Language…
14 users online:  AmperSam,  Anorakun, Beed28, DanMario24YT, Golden Yoshi, Gorry, h.carrell, Hammerer, OrangeBronzeDaisy, Papangu, Serge, signature_steve, SMW Magic, Spedinja - Guests: 268 - Bots: 394
Users: 64,795 (2,370 active)
Latest user: mathew

Posts by xirtamehtsitahw

xirtamehtsitahw's Profile → Posts

Is there a way to make the debug free-roaming mode still allow the player character to stomp enemies, collect coins, and cut the Goal Tape at the end of each level? From what I understand, the free-roam feature completely pauses the game, including the timer, and it's impossible to simply complete any levels.

Of course, I could be wrong. I'll have to try it out and see... #fim{;)}
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Why don't the free-roam addresses (4E84 and 4E85) do anything out of the ordinary after I input the values listed (F0 and 00, respectively)? Are the addresses or values listed incorrect, or do I have to input some sort of (not mentioned) button combination to activate free-roam mode?
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Could someone PLEASE give me some info as to how to use chdata/Fakescaper's Disable Death patch? I already know how to use xkas, but I have no idea what the whole "set this (the $58) to the freeram flag that disables death if non zero" is supposed to mean. Doesn't the patch create such a freeram flag? Is it that $AE2C I've seen a few times in the asm code? If so, then what is that $58 even for? I would think a "disable death" flag would be set as one of two possibilities:

00 would disable death, and 01 would mean that death (in general) is enabled; or 00 is where the disable death flag is itself disabled, and 01 would enable that flag.

I'm going to look up A2E3 in the ROM map, and maybe that will give me some clue as to how to proceed (provided such an address has already been mapped).

I want to use the disable-death flag for a hack I want to build, which will be mostly puzzle-based (some of which will border on insanely tedious--the main character is stuck in his own nightmare, after all! #fim{>:O} )
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I just need to know where the death-routine flag is located (one tutorial suggested the address "F606") and how to disable/bypass it.

Why else would the Disable Death Flag patch tell me to set a certain number to the value that the disable-death flag is at, if it is a value other than zero?

As for the free-roam debug flag, I remember seeing that the flag has to be set at $02 for the actual free-roam mode to work, but your character becomes pretty much a "ghost", unable to interact with anything, including the Goal Tape. Also the timer stops, enemies freeze in place, and it's pretty much like a watered-down version of Lunar Magic (you can move Mario anywhere you want, and he won't die, because he's stuck in "observer" mode).

I like the idea of the Sonic-style running, though--just set the flag to $01, and it makes it so you automatically go at max speed, just by pressing left or right.

I know how to take the deadly "sting" out of the lava tiles, though--make them act like Muncher tiles, and voila, instant "extra floor"!

Skull platforms act kind of funny on sloped lava, though--they sort of ratchet up the slope (they think the lava is actually a diagonal row of munchers, so they act like they're climbing up a stairway).

UPDATE: found a SINGLE PAR code which disables dying altogether--

7E007100. It's described as "Can't Die on Collision" by its creator. Basically, you CAN. NOT. DIE. while this code is active. If the timer runs out, you may still lose a life...but I've yet to test out that theory.

One little thing though: if you do somehow get stuck either in a wall or down a hole, I would suggest turning this code off, then back on once the death sequence is complete. It does eliminate death by lava (something I've been dying to figure out how to stop without changing the properties of the lava tiles).

Another update: It seems that the "Can't Die on Collisions" code has a few "issues" to work around--you can't go down pipes or enter Ghost Houses or Castles/Fortresses with the code active. However, going through doors is strangely unaffected by the code.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I really loved your demo, Yoshifanatic, and look forward to the full version of your hack with much anticipation.

In fact, it has inspired me to attempt my own Yoshi-themed hack, which will have a New Super Mario Bros. 2 feel to it (collect a million coins).

I would like to find a way to make it so that I could hijack the score counter to enable the collection of up to 9,999,999 coins (there is currently "only" a 6-digit coin counter).

I would also like to find a way to make it so I could collect up to 1,110 lives ("triple crown").

I haven't fully decided on what to call this massive undertaking yet, but Yoshi: Student of Super Mariology is a good working title, IMO.

I want this hack to have at least 200 exits (if possible).

I have 511 total sublevels to work with, and I may be able to squeeze all levels from Super Mario Bros., The Lost Levels, and Super Mario Bros. 3 into this hack.

However, there is going to be a bit of a difference here: ALL single-coin ? blocks will be replaced with multi-coin ? blocks. Dragon Coins will be worth 20 coins apiece (so that five would net you a 1 UP, which is traditionally worth 100 coins). All levels will contain SEVEN Dragon Coins, and most levels will have alternate exits (usually a Key/Keyhole combo).

Boom Boom enemies will be replaced with Chargin' Chucks (seems fitting, as both Boom Boom and Chuck require either three head stomps or five fireballs to kill).

To be fair, I will make Chuck immune to cape swipes (otherwise he'd die in ONE hit!).

This might be the single largest hack ever attempted by one person, but it won't be extremely difficult; the level layouts for all three games mentioned are available on the Web.

However, there will be EIGHTEEN separate worlds in this hack, which is quite possibly the largest number of worlds in a single hack.

In addition, this hack may very well also contain the largest number of exits anyone ever attempted to squeeze into a single hack.

The eighteen levels will be as follows:

World 1: SMB1 Worlds 1 & 2
World 2: SMB1 Worlds 3 & 4
World 3: SMB1 Worlds 5 & 6
World 4: SMB1 Worlds 7 & 8
World 5: TLL Worlds 1 & 2
World 6: TLL Worlds 3 & 4
World 7: TLL Worlds 5 & 6
World 8: TLL Worlds 7 & 8
World 9: TLL Worlds 9 & A
World 10: TLL Worlds B, C & D
World 11: SMB3 World 1
World 12: SMB3 World 2
World 13: SMB3 World 3
World 14: SMB3 World 4
World 15: SMB3 World 5
World 16: SMB3 World 6
World 17: SMB3 World 7
World 18: SMB3 World 8

There will be 194 levels in this game (if my calculation of the number of levels per Mario Bros. game is correct), far more than any other hack.

Of course, I could make it so that navigating from one world to another could be accomplished by a three-layer overworld.

The first layer would let you choose between the three Super Mario Bros games (all open at the beginning). The second layer would let you choose between the worlds of that game (only the first world of each is open when you start a new game). The third layer is the actual map screen of whatever world you chose.

In addition to the traditional layouts of all three games, there will be additional bonus rooms/enemies/secrets throughout.

I aim to use as many of the 511 sublevel screen groups available to me, in an attempt to create the single LARGEST hack EVER!

In other words, you won't want to blow through SMB1's 1-1 in only 30 seconds. Even it will have a few new surprises.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I'd like to see an easier to apply "Yoshi Player" patch, where you don't have to apply a bunch of patches/GFX files to get it to work (maybe).

If this could be done in a single patch, I'd be eternally grateful. I'd love to use it for my (eventually) upcoming mega-hack, Yoshi: Student of Super Mariology, an anthology hack of the first three TRUE Super Mario Bros. games (Super Mario Bros., The Lost Levels, and Super Mario Bros. 3).

I kind of want to make it have a HUGE number of levels, but each level from the original SMB games are often rather short (just look at SMB3's Quicksand level to see what I'm talking about). I may double up the levels for added length, and that way, I could cram all the level content into "only" 97 levels, as opposed to a whopping 194 (not 100 percent sure that number is correct, but is most likely close).
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I've created what I think is the perfect ANTI-Kaizo hack (a hack where it's impossible to die): God Mode Yoshi!

I took the original rom, and added a bunch of "buff" patches to make Yoshi, the player character (replaces Mario/Luigi's sprites perfectly) completely indestructible. He can't die from running out of time, touching lava, falling into a hole, being crushed, or touching enemies when small.

The reason for this is a battery of patches/ROM edits which remove any and all death conditions from the game.

My current beta hack has a few issues with how slowly coins accumulate (am partway through Vanilla Dome, but have only collected something over 2600 coins), but I have a few ways I could eliminate that problem: increase the number of coins every Dragon coin is worth, and replace all single-coin ? blocks with multi-coin ones.

Also, I'd like to make it so that the same applies to all single-coin turn blocks.

But, to balance out the fact that Yoshi can't die, I'm going to make the enemies much more aggressive. This will include Bullet Bills and Pokeys moving at much faster speeds, Dry Bones and Bony Beetles immediately springing back to life after being stomped, and Chucks being immune to head stomps. Monty Moles will spring out of the ground much faster than before. Mega Moles will charge at you at tremendous speed (twice their normal speed).

In addition, the timer speed will be greatly increased (around twice the normal speed). This, of course, won't be much of an issue, as Yoshi can't die from running out of time. However, Chocolate Island 2 will become MUCH more challenging to find the Key in. Instead of having to complete the first two sections in a relatively easy 50 seconds, the deadline has been cut in half! You still have to try to beat the level's first two sections by the time the timer reads 250, but that 250 is going to arrive twice as fast!

In addition, Yoshi himself will move much faster than normal, to complete the game's fast-forward feel. I won't make it so he moves so fast that you can't line up with doors easily. However, it will be harder to avoid certain obstacles, which may end up slowing you down in certain (auto-scrolling) levels...
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
New hack idea: Yoshi--999 Ways to Die

Basically, take the original game, and turn it on its head by adding a bunch of new ways to instantly die (all ! blocks, Munchers and spikes will instantly kill you, just like lava), plus make many types of enemies move faster and recover faster once stomped/stunned.

Other examples of difficulty enhancements will include:

--All powerups in the game will be replaced with multi-coin ? blocks or Turn Blocks; you will be able to access powerups through a built-in debug code

--All Yoshis will be removed; will only be accessible through the use of a built-in debug code

--The timer will count down 50 percent faster

--Boos won't stop charging at you when you face them

--Chucks are now immune to head stomps; must be killed by fireballs or a cape swipe



Examples of difficulty buffers will include:

--Yoshis (not the player character) always have wings

--Max lives set to 999 instead of 99

--Dragon Coins now worth 10 coins instead of 1

--Fireballs will shoot straight, and pass through objects, to make it easier to defeat enemies

--Yoshi (the player character) will be able to flutter jump, just like in SMW2: YI (in effect giving him the ability to jump in midair)

--Due to the difficulty of this game, I will also enable an autosave feature (complete a level, and it's complete for good, even if you run out of lives).

--I will edit certain levels to be slightly easier due to the original structure of the level, combined with the edited ! block properties (now act as lava)--Star World 5 in particular. I will remove a couple of the ! blocks to widen the space one must pass through to get to the Key and Keyhole. However, don't expect me to just widen the space to the width of "the side of a barn". This hack is supposed to be HARD, remember.

Even I will have difficulty completing this thing (both building it and playing it...heh heh).

Oh, and to address a complaint from MrDeePay (the one who rejected my first hack submission): don't expect to just fly over the levels; ! blocks will be placed at a certain distance above the ground to kill you if you try to "cheat".
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Since I enjoyed your "beta" version (v 1.2) so much, could I possibly be considered for beta-testing purposes?
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
You can't make an IPS patch of an entire hack. You have to create a patch of the edits you made to your hack, so that it can be patched onto a fresh (read: CLEAN) SMW rom.

Just sayin'...

If you don't know how to create a patch of your hack (NOT the rom itself), I can post a brief tut to help you out.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Not touching the levels will earn your hack instant rejection. It happened to me, so I'm giving you advance warning.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I'm using the following cheat codes on my playthrough of yoshifanatic's game (not yet resorting to Lunar Magic--possibly later):

Moon Jump (DD2C-AF6F)
Multijump (6D2E-0FDF)
Infinite HP (0x00EAE97A 0x0000001E)
Invincibility (0x00EADE17 0x00000003, 0xD0000000 0x10000040, 0x00EADE17 0x00000000)

EDIT: Do NOT apply chdata's Disable Death patch, as it will make a certain level (cough *gravitygrove* cough) impossible to beat. That's as far as I've gotten so far, so I need to remove the patch to continue any further.

It appears that yoshifanatic has made this hack a veritable anti-cheating minefield (many levels are still easy to die in or make impossible to complete, even with complete invincibility, multi-moon jumps, and infinite HP), but if he wants us to sweat a bit as we beta-test his hack, so be it.

If every level were a simple walk in the park, what would be the fun in it? I like challenges, but I absolutely loathe those which seem determined to endlessly resist my (frustrated) attempts to solve them.

There's a fine line SMW hackers have to precariously balance on: the line between challenging levels with fair difficulty, and levels seemingly designed to deliberately frustrate the player with all kinds of unfair traps, enemy placement and completion conditions (cough *keyplains* cough).

I did end up completing Key Plains, but you have to really think outside the box on this one.

Yoshifanatic's hack appears to be designed to break the player's firmly established expectations and habits, and to make him/her think outside the box, with tongue firmly planted in cheek (TONS of fourth-wall "pipe bombs" scattered throughout the game--just look everywhere to find them! ;) )
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I abandoned that project altogether. However, I have finally decided to rejoin the Moused Millions (I broke down and bought a mouse and mouse pad).

The mouse works great (no teleporting cursor or jerky scroll wheel), so I might actually try to tackle a simple one- or two-level hack, for starters.

That's always the best way to get into things: start small and work your way up. Maybe some day I'll try to build a monster-sized hack with over 100 LEVELS (that means over 120 exits).

I wonder what the maximum number of levels/exits you can have in a single hack?

I would like to build a massive Super Mario Bros. anthology hack, featuring the best levels from all five Super Mario games, including the US Super Mario Bros. 2...with Yoshi as the protagonist, complete with all of his abilities!

It will be called Yoshi: Super Mario 101.

Expect to see my first one-level hack soon!
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I've completed (well, NEARLY so) the first level of this new hack, which will feature a new concept I call Rugo (short for Rube Goldberg--Google him for more info).

Rugo is based around making complicated, though not insanely difficult puzzles, meant to make you have to take your time throughout each level. You'll have to sometimes follow up to 12 (or more!) steps CORRECTLY to complete each level, but I will also throw in reset doors/pipes to take you back to the start of the level if you mess up.

The game will be called Labyrinth II: King Jareth Returns.

For those not in the know, Labyrinth was a movie made by the Jim Henson Company in 1984, and featured David Bowie as Jareth, the Goblin King.

I'm going to have to research how to do custom boss battles, as I want to replace the seven Koopalings with Goblin sub-bosses, and of course, King Jareth himself will be the final boss.

Rugo will be the rule throughout the entire game, which will feature 72 crazy, puzzle-filled levels (some of which will turn your world UPSIDE-DOWN! Gravity can--and WILL--suck in this game! LOL).

King Jareth awaits your challenge...
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I'm actually ditching the "Labyrinth" motif, but NOT the Rugo concept.

The game will feature Birdo as the protagonist (there are NO hacks featuring this often-overlooked character...so mine is going to be the first).

On a side note, I remember FuSoYa himself (the creator of Lunar Magic) saying that using a mouse is the easiest way to use Lunar Magic.

I'm going to have to eat a slice of humble pie and admit he's right.

Using both mouse and keyboard, I slapped together a decent, though short, puzzle-based level to replace Yoshi's Island 1.

I'll have to post some screenshots of the level and see what you guys think. First off, though, I'm going to have to replace Mario with Birdo in my game.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Currently focusing on completing (and debugging) yoshifanatic's new hack "Yoshi's Strange Quest". Overall, I'd give the hack a 9 out of 10. There are a few levels with major issues, such as Ancient Landfill and Look-alike Plains (both of which have normally inaccessible exits). Otherwise, it's probably the single best SNES game I've ever played, let alone SMW hack.

This is the first (and only) SMW hack I've ever seen which keeps track of your lives, coin count, progress--and even total time played!

Anyway, once I finally complete this massive super-game, I'll try to devote some more time to building my Rugo hack. The first level is nearly finished, but might need just a tiny bit more tweaking toward the end (that last jump might prove a bit difficult for any but long-time SMW players and glitch-masters).

Current YSQ progress: Bowser defeated, two Yoshi's house blocks unlocked (pink and red), and have discovered two of the very well-hidden switches. I believe I know where the Purple (or is it Orange?) Switch is--World 1, but it's inaccessible in the game's current state (did you forget something in Look-alike Plains, yoshifanatic? #tb{;)} )
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Why can't I get yoshifanatic's attention? He seems to be trying very hard to avoid answering any of the private messages I sent him over the last three days.

Could someone liaise between me and him, and tell him I am trying to get in touch with him? And tell him, for the love of all that is Mario (and Yoshi, in his case), I am one of those people who does NOT take kindly to being repeatedly snubbed, ignored, jilted, given the cold shoulder, or treated as if I don't even exist.

I wanted to tell him of my needing to debug a particular level in his game (edit it slightly to make it possible to complete--it's impossible in its original state). The level in question is the Brown Switch.

Has anyone else had trouble with this one?
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Well, it seemed suspicious to me, due to the fact that he had last posted in this thread on August 29, and included a quote from one of my posts in it as well. That prompted me to reply by making a concerted effort to finish my copy of his rom, using any means necessary.

Also, I had to change two levels so far--Ruined Castle and Brown Switch. Ruined Castle's first part, where you rescue Spunky, was insanely difficult (but I imagine not impossible, but more suited to a Kaizo hack), while the Brown Switch proved straight-up IMPOSSIBLE, due to the rather inconvenient and apparently not fully-thought-out arrangement of wet/dry blocks and switches.

Brown Switch has fully THREE places where it is impossible to proceed any further, and each situation is unavoidable (barring some glitches I haven't found yet).

The first "singularity" arises due to the arrangement of wet and dry blocks. The wet blocks are blue, dry blocks = red. First off, you're on the right side of a wall of dry blocks. You have to hit the wet switch to get past those blocks (they become invisible)...but a wall of wet blocks now blocks your way into the room with the second key!

There is no way around this...AT ALL. The level does this at every possible entry into the second key room.

The second singularity arises when you attempt to grab the fourth key. It sits on a tiny stone ledge one block in size. Immediately to the right are two invisible wet blocks (provided dry mode is active). However, there is a wood platform floating on top of the water in the pool with the fourth key.

To get it to float up and supposedly grant you access to the fourth key requires hitting a wet switch...but that makes the wet blocks to the right of the key solid, preventing you from grabbing it!

The third singularity arises when you attempt to grab the coins the Munchers turn into upon hitting the silver P-switch. There is a wet and a dry switch immediately above the pipe leading to either the Brown Switch or the second half of the level (never seen beyond that pipe, unfortunately). When wet mode is active, you can swim up to the ledge where the two switches are floating. If you hit the dry switch...you're trapped in that area due to two dry-block floors suddenly appearing! You're forced to reenter wet mode, but that re-blocks the pipe with more wet blocks!

Seriously...this level was either put into the game to prevent people from ever reaching the full 100 exits, or it was somewhat rushed, and therefore not checked for singularities (places where it's impossible to proceed any further--also known as "sticking points").

I found three in just the first sequence of rooms alone. Who knows what others remain to be seen (provided there is a second half to the level)?

This and the Ancient Landfill seem to be the only two levels where there are such singularities (Ancient Landfill only suffers from a partial one, though--part of the level is completely blocked off from the rest of the level due to a (perceived) absence of pipe, door, false wall, et cetera. Trust me...I've looked.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
There IS an entire collection of five Yoshi Coins in Brown Switch. Not sure how to get to the fifth one, however, as I've even scanned the level in Lunar Magic for info on how to get to that secret room (with the 3-up moon--boy, those things are RARE!), and can't quite figure it out (because it appears to be reached via the same pipe as you use to get to the Brown Switch).

As yoshifanatic said, there is an entire collection of Yoshi coins in every single level, including Yoshi's New Home (can only find ONE in that level, though...this one's gonna be tough to find 'em all in).

There are 355 Yoshi Coins total in this game, 100 exits to find, tons of secret rooms and easter eggs (scenarios and fake error messages belong in this category), and lots of fourth-wall gags (and even numerous references to this very site! #fim{;)}).

All I can say is that this has to be a top contender for best hack--EVER--on this site. No offense to the creators of all other hacks, it's just that this one has SO much content, and SO much effort put into it, and the fact that yoshifanatic is having an ENTIRE TEAM of beta-testers (including Yours Truly) to try to eliminate at least 99.9 percent of any remaining bugs in his hack before releasing it to be moderated (and pretty much automatically accepted, IMO).

It is quite obvious that yoshifanatic holds himself to an almost insanely high standard when it comes to his hacks.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Well, you're a little late coming to the party, MH, but I'm sure that yoshifanatic can arrange something for you. #tb{^V^}

Just a heads-up, though--some of the levels in this game will make you REALLY want to drop tons of F-bombs (because of how crazy-hard or convoluted the levels/puzzles are).

Just a word of caution: PLEASE avoid doing so on this site. #tb{;)}
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.