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Posts by JP32

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super mario bros 3 was better
Originally posted by Final Theory
Yeah, this is one of those games that I saw a few people play back in the day, but it was like SO confusing and cryptic that only a true master of the game could beat.

Actually, this gives me an idea for a new controller. *gets idea*

Maybe someone should make a controller where the D-pad is slanted so that games like this and Q-bert play more intuitively.

Haha there is sega genesis(and maybe snes one too?) that has rotated d-pad:

No idea if its any good though.

Solstice isn't that hard game though, its more about memorizing and abusing yellow/blue potion to pass though two-three actually hard rooms. I guess the isometric view is hard to grasp for some people but it never bothered me, or the controls either, then again I had this game as kid so Im biased lol.
Originally posted by Fermín Acosta Jr.
Why always do I follow the rules?

nobody's stopping you, well you'll eventually get banned but eh who cares life goes on.
if its straight remake(accurate or not) without any kind of gimmick or twist then its just pointless filter level that has no real purpose, people play hacks for new levels and experiences, not to replay old levels all over again.
only way not get input lag is to having an CRT monitor, or playing with real console + CRT TV (and also super everdrive or FX Pak (aka sd2snes). One alternative is real console + OSSC but that has one frame of lag? though its so minimal its hard to notice.

but since you mentioned snes9x. press "video" -> "display configuration" on top bar, then try different output methods, I noticed the default one is laggier feeling than the others. You can also try other emulators like higan, bizhawk..
Originally posted by 1337doom
I think the point is that you don't have to patch 100+ roms

you only need one clean rom and all the patches, FLIPS can patch many files at once. I think there was one huge zip with all the patches? Or one of the contests had that.

The only annoyance with this is that the levels are all over the place and unorganized and the patch names are rarely the levels name.
if you want my two cents, sent me your hack so I can see what it looks like on my CRT tv(via rgb scart on my modded pal snes). On composite video output(yellow/red/white cables) you lose some detail as the video quality isn't that great. But it could be your tv, adjust contrast and brightness and it should look a lot better, analog video signals rarely looks good without messing around with settings and using best quality video cables.

But to me it looks just about right, CRT's have much, much deeper and darker blacks than your typical PC screen(unless it has VA or OLED panel), hence why it looks like it does.
An patch that makes the file selects "1player/2players" selection to make 1 player to start at marios OW position, and 2 player at luigis OW position, both as mario/1 player, and two player mode to be disabled(so its always mario only).
After initial choice on fresh save, the selection is saved and locked to that.

Flow-chart if above made no sense:

Fresh save -> player chooses 1player -> player starts at Marios OW position as mario-> choice is saved and cannot be changed afterwards.

Fresh save -> player chooses 2players -> player starts at Luigis OW position as mario -> choice is saved and cannot be changed afterwards.

Two player mode to be disabled(so its always mario only).
Start simple, learn how to use the different tools individually and over the time. Dont fill the rom with everything you find(just because you can doesn't mean you should), plan what you want to actually want to have in your hack, for custom resources(especially patches) try them on separate rom.

Also make back ups often, especially before using external(non-lunar magic) tools
random idea: make coin increase timer by one, and put initial time limit low, idk, 200?. Another one is using coins to heal HP if you use any sort of HP system.
No idea what ninja boy is smoking.. its right in the bottom bar like koop said. The reason why "sometimes its not" is because the graphics are on SP4 slot, instead of SP3 which koop's screenshot shows.

You can also see the tile number directly in Lunar Magic too;


Just click the time, and bottom it says "tile 0x5AE selected for editing", the last two numbers/letters of the "0x5AE" are the ones you want, in this case "AE"
I had to because three letters is too short for many websites(surprisingly the ^ symbol was never an issue lol), and my old usernames were just terrible or I don't want to be referred/alluded as/to them ever again.
some things just takes while to happen, and they dont happen by themselves, you just have to trust the process sometimes. Oh and learning not to give an fuck what others thinks of you.
There is way to change the interactions between sprites and custom powerups, it was some define file in the pack, its been while since I used it(and it was old version at this point) so I dont remember which one, but it should be there.
Lets necro my own thread, shall we?

After almost an year last few days tbh I've been working on this on and off, and its almost finished.

There are some notable changes since last time:


On Level "automatic" I fixed the lackluster/overly-long end selection with shorter one, but with same idea.


On level "Maze" (formerly called "Corridor") I adjusted visuals/tileset little, its probably too subtle to see on the tiny screenshots but it should make it look less samey and make navigating it easier.


The level "Aerial", the one I struggled with most got its fourth re-do is finally finished, now its one-screen long medium-autoscoller, kinda like the original SMW winged yoshi mini-game but more deadly.


I also finished the rest of the "Metroidvania" level, well I think it needs some adjustments/tinkering still but its passable for now.


And finally brand new level, currently unnamed. Its one-screen, and you have to collect as many coins as possible before timer runs out(the goomba on bottom of the screen).


It also replaces the old level "Bizarre" as the original level was rushed, and I didn't like it. I did try to remake it but it just didn't feel right, too similar to the "Maze" level but with gimmick that just didn't work that well.


Also theres gonna be new beta available for testing sometime tomorrow(24h when this is posted), maybe.
The only things, not counting blocks or sprites, that I've used across all my hacks are "no more sprite tile limits", uberasm, wall-jump and proximity fix.. and disabling status bar things if that counts. Well "unnamed hack about collecting coins" doesn't use the wall-jump patch but thats because its supposed to be as vanilla as possible but not literally.

Other than that rest are hack specif.
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