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Posts by FPI

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Originally posted by SMW S.N.N
I don't know how to do it.


Wait, you're screenshot shows that you already did was NES Boy was talking about. He was trying to help out ForthRightMC. But it's hard to get some sense out of your posting.

What exactly is the question? Are you stuck at the level?

I assume it's a yes. :)

Spoiler ahead.
First you have to go up in the castle and talk to Thirlox. After that go back down until you reach the black carpet on the left. There's a door behind the carpet. In the next room, go right and grab the throwblock which isn't a throwblock - get it to the Fire Bros. in the cellar. After that it's fairly straightforward.


Since I was lucky to get the demo a couple of days early I had some time to play it - I'm still not completely done, though.

When it comes to the difficulty level, this game definetely means business - it gets right tricky from the very first level. All in all, I don't mind, the only level I played I found hard on a more frustrating side was that hidden Ghost level in the first world.
Just a tad bit too many ghosts there for my taste, especially since they move kind of fast - there are several spots where you reach a new part and get immediately ambushed by a Big Boo which seems a bit evilish, especially fir a level in the first world. You might argue now "hey it's an optional level" but imho that doesn't really count in this case since it's a level leading to the Yellow Switch (I suppose? Couldn't find the secret exit there yet thanks to the frustration factor mostly) and since the Yellow Switch makes a lot of things easier I can only say that by the time you're able to beat that Ghost level what do you need the Yellow Switch for? You're obviously a player who wouldn't really need it. - ... unless the yellow switch is located elsewhere. Than forget about that point. Back to the Ghost level I found the overall design a bit unpolished. The ambushing Big Boss, the sprite overload, at least one blind jump, the pipes which just loop you around and what's with that part with the note-blocks which can't get you up to the higher platform? (I got up there with the help of a Boo.) Nothing that can't be fixed of course - other than that I found the levels I've played so far very enjoyable, with the first castle being my favourite I think - the first room is a bit blah because of some of these plant/Thwomp/Dry Bones-combinations which just slow you down, but other than that it was pretty great, also liked the boss fight a lot.

Other points: Is it just me, or are some of these secret exits like very hard to find? A suggestion for "The Clearing" would be to make the location of the keyhole and the key not that far apart? Seems a bit random, even if both objects are hidden well. Other than that I think that's the only secret exit I found so far. :p

The title screen-scene seems very action-orientated. I'd suggest cutting the very long intro of the title screen music and starting with the part where the music finally "takes off" - it would fit more to the fast paced scenario.

Nitpicking aside, you're doing a great job. Keep it up! #ab{:D}
I'm certainly curious about what other people have to say about it as well!

I had palette problems too.

However when I did set the palette in the asm-file to the one I used, the problems were gone. (I tried changing the palette in the cfg and use the Bypass in the html-file prior to that with no effect.)

Another glitch I noticed: When you enter a level via a pipe while the custom NPC is already on the screen it might use the wrong graphics.

In my case it briefly showed the graphics from SP3 top-left, which is by default the position where the graphics for the sprite would be located anyway, but I used the bypass for the walking frames to get the GFX from another position from SP3 and these only show up once you are out of the pipe.

Played throught the first "season" so far - and as others already stated, this is really well done.

The graphic style reminds me a bit of Kirby's Dream Land 3 especially the BGs, which isn't a bad thing. Although I find it funny that with all these fancy graphics you also did stick to the overall SMW-Mario-design. :D

One tiny thing i did notice is that in that first underwater stage (with all the urchins) there was one star coin which didn't appeared the first time I played it. It was the one guarded by the line-guided urchin left from the throw blocks. I guess too much sprites on the screen is still a thing or something? Don't know.

Overall, this hack sure is a winner. #smrpg{y}
Looking forward on making my way through the later seasons.

How to change the death frame by the custom sprite of Chuck's Rock?

It seems to use the wrong one for me.
Instead of using C4 or C6 from SP4 it uses 04 of SP3.

Ah, man!
I even noticed this and was wondering about it - but ultimately figured it's supposed to be like that and completely neglected the possibility that it's wrong. #smw{-_-2}

Either way, thanks a lot! #ab{:D}

I inserted the fly into my hack.

Eyerytime I (Spin-)jump on one (or slide into it) I get a 1-up.
This doesn't happen when I kill it with fire or a cape spin, though.

I haven't done any edits at all on the files, so I'm not sure... is it the sprite or another problem on my end?

Originally posted by KevinM
By chance does your ROM use the SA-1 patch?


Yes, that's correct.


Quote
Because I've noticed there's an address which was missed when converting the sprite to SA-1 hybrid, and it's in the part of the code that gives points/1UP when jumping on the sprite.
If that's the case try changing "ADC $1626,x" on line 333 to "ADC !1626,x".


Unfortunately this did not work - with that edit I can't even insert the sprite, because Pixi gives an error message about an "invalid number".

However, with what you said I figured it might be worth a try to run the file through the sa1-converter-tool.

It did change a hell of a lot of adresses for which I'm not sure if these changes are needed, though. The odd thing is I have another custom sprite (Bunbun) which shares a lot of the same code as the fly in the same level, and Bunbun worked fine with the old values (like 001DF9 instead of the newly changed 007DF9 for example) - but the thing is...

running the file through the sa1-converter did do the trick. I had to change the tilemap back because oddly enough the converter did change the tilemap values to some crap, but after that everything was fine.


The new values do irritate me a bit though, so I'm not sure if this was the best solution really.

I'm not sure if it's helpful or not, but this is the conversion.log that the converter created:



Yeah, I'm stupid. #smw{-_-2}
I did insert the "!" but forgot to take out the "$". Sorry for the trouble.

It's working like it should now, that's for sure!

Thanks a lot for the help! :)

Hi there!

I just applied the "Leave Yoshi in Level"-patch by JackTheSpades & Katrina.

There seems to be a tiny bit of an issue:

Whenever the goal point is a bit higher in the level (so that the screen did scroll up vertically before), a black bar appears at the bottom of the screen for a few frames. It happens just before the Iris starts fading out:

<----

This won't happen if the screen doesn't have to scroll up, and it also won't happen if Mario isn't on Yoshi.


(For what it's worth, I'm also using the Mario Maker Style Goal by wiiqwertyuiop, but I don't think that patch does anything about the fade out-stuff, so I don't think it's an incombability because of that.)

Hello there!

Back in the days, Boingboingsplat made a 32x32-version of the phanto-sprite. But unless I'm missing something it didn't survived the time, at least I wasn't able to find it.

So, I would love to see it back. (For PIXI, SA-1-compatible)
For what it's worth, here's the "partial" original code from said sprite.

Partial, because the version I used is different in (I think) two parts.
The first, I'm not even entirely sure, but if the original phanto did x-flip based on its position to Mario, than this version doesn't do that.

Second, more notably: The "HasKey"-routine has been completely taken out in order to have the sprite chase Mario no matter what.

So - if someone would be willing to help me out with the 32x32 version of the phanto-sprite, I would be appreciate it to let me know what needs to be edited/changed/deleted/whatever to have NO x-flips and let him always chase Mario.


Thanks!

I already knew about the SA-1 Hybridizer, but somehow I missed Trashkas.
I think, it's the name of the tool - let's you think it's something not worthwhile to check out, I dunno.
Either way, I have a feeling it's good to know that this exists.

Either way, I did what you said, and it worked like a charm! #ab{:D}

So, yeah, thanks a lot! :D
Matter solved!

I know I'm somewhat slow - I did started playing this since quite a while, but other things kept me busy. Anyway, I just wanted to comment that i finished world 2 by now and I thought that castle stage with the water switches and the flower boss was ingenious, all in all.

The setup of everything was very intuitive, and figuring out all the little puzzles or beating the boss felt very rewarding - and in case of the boss it made me also laugh when I beat it. #ab{:LOL:}
All in all, very well done!


(...but for what it's worth I also think the update for the coins was a good idea! #ab{;)} )

Not sure if this is the right place for this topic, as this isn't exactly important or anything, but I was wondering about that ?-Block-bonus game where you could potentionally get a 1-up when you hit three blocks in the right order.

I still remember somewhat when I attempted to try to make some use of it way time back in 2002 and of course it didn't really worked too well. I guess everyone who tried it probably also encountered these used blocks popping out of nowhere when they placed the blocks into their level.

And I dunno, since then I was always kind of curious how they work, so... I figured it couldn't hurt to ask:
Did anyone ever looked into it in regards to how they actually work? I assume it's some kind of strict x/y-position-kind of thing?

I have a feeling it must be something very limited considering that even Nintendo never bothered to create more than one setup for these blocks, they just re-used the same room over and over in SMW. #ab{<_<}

@Koopster: It's definitely great to see them at work in a hack, and I say you used an interesting setup - the last row is especially nicely done, because you make it look like it was intentional that they would give just lives in this particular case.

@MarioFanGamer: Wow, thanks for that thorough and insightful response - it's definitely answered a lot of things I wondered about for a long time. :) Very interesting for sure!

I'm not too fond of the new goomba and note block animations (a little bit too hectic for my taste) but the other ones look excellent, especially the big coin.

As for the screens themselves: Everything looks absolutely amazing and inspiring! Wonderful work you did there! #tb{'_'}

I got a somewhat similar problem.

I did replace the patch-file for addmusicK with the one from Daizo Dee Von - but I get nothing but a black screen. Music still plays but nothing else happens. But addmusicK doesn't seem to be the problem for me - from what I can see it seems to be the SA-1-patch. (I use 1.40)

I wonder if anyone got this to work with SA-1? Or is there something different I need to do on a SA-1-Rom?

The thing is I tried to apply everything on a Rom without SA-1 as a test and there it seems to work fine - with the exception that the ExAnimation-tutorial doesn't seem to work properly - I get wrong sprite-graphics and nothing is animated. ... but I could live with that, actually.

But I would be definitely interested to know why I can't get it to work at all on a SA-1-Rom. :(

I applied leod's Sprites on Platforms and Springs and Stuff-patch - which is quite fun, overall. :)

There seems to be an issue with the flying ?-blocks, though:


The item coming out appears about a 16x16-tile to the right - but only when the ?-block is flying to the right. When it's flying left, everything is A-ok.

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