huh. The version I played earlier, the boss was missing. Idk if intentional after seeing this though.

Intentional, in fact, he wasn't even there in v1 of the game.

Originally posted by LunarmanFM
Turns out the door just can't spawn offscreen for some reason. meaning I had to bring a cape and fly up to where it's supposed to appear with the P switch before pressing it...

Not sure what you, it very much can. I just used SMW's way of handling rooms to my advantage to change a lot of stuff. I can assure you, this isn't a bug.

Originally posted by LunarmanFM
Now I can't get past the sunken ghost ship. When I go down the pipe at the end, I get kicked out of the level and the entrance to the Valley of Bowser doesn't appear...

This isn't a bug either. I'm not going to say where the changed exits are, that's why you must explore the game. The way I see it, back then, there wasn't an easy way to get all the answers, you explored. In today's age, the ease of knowledge makes exploration on games boring bc people tend to just give up and ask others than play the game. If you REALLY do want answers though, the discord would be the way to go, not this thread. This is mostly for feedback and or bug notifications.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Fanatical like a Demon
Originally posted by smwln
The spring glitch still occurs in BSNES, with both the Dry Bones in Morton's Castle and the Big Boo in Donut Secret House.

Edit: And the springs in Vanilla Secret 1.


I couldn't recreate tis for the life of me, even Yoshifanatic. I've seena handful of people say this, but no one gives me exact steps to recreate this, not even an srm file or a trace log of some sort for someone to analyze. We can't help out on this issue if we can't recreate it, I think the best thing to do is send an srm (use select on the map to save exactly at the level) or maybe send a trace log from a debugger than Yoshifanatic can read.

Originally posted by Mariotag1
Ahh. Then that secret exit has been changed since the version I was playing.

I forget which version, but I did a minimal exit run through to Bowser's Castle, without actually playing the castle itself, and noticed no changed secret exits. Boss was missing, but that was it.

Unless you were originally playing v1, the initial release of v2 hasn't had any of its secret exits changed except Valley of Bowser 4. Speaking of Bowser's castle, this update will feature a lot of changes to some of the more less different levels in hard mode. Bowser's castle has a lot of changes and I desperately want to release this update but a fatal bug is preventing me from doing so, one that exists in these older versions as well. It's a super rare bug but as rare as it is, a fatal bug is a big no.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
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