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Posts by NGB
NGB's Profile - Posts by NGB
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I'm currently working on a new hack, which will be called "Awesome Mario World".
It was planned as a short (10 exits) vanilla hack, but I decided to put custom stuff in because reasons =)
Now it will still feature 10 exits, but will be more awesome than the old smw -> Awesome Mario World ;)
The first level is as difficult as world 5 of smw and it gets harder.
Here are some pics of two levels, please tell me what you think of them and what doesn't please your eyes (like bad color palette or something like this)

One Level:
It has not really a theme but in the second half there are mushrooms which let you bounce.
Just a Jump'n'Run for the first level.





The other level:
You have to climb a mountain here. It's based around ninjis, rotating plattforms and parachuting goombas.







I need feedback to fix flaws, so pls write something!!
I will also post a video of one of these levels in the next days, just give me some time.
It also motivates me to show more of my stuff here before submitting anything.

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@ Wormer21
Thank you very much! I tried the original smw clouds before the smb3 ones but I didn't like the outcome. But I will think about it once more.

@JackTheSpades
Oh...fixed :D

These are the new spores. They now have a black outline to seperate them from the BG some more.

@S.R.H
I will try to make a better palette, this will take some time and if I don't succeed, I will keep the old one.
Not a pro with palettes right now...

Thank you all for the responses!!!

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I don't know the style of Tails_115 so I cannot say if this is good or bad. Could you be more precise with your jugdement of the decoration?
About the background: Yeah in the first part of the level some other backgrounds could fit better, but the levels second half is more filled with lineguided stuff and I wanted to have a consistent background.

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Ah ok now I get it. The problem with the second level is, that it looks very empty when you take away the dirt and I don't really like that.

Sorry, I'm not that good with english.
What I tried to say: Level 1 turns into something like this after the first half:





There the BG fits (I thought you said that the BG for the first level looks to much like it would be a level in the sky.)

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Ok this is more a question than a problem, because this is no custom sprite and there are no modifications done to the level itself.
I would like to use the dolphins with vertical scrolling enabled.
But this causes that the fin of the dolphin shows up on the upper screen when it's body leaves the bottom of the screen.


Dolphin on the way to the bottom


Dolphin just went offscreen

Is there any way around this (besides the obvious one -> disable vertical scrolling)?
Sprite Header = 00

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When I say tile I mean one 8x8 or 16x16 part of an ExGFX File. (in your case you should have a few 16x16 tiles to animate the rotation of the Bullet Bill shooter)
Could you please post a link to where you got you ExGFX File for the animation of the bullet bill shooter?
Then I could answer you question better.

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Don't use GFX from a Hack without the permission of the creator.
If this was released by carol then it's ok.
But yes that's what I mean.
I can't really help you more with this, I hope someone else can explain this better or does actually know, how the animation of the bullet bill shooter in Brutal Mario works.
Good Luck!

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I tried to insert The Final Phase - Total Rocked Out Edition into my rom with addmusic k.
I wrote #am4 at the top of the txt file and used AMKGUI.exe.
But the programm only says that the song uses custom samples, but has not defined it's samples with the #samples command.
I'm not a porter so I don't really know how to change the code that it works.
Can someone pls help me with that because I really want to use this song.

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This seems to work, but now I got a new problem ...
Addmusic K now says:
File: The Final Phase.txt Line: 4:
Unexpected character found in sample group definition.

I though this had something to do with the blank spaces in the file name (The Final Phase.bnk), but after changing it to The-Final-Phase.bnk the error still occurs.
Something else I missed?

EDIT: Sorry, my mistake. I though the "" were irrelevant but when I used "The-Final-Phase" it works.
Thanks HackerOfTheLegend

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I finally managed to record a video of the first level.
Sorry for the black borders, I'm not really a professional youtuber
But here you can see the complete first level of the hack
Lags are caused by my laptop, which is the only device I can currently record with.

As a Bonus I will also show some pics of a level I just finished.
This level is the only "water" level in this hack, cause no one really love those ;)







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I'm using the custom launcher to spawn a custom sprite in my level.
This sprite muss have extra bits 3.
Can I modify the launcher to accomplish this?

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Thanks
Totally overlooked that in the asm file -.-

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If you really want the game to take place in Hyrule, then your overworld should represent this. (at least imo)
There are a few tilesets for zeldasytled overworld in the grafics section, if you are interested.
I also made one myself, which I didn't upload yet because there are still some palett mistakes, but you can have the current version if you want. here are all tiles and current palettes shown. I know it isn't designed well but I just wanted to have all tiles in one pic. Just say if you are interested.
Otherwise a really nice hack with a neat concept.

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Oh ok, that's also a nice idea. Wasn't clear to me that Bowser has such a strong impact at Hyrule ;) If you bring that point up in the story of the game, then I don't have a problem with the vanilla overworld style.
Keep up the good work!

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You don't need a custom tileset to make a hack look nice.
Just add some variation in the terrain. Sometimes the area is the same hight a whole screen. This should be changed to make it more interesting to play.
To make the level more unique you also can add more decoration and change the palette.
Just don't forget to enable custom palettes in the level you are recoloring. If you don't do this, each level using this palette will change.

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I want to use HuFlungDu's Kirby Boss in one of my levels. ( www.smwcentral.net/download.php?id=883&type=sprites )
The default setting is (of cause) that the boss ends the level after it is defeated.
But I want to make a custom cutscene after the boss fight, so I need to change the code.
I couldn't really find a RAM adress that helped me and all "teleport when no sprites onscreen" sprites from the sprite section cause bugs without changing the code of the boss.
I think this is the important part of the code:

Code
KILL_SPRITE:        STZ $14C8,x            ; erase sprite
		    LDA $7FAB10,x        ; \ set secret exit if the extra bit is set
                    BIT #$04            ;  |
                    BEQ +	         ; /
     		    LDA #$01             ; \ set secret exit
                    STA $141C            ; /

			+
	           INC $13C6               ; prevent Mario from walking at the level end
	           LDA #$FF                ; \ set goal
	           STA $1493               ; /
	           LDA #$3C                ; \ set ending music
	           STA $1DFB               ; /


I hope you can help me, because it would be nice to have the custom cutscene.

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You are my Hero! Thanks, it totally works.

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Maybe you mean those.
Please use the search funktion of the graphics section. If you can't find it with the search funktion, you can ask in the forums.

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About your first picture:


The Titelscreen itself looks fine, colors of the levels look snowy.
But please redo the graphics of elsa from scratch.
In it's current form everybody will see mario without a mustache.


I guess this is the intro screen...pretty much unchanged.
But it is nice that you replaced the name in the status bar.


Overall ok, but you should fix some perspective errors with the cliffs and add some more islands. An overworld with much water isn't so great (I haven't seen the movie. If Elsa's Kingdome is pretty much surrounded by water this might be ok :D)

Overall: The idea is nice, but the player gfx MUST be changed.
Otherwise keep going, I hope to see this finished one day

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I can also work at one level (or some more if needed).
But I need a little more information about how the level/s should look.
How many worlds/levels are planned and what are the themes of the worlds.
Is color gradient HDMA ok and are you going to create the overworld?
Also you need to organize the Map16 pages too.
Sorry if I'm asking too much :D
I hope I can help you and that this hack will be cool^^

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NGB's Profile - Posts by NGB