"This Hack Needs a Name" was the first hack ive played and it just blew my mind. Still one of my favorite hacks. It really feels like a real game. Even though nowadays im preferring harder/shorter hacks, that one is easily one of the best hacks ive played.
NaroGugul Yellow Super Koopa
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Location: Curitiba
Im finishing my first Smw hack called The Joy of Kaizo.
Its a Kaizo Light intended to be possible of beating without savestates, yet somewhat challenging.
as the name suggests the stages are inspired by paintings shown on the Bob Ross tv show The Joy of Painting.
You play as Bob Ross on his way to beat the devil from this hack.
it will be 17 stages, five of them are the special world.
ive finished the levels and from now ill be working on the Overworld and a few things i have to fix. I hope to have this posted in the next couple of weeks.
here are some screenshots (not sure if its showing)
NaroGugul Yellow Super Koopa
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Location: Curitiba
Wow, this looks visually really cool! Hard to comment on the design without a video, but one thing I would suggest is maybe replacing the cement blocks in some of those levels; large areas of a single tile tend to not look very good. Usually you can just replace them with Map16 ledges though, or if you want them to remain as cement blocks, you could create some variations on the standard blocks (such as larger 32x32 blocks or elongated 32x16/16x32 ones) to vary up the visual appearance a bit.
I'd also recommend changing the palette of those logs in the 6th-from-last screenshot. The white border in particular makes them look a bit out of place.
thanks for the feedback
those cement blocks on the 5th from last screenshot are on a "5 room" stage. its not the whole stage like that. but ill take that in consideration.
ill see what i can do on the other stages to avoid awful repetition
the white border is in reality an animated palette to look like ember. it acts as 12f
NaroGugul Yellow Super Koopa
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Location: Curitiba
hello.
im editing he SMW hex using Shex
im having some issues here:
Code
$0399EC 1 byte ASM Change from F0 to 80 to make the Reznor platforms non-standable (fall-through) after Mario hits a Reznor from below
this change is making mario die when jumping on the platforms, not fall through. is there any other value to make it fall-through?
Code
$05CC85 1 byte Misc. Change to 00 to disable "Course Clear" from appearing.
i cant make it work. the course clear message still blink for a moment and if layer 3 is auto scrolling it will appear scrolling. Switch Palaces/Orbs/Bosses the message appear as usual.
any way to completely remove the "Course Clear" message? Since most of my levels have layer 3 enabled and some have the text tiles bypassed, its really messing with the hack
and
is there any way to make the direction when flying off a vine consistent? it seems to be random
same thing when spinning when flying, sometimes mario change the direction, sometimes stays the same.
NaroGugul Yellow Super Koopa
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Location: Curitiba
Really well made hack specially for a first one! Has creative obstacles and nice backgrounds. The only major issue I see is the slowdown at some parts, but it doesn't last long. Good job
Thanks.
slow down seem to occur only when i play using Zsnes. With Snes9x its minimal. i dont know other emulators and havent tested it on snes. i hope its a Zsnes only thing
NaroGugul Yellow Super Koopa
Posts: 10/394
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Location: Curitiba
postei hoje minha primeira hack
O personagem principal é o Bob Ross (pintor que tinha um programa de tv, etc..)
O tema/cenário das fases são baseados em algumas das telas pintadas em seu programa "The Joy of Painting"
Está na lista de espera de moderação mas já dá para ser baixado
So ive already posted my hack but theres still a few things bothering me
1: after you finish the stage the order of the layers change.. example:
https://www.youtube.com/watch?v=u6zkF7eLgTw
at 1:44 the layer 3 (the mountain) comes in front of layer 2 (trees)
at 3:17 the layer 3 comes in front of layer 1 and sprites
and so on..
any way to keep them where they originally are?
2: any way to make the death sequence faster? (i mean to not have to wait for that death music to play and fade out.. just fade out and go back to the map..)
im new to patching things so hex edits would be preferable if its possible.
thanks
EDIT: the death i could do what i wanted by changing $00F61C from 30 to 00 not sure if theres any side effect.
NaroGugul Yellow Super Koopa
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Location: Curitiba
i need another help. this one should be easy
i want to change the overworld text from "DEATHS" to "Happy Accidents"
i think ive figured out the letters, but it only shows 7 characters.
ive tried changing almost every value on the code without success.
the asm im using is this: (by Thomas!?)
Code
!counter = $7F9D00 ; 5 bytes of free RAM that don't get cleared.
org $008F3B
autoclean JSL SBDisplay
BRA +
org $008F5B
+
org $00F614
JSL DeathCounter
org $05DBF2
autoclean JSL OWDisplay
RTL
org $008C89 ; Status bar text
db $0D,$38 ; D
db $0E,$38 ; E
db $0A,$38 ; A
db $1D,$38 ; T
db $11,$38 ; H
db $1C,$38 ; S
freecode
SBDisplay:
LDX #$04
- LDA !counter,x
STA $0F15,x
DEX
BPL -
- INX
LDA !counter,x
BNE .ret
CPX #$04
BEQ .ret
LDA #$FC
STA $0F15,x
BRA -
.ret
RTL
DeathCounter:
PHX
LDX #$04
- LDA !counter,x
INC
STA !counter,x
CMP #$0A
BCC .ret
LDA #$00
STA !counter,x
DEX
BPL -
.ret
LDA #$09
STA $71
PLX
RTL
DeathText: ; Overworld text
db $07,$00,$0F,$0F,$18,$1F,$00,$02,$02,$08,$03,$04,$0D,$13,$12,$1F
; H A P P Y A C C I D E N T S
OWDisplay:
PHB
PHK
PLB
LDY #$06
LDX #$0C
- LDA DeathText,y
STA $7F8381,x
LDA #$39
STA $7F8382,x
DEX #2
DEY
BPL -
LDA #$7F
STA $0F
LDA #$83
STA $0E
LDA #$8F
STA $0D
TYX : INY
STZ $00
- INX
LDA $00
BNE +
CPX #$04
BEQ +
LDA !counter,x
BEQ -
+ LDA !counter,x
CLC : ADC #$22
STA [$0D],y
INY
LDA #$39
STA [$0D],y
INY
INC $00
CPX #$04
BNE -
LDA #$FF
STA [$0D],y
LDA #$50
STA $7F837D
LDA #$56
SEC
SBC $00
STA $7F837E
LDA #$00
STA $7F837F
LDA $00 : ASL
CLC : ADC #$0D
STA $7F8380
CLC : ADC #$05
STA $7F837B
PLB
RTL
NaroGugul Yellow Super Koopa
Posts: 13/394
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Location: Curitiba
Oh right, sorry. If you (or whoever else finds this thread) still want it then here (owtext.txt)
It's much easier to work with than the hex values directly.
for sure it helps.
thanks a lot
NaroGugul Yellow Super Koopa
Posts: 16/394
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Location: Curitiba
my english is kinda broken but ill try to describe..
ive seen something similar but what im thinking is if theres a way to make some sort of difficulty selector where the overworld loads a different level depending on the difficulty selected.
what i mean is like if i could select between something like:
Hard
Kaizo Light
Kaizo Hard
and for example the Hard level 1 would be like level 105, on the Kaizo light would be 106 and kaizo hard 107.. while keeping the same overworld
NaroGugul Yellow Super Koopa
Posts: 17/394
Since:
Location: Curitiba
im using this hex edit to make the boo ring without the large gap
Code
org $02FA84
db $00,$00,$00,$33,$00,$66,$00,$99,$00,$CC,$00,$FF,$01,$33,$01,$66,$01,$99,$01,$CC
but even though the angle in the hex doesnt change, every time i die in the level they appear at a different angle making it almost impossible to stay consistent
theres any way of making the boo rings appear on the same angle every time?
NaroGugul Yellow Super Koopa
Posts: 18/394
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Location: Curitiba
thank you very much Thomas
i guess its working now
but the dw thing didnt work if i write $0000,$3300,etc.. it doesnt work. if i write $0000,$0033, etc it does.. im doing something wrong?
and i was not sure to where to put the code with UberASM (total noob here). ive put it on the level and the boo ring wouldnt rotate.
Then ive put it on the ow and it worked. but im not sure if thats the right place to put it.
i was thinking maybe inside the global!?
NaroGugul Yellow Super Koopa
Posts: 19/394
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Location: Curitiba
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