Renaming it wouldn't make a difference, but if it still glitches even with a version before the Hex edit, then it's clearly not the edit's fault. Was it just the tilemaps of note blocks and ON/OFF switches or all of the blocks? Also, by touch, do you mean wherever Mario touches the block or only when he hits it?
Here's what I can think of right now:
1. Was the old version saved as an IPS patch? If so, it may be your "clean" ROM.
2. Did you switch the version of LM you were using for the hack mid-development? I've noticed that making a level with one version of LM can cause another version to crash whenever I try to open the ROM in that level, so maybe other complications can form as well.
I can't find the other thread you're talking about, so I'm not sure if all of the info is here, but I can't really tell too much from the info in this thread. Also, does this hack happen to be the one that you had problems with the fireball break block I made? Lastly, are there any other patches/Hex edits you've made?
Wow, there's a lot of people signing up for this! It's cool to see that people are eager to help with this hack beyond the level design!
Anyways, I feel that I'm quite qualified to beta-test this hack for the following reasons:
1. Among other hacks, I was one of two beta-testers for the featured hack The Artifacts of Marvelous Birds by exit1337, where in the two world demo I found over 70 bugs/glitches, and some things worth mentioning that seemed like things you don't want in an SMWC hack (discoloration, odd ways to beat puzzles that clearly weren't intended, etc). Many of these things were minimal, and either required me to go into places that a casual player would almost never think about going or things that lasted only a few frames (I take pictures for every problem). As well as the other tests I've done I feel that this testing proves that I am great at finding not just the critical problems, but also the little things that can degrade a hack, and that I can do so very throughly and professionally.
2. Other than one/some of my blocks being used (according to the credits), I do not know anything about this hack that could possibly help me, so it would be a "blind" beta-test, which not only makes the testing more like a realistic playthrough, but also means that I won't feel the need to skip parts I've already heard about, which can happen when a beta-tester already knows about parts of the tested material (though that being said, this would be a good statement to support anyone who would be preforming a blind beta-test).
3. I am not only skilled with platforming games but I am also a big perfectionist, so I will instinctively explore every nook and cranny until I'm 100% sure there's nothing left that's hidden, whether it be a hidden exit or amazing alternate ending to a wrong corner tile or an obscure place of minor cutoff.
4. I have, in my spare time, reviewed over 40 hacks on this site, featured and non-featured, with many deatialed reviews and suggestions for future versions (I plan on reaching and maintaining 10% of all of the hacks here).
5. As you can probably tell by this lengthy application, I am very through and detailed when it comes to describing things, so I can promise that there won't be a thing that I say in the beta-testing summary(ies) that you won't be able to find and/or understand from my testing.
Sorry if I crushed any innocent people with that wall of text there, but I had a lot to say :^)
PS: I primarilly use ZSNES 1.51, but I am able to use other version of ZSNES/Snes9x as well as any other emulators that are needed to be used for testing.
Mafia IS awesome, it's not overrated >
It actually requires thinking.
What? Thinking in my pointless forum gaming?!?!?
Yeah, there were good forum games and all (and despite multiple attempts elsewhere I cannot get a single game of War to last more than a week) but we do have to remember that this is Super Mario World Central, not Pointless Forum Game Central as the site was becoming.
You could try and use more than one FG slot in Super GFX Bypass (Red Poison Mushroom), but due to SMW's limitations, you won't be able to use certain other stuff in that level, plus you'd have to custom-assemble the graphics yourself in Map16, which is very, very painfull.
I'm not arguing that Kieran's time frame for doing stuff is very limited, but if there's ever an open moment for adding such a feature, couldn't the whole abbreviation thing be solved by adding tags to stuff that relates to you that you could get notified on? (shortened names, hacks, etc.) I see it as being it the "Edit Profile" section. Any thoughts on that?
Though it's hard to tell exactly what's wrong since you didn't provide the code you're using, it looks like you're putting "$" instead of "#$" when you're making a value. "$" leads to an address, and "#$" is a number that goes into an address.
Example: You say you're using "$74" to load the value of a Mushroom sprite. However, since you're using "$", you're loading whatever value is currently present in address 74, which is the flag for "Mario is climbing". If you were to use #$74, you'd be loading the value of a Mushroom (though you still need to load that value into the right address).
Also, the game might be freezing because of missing JMPs. These JMPs should be present at the beginning of your code:
MarioBelow is when Mario hits the block from below, SpriteV is when a sprite hits the top or bottom of the block, etc. These will work like BRA lines, so you need to put MarioBelow: above the code you want to run when Mario hits the block from below for example. Without these, blocks can crash the game, even if the rest of the code is correct.
Now for my question!
I'm trying to make a block that changes the music in a level, but I can't get the block to work with custom music. Here's the critical part of the code:
LDA #$25 ;Music #
STA $1DFB ;Change level music
What do I need to do in order to get it to work with custom music?
Layer 1 stays still with these levels. Layer 2 is the one that's falling. You need to use the "Layer 2 Falls" generator in order to get that effect. Level Mode 08 seems to work the best with this setup. I haven't gotten it to work with both subscreens though, so I don't think you can do that with Layer 2.
Also, be sure to put the screen exit at the screen where Mario is and not where the exit pipe/door is. It'll give you a warning message, but it thinks that Mario's trying to get up to the exit, and not that the exit is coming down to Mario.
It may be just because I grew up with this game (along with Mario & DKC, respectively) but I strongly feel that Pitfall: The Mayan Adventure is incredibly underated and more or less forgotten, especially for being the PC Game of the Year for the PC version (plus it was on SNES, Sega CD, Genesis, & Atari Jaguar). It had loads of secrets and unique features, yet it still feels like a Pitfall game. Even so, most people have no idea that this game even exsists and assume that Pitfall stopped being fun after the 1st game (forgetting another lost gem, Pitfall 2). Then when it came to VC the people at Nintendo Power wrote some BS about the platforms blending in with the backround too much and put it on the sub-par list.
Yeah most of the Kaizo on this site is here, though a few hacks in the Hacks sections have secret areas that are Kaizo-ish.
To answer the topic's initial question though, there's no such thing as a hack that's only possible with savestates and not without. You will have to do tons of backtracking and make tons of near-impossible manuvers in order to pass though, so pretty much :^)
One of my favourite games (hence my avatar), but I don't think many people seem to have heard of this game. It's a platform/puzzle game where you have to rescue people in each level by figuring out an escape route, and getting the people you are rescuing to help make a way out. This video pretty much shows what I mean. Click here
There are about 200 levels in the game, and they did make a couple of sequels, yet the game never seemed to be very popular. It probably was in Japan though.
Yeah, Exit's quite underated as well. I think that it's not very popular because the puzzles get challenging quickly (at least in my opinion, though they're still plenty fun). Plus the controls and AI on the 360 Arcade version are a bit finicky, though Idk about the PSP version.
You say there's sequel(s)? I've seen a free Flash version online that's in Japanese, but other than that I've never found anything else for it.
Well, I'd recommend Rockman 4MI, but it's really hard to find a version of it, let alone the latest version. Idk if it would be too hard without saves, but you say that Rockman Exile was good without saves so maybe you'd enjoy it.
Also, I second GeminiRage's advice. As someone who is just learning about custom music, I can agree that making MIDIs and porting them would be much easier than typing a bunch of code (at least when you're getting started).
I usually need to know which scedule and group of people I'm in weeks before the start of the schoolyear, now they decided to just let me know on the very last day of the vacation.
You don't realize how lucky you are to actually get your schedule before school starts, do you?
I could go on a huge rant about this, as I just got back from this crappy first day (only the freshmen have to stay and sit in advisory for another 4 1/2 hours ), but long story short I got my schedule today on the first day of school, and I find out that half of my classes are either stuff I took last year or are blank spots on the page. A large amount of us with this problem went straight to the office and asked what the hell they've been smoking for the 5 1/2 months they've had to make these (yep, we submitted our papers in March) and we're forced to wait until they fix them, which will either be later today or next week (though I'd say it's definetly next week if everything goes like it did last year).
Crap, I went on a rant anyways, didn't I? Oh well, I'm P.O.ed about this right now, so I can't really help it.