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Posts by NGB
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Your vwf patch has a lot of potential for smw hacks with a lot of story and we currently don't have a lot of those, so it's a very nice addition to the patches hosted on this site.
It also looks really polished!
Thanks for sharing and good work #tb{:]}

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You kill everyone by just including 1F0...

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I'm always up for nerfing yoshi #tb{;)}
Really nice job.
It's always restricting to integrate yoshi into your level design and this patch might help with that.

The p switches are also great for puzzles!

Thanks for sharing #tb{:]}

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Nice edit!
I always found the original version much too difficult and for all the wrong reasons.
Did you also edit some of the ...questionable humor in this hack or did you only touch the gameplay?
Either way, good work #tb{:]}

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I really like the idea of the waves only affecting the scanlines behind layer 3 water!
Nice work and thanks for sharing #tb{:]}
Edit: i just noticed I'm stupid and it just affects layer 3 #tb{XD}

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The sprite is nice and would be very interesting to use.
Is it easy to define how many sprites trigger the aggressive mode?
Good work #tb{:]}

On another note I can't download the sprite without requesting permission. Is this intended?
I can do so, but I'm just asking.

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The mechakoopa is rad!
Can't wait to see how great the other requests turn out #tb{:]}
Keep up the good work

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The credits song is amazing so far!
It is really well adjusted to the visuals so great job.
Keep up the good work #tb{:]}

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Originally posted by Minish Yoshi
I only edited the level design, as the humor is there to stay. It definitely can be questionable at times, but it only adds to the character of the game. (Additionally, the text message boxes are far into the code of the game and are a pain to edit.) I removed one text message box in 8-5 due to its length, however.


I guessed so.
It's not like I'm all against this kind of humor I just don't think it's funny or enjoyable to read but I understand your decision to leave this in.
Still gonna try this version, thanks for making #tb{:]}

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Thanks for your information regarding the download stuff.
I guess I'll just follow your youtube channel.

Also the rainbow road course looks so cool!
Is it difficult to adjust the "bots" to follow the road?
I don't know anything about smk hacking but in my mind this should be quite difficult especially when the tracks are a bit more complicated than in the original game.

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It sounds really nice!
Good work #tb{:]}

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The screenshots look great and level design looks tight #tb{;)}
Can't wait for the release #tb{:]}

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Yeah, you showed us #tb{;)}
This looks interesting, I already downloaded it and will check it out once I have the time.
Thanks for sharing #tb{:]}

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Mario looks kind of goofy #tb{XD}
But that's probably caused by the cartoony look.
It's probably difficult to make a whole hack in this style but I appreciate the effort you put into this!
Good work #tb{:]}

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mario maker gfx are always nice, because a lot of people know these visuals.
They also fit quite nice with vanilla gfx
Thanks for making and sharing #tb{:]}

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It's probably like you said, most of writing is fine, but the few other jokes stick out so much because they are very unexpected in an smw hack.
I'll also check out the other version you mentioned. Even just for a comparision of the different changes you both made.
And your small
cheat
is also appreciated #tb{;)}

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Monthly Bump

Track Name: Terranigma - New Waters (Call At A Port)
Sampled: If possible use the terranigma's samples since it is a snes game
Audio Reference:
SPC: This one

Youtube: Link


Note Data Refence:
Midi: (don't know about the quality of this one...but here it is)

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I'm running into a problem with my hdma gradient when vwf_dialogues does dma to backup my layer 3 image.
For 1 frame after my layer 3 disappears my hdma gradient is a mess of colors like in the image below

This doesn't happen every time which makes it quite difficult to pin down the problem.

This is the dma code i from vwf (with the call that causes the problem):
Code
;%dmatransfer(#$01,#$81,#$39,".b #!backupram>>16",".b $01",".b $00",#$0800)
macro dmatransfer(channel, dmasettings, destination, sourcebank, sourcehigh, sourcelow, bytes)
	lda <dmasettings>
	sta $4300
	lda <destination>
	sta $4301
	lda<sourcelow>	; I put the label close to the opcode
	sta $4302	; to allow length definitions
	lda<sourcehigh>
	sta $4303
	lda<sourcebank>
	sta $4304
	rep #$20
	lda <bytes>
	sta $4305
	sep #$20
	lda <channel>
	sta $420B
endmacro


and this is my hdma creation code (only runs during init):
Code
	STZ $4330
	LDA #$02
	STA $4340
	LDA #$32
	STA $4331
	STA $4341
	REP #$20
	LDA.w #Gradient1_BlueTable
	STA $4332
	LDA.w #Gradient1_RedGreenTable
	STA $4342
	SEP #$20
	LDA.b #Gradient1_BlueTable>>16
	STA $4334
	LDA.b #Gradient1_BlueTable>>16
	STA $4344
	LDA #$18
	TSB $6D9F


The project uses the sa-1 chip.
I tried looking into dma transfer stuff and hdma using regs.txt but wasn't able to find something obviously wrong with the code.
But someone will probably prove me wrong #tb{XD}
As far as I know there are no other dma calls there.
Does anybody have a clue what's wrong or where I can examine further?

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uff

ok, I'll see what I can do about that. Thanks for the advice.

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Turns out when you rush your level it turns into a literal Clown Fiesta

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