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Posts by Green Jerry

Green Jerry's Profile → Posts

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I assume you're taking screenshots that aren't in the game's native resolution using an extrenal program and resizing them to make them smaller, instead of using the emulator's screenshot function?

I played this hack yesterday.

Found this cutoff here:

In
Toad Town
, the clouds are a little cutoff.

These two issues are very minor and don't affect gameplay.

Also, on the dark gray room with the red face that moves to the left, is the softlock intentional after letting it reach you (which prevents you from seeing the ending)? Glitchy things also eventually show up when waiting long enough.


Originally posted by Mr. Witchy
13) SMW Graphics: Paper Mario Styled Mario - this was intended to be the hardest bone, but some of you managed to find it! Well done.

I wasn't expecting a bone to be present on a submission page! Never bothered to check any of the submissions.

This hack is my first finished Kaizo hack.

It needs to be tested before the official release, to make sure it's beatable without tools (savestates or rewinds), and also to determine the level order: which level is the easiest and which one is the hardest. Note that the grassland level will be the first level, and the castle level will be the last level in the final level order.

Also note that the hack currently doesn't have a proper overworld. The current one is a placeholder and a proper one will be made for the official release. This is also why you can play the levels in any order.

Screenshots:




Download removed, beta testing has been finished and the hack has been submitted to the hacks section.

Okay, so I've released a new beta version with some adjustments. It changes the level order and makes some minor changes.

Originally posted by dubiousdinobot
(1) Raise height of first koopa platform for more clearance; put a sprite killer to the right of the bullet to make it disappear (just an aesthetic suggestion)
(2) Extend sticky tile area; one on each side.
- The really hard part were the two successive koopa obstacles, particularly the one carrying the koopa shell. Those two obstacles were even HARDER than getting that first section consistent.
- I would strongly suggest nerfing the koopa obstacles in some way, they seem significantly harder than anything else in the hack

I've made some changes to the two succesive Koopa obstacles, along with raising the platform at the midway, hopefully it's easier now.

Originally posted by dubiousdinobot
-Quick question - this platform is just an obstacle to avoid, correct?

Yes, that platform is meant to trick the player. If you were to ride it, you'd touch the muncher and die.

Originally posted by dubiousdinobot
-Spelling mistake in text-box, should read "Switch"
- Level seemed fine, and then I couldn't get past one of the obstacles
- The spiny pictured here killed me every time, even when I spin jumped on it. Not sure why.

Fixed the typo on the message. Also the spiny killing you was caused by that spot having two of them on the same place (because my mouse has this problem where it can double or triple click with a single click), which can cause this vanilla bug where you can die if spin jumping on two enemies at the same time.
However, you couldn't finish this level due to this error, so that level still needs to be tested.

Oh, I forgot to change the initial enabled directions after changing the level order. Beta 3 has been released, which fixes this issue.

Note that I forgot to update the number on the title screen, but don't worry about that. If I end up having to release a new beta, then I'll remember to update it.




About
This hack is my first finished and released Kaizo hack.

It features 7 levels, each one with their own theme, and has only 1 route, so there are no secret exits.

Story
Oh no! Tom has stolen Jerry's cheese, and put a spell on him, and now he can't stop walking! Jerry has to defeat him to undo the spell!

Screenshots:




Downloads:
Download on SMW Central (Version 1.0.1)
Download on Romhacking.net (Version 1.0.1)


All SMW hack patches on the site are meant to be applied to a ROM of the US version of the game with a header.

On RHDN's ROM hasher, the SMW ROM should have the following hashes when scanning it:
Code
Database match: Super Mario World (USA)
Database: No-Intro: Super Nintendo Entertainment System (v. 20210222-050638)
File SHA-1: E7C9D2954AED2814FBB43F259AEFC25404DA8463
File CRC32: B9B52E0F
ROM SHA-1: 6B47BB75D16514B6A476AA0C73A683A2A4C18765
ROM CRC32: B19ED489

Or you can use ROMclean to verify your SMW ROM is a headered US ROM.

Could it be because the copier header (the first 200 bytes of the file) is not empty. You can check it with a hex editor like HxD.

If you see anything that's not a 00 on the header, just replace them with 00s.

Originally posted by Ice Man
Your information is wrong, Green Jerry.
All SMW hacks hosted on SMWC in .bps format use a non headered US ROM (No-Intro).
If the hack is in a .ips format, you add the 200 byte header.

So I was lying, BPS patches require a non-headered ROM, instead of a headered one? The more you know! If this is true, then ROMclean should get an update, so that headers don't matter.

But from my experience, attempring to patch a BPS to an unheadered ROM would give the "This patch is not intended for this ROM" error, and would only work with the headered ROM.

And LM requires a headered ROM to use it, otherwise it adds a header if it's unheadered, so do people remove the header when creating the patches?

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