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Posts by MiniMawile303
MiniMawile303's Profile - Posts by MiniMawile303
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I have been looking around in attempt to find this but have gotten nowhere. I was wondering if there exists (or someone could create) a mario maker style physics patch for SMW. The biggest changes I can see would be modifying enemies so where when you spin on them you bounce instead of destroying them as well as bombs being knocked into a certain direction dependent on angle. If you have no idea what I mean by that, check here for some context on what I mean. If this does exist, could someone show me where I could find it? Thanks!
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I think this is how I create the thread thing \_(0.0)_/. If you want to discuss speedrunning this game (because it is quite easy, disregarding the final few levels) or want to point out issues with the hack, do it here. My current PB is 1:43:09, but I can get through most of the game in about half an hour.
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I'd like to preface this with some general info as to why I decided to make this hack.

If you're unfamiliar with the Blind Kaizo Race that occurred last SGDQ (SGDQ 2019), then I'll briefly mention that I created a Kaizo level themed around Celeste for that race. It got enough positive feedback, both from random people online/in the audience and from people in the Kaizo community, that I decided to make a full hack themed around Celeste.

Anyway, this upcoming hack is my attempt at recreating the mechanics, graphics, etc from Celeste into Mario World. The dash, a modified (and arguably much better feeling) version of the wall jump code, and a bunch of different sprites are all (and will be) featured in this hack. Every level from Celeste will be represented in this hack, including a special "Chapter 10" that will be worked on as time goes on. Of course, this is just a demo, so not everything is finished, but I believe what I'm submitting is a good start.

Most of this project so far has been my own work. The graphics I ripped and formatted myself and I made most of the new code myself (in other words, not including retry patch or other things like that). Shoutouts to dtothefourth for being a big help in the ASM side of things, as he made a few things and kept me sane of things broke. I will note, however, that none of the music is by me. I have two people working on ports for the rest of the music that will eventually come, but right now I have a port of First Steps and Mirror Magic by com_poser and Maxodex respectively.

Things to note about this, as it's a demo:
Death counter might not work
The speedrun clock might not work
Strawberries counter doesn't work (I'm using blue moons as a placeholder)
If you try to erase an empty save file and cancel it, but then load that file, the game might crash. Idk I probably messed up a hijack, it'll obviously be fixed in the full release.

Now for some screenshots :D






And with that, there's my demo. If you end up playing it, I would love to hear feedback! I primarily would want to hear about how things feel (physics, sprites, etc) over the level design itself, but either is fine!

Download here.
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File Name: Pause on Death
Submitted: by dtothefourth
Authors: dtothefourth
Type: Level, Game Mode
Includes GFX: No
Includes Hijack: No
Featured: No
Description: Pause on Death - Freezes the game in place upon death before starting the death animation for a configurable amount of time, perhaps giving the player a chance to see what killed them in a hectic level.

Apply to gamemode 14 to make it universal or to specific levels
Screenshots:
Moderated with:
Lunar Magic 3.11
UberASMTool 1.4
Snes9x 1.60

Upon dying, all sprites (including Mario) disappear during the extended pause. The pause is meant to show what killed you or how you died. Given that sprites are able to kill Mario, this would be a problem, especially in things like Kaizo levels. Did not try on SA-1 or console yet, but given it doesn't work even in a normal rom, it doesn't really matter.

I spoke with dtothefourth about this already and he has a fix, so nothing more needs to be mentioned. When that update is submitted I can test on SA-1 and console as well.
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Code
SEC : XCE	; yes
File Name: disappearing block
Submitted: by Breakmit
Authors: Breakmit
Act As: Any
Includes GFX: No
Description: This block can act as any other block but self destroys when mario stands on it for too long.

The timer is reset when:
--mario stands on an other block
--mario leaves the block for more than 8 frames

4 adresses from normally empty RAM are used: $7E:14AC, $7E:18BB, $7E:1473, $7E1474. The last 3 can be changed in the asm file to any empty RAM but the first must not be changed.

No sprites are used.

The time before the block disappears and the behavior of the block can both be changed in the asm file too.
Screenshots:
Moderated with:
Lunar Magic 3.11
GPS 1.4.1
Snes9x 1.60

If I jump onto the disappearing block and constantly jump off of it, the block will not disappear. I can also walk onto it briefly, then walk off and if I'm fast enough it will not disappear. I also tried making a line of them and just ran across all of them, without anything happening. Did not test on SA-1 (since it wasn't made to be compatible).

Lastly, this block exists that's already SA-1 compatible and functions well enough already, so this block isn't really necessary.
Pages: « 1 »
MiniMawile303's Profile - Posts by MiniMawile303

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