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Posts by SimFan96
SimFan96's Profile - Posts by SimFan96
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Hello everyone!

My name is SimFan96 and have always been a huge fanatic of Mario games and always enjoy a good romhack. I'm very interested in making my own hacks and see the new content everybody else here creates!

Have a wonderful day, everyone!
Hello everybody!

I hope this is an acceptable question to post here if not feel free to let me know.

I had a quick question about some of the older ports on the site from around 10 years ago. I've heard some of the ports in some hacks such as andres' Donkey Kong Country 2 - Swanky's Swing and became interested in some of the older ports on the site.

Problem is, I've looked all around the web for the song along with couple of others from this time and can't find the original songs anywhere. Such songs include:

Chrono Trigger - Corridors of Time - by S.N.N.
Kirby's Adventure - Rainbow Resort Levels - by S.N.N.
Kirby's Adventure - Rainbow Resort Map - by S.N.N.
Donkey Kong Country 2 - Forest Interlude - by Kyoseron
Donkey Kong Country 2 - Swanky's Bonus Bonanza - by Andres
Donkey Kong Country 3 - Treetop Tumble - by Andres (FOUND)
Yoshi's Island - Athletic theme - by Bluemoon
Yoshi's Island - Castle/Fort - by S.N.N.

I know most of these songs are more than likely to be broken in accurate emulators and would be willing to fix some of these to work in these and to be compatible with AddMusicK. I highly doubt anybody here has these anymore but am hopeful if there's any way I can obtain some of these older ports feel free to let me know.

Once again, if this is not an acceptable thread feel free to let me know, as I by no means am intending to disrespect the work of these porters for these great songs.

Thanks again and have a wonderful day!
Hello, LadiesMan217!

Thank you for the reply and suggestions. I downloaded your Yoshi's Island Soundtrack and you did an amazing job, sounds just like the original songs from Yoshi's Island! Will definitely use some of these in a future hack I'm currently working on!

However, unfortunately I've looked within the legacy.zip and couldn't find anything with any of the old ports. Although I do appreciate your suggestions and help! Thanks again #tb{:j}
Hello everyone!

I didn't know where to ask, but I've been looking for the released Japanese ports that were hosted on BlackYoshi's website or the addition of some of the music collections shared by Decoy Blimp. The links don't work anymore that were given in the thread.

I hope this is an acceptable question to ask, but does anyone know where I can find these with the addition of the port of Romancing Saga 2 - Last Dungeon in Brutal Mario? Not in the data.zip.

https://www.youtube.com/watch?v=uyNOKjvpa5k

Thanks again!
(restricted)
Does anyone know where I can find the .txt and samples for this song? It's Yoshi's Safari - Pipe Island.

I've heard this port before and it's not in SMWCentral's Music section, it's a different version of the song. Does anybody have this port or know where I could find it?

I know there's an IPS file of the SMB2 Music Patch that has this song, however it breaks in accurate emulators as well as adds other songs that aren't needed for my hack.

Thank you so much! :)
Hello, everyone!

I found a very old port of Treetop Tumble by Andres that used to be hosted by the site. I wanted to make it compatible to be inserted with AddMusicK to be reinserted to a hack with broken music. I'm inserting the song into a clean test rom.

I added the #amm tag in the beginning and tried different tags such as #am4 and #amk 1. All of them I've tested noticed the tempo start to slow down within the start of the song.

Here is how the song should sound like.

Here is how the song sounds like when inserted with AddMusicK.

The txt file is included here.

If anybody knows what's going wrong with the song when it's being inserted with AddMusicK, or if there is a possible fix to it as I'm a n00b when it comes to custom music, feel free to let me know.

If this kind of thread isn't allowed here, also please let me know.

Thank you and have a wonderful day!

Edit 6/12/2018: So I've went ahead and added #halvetempo at the beginning of the song, it still seems to slow down. Even added #option tempoimmunity alone and in conjunction with #halvetempo and nothing seems to work. Also I should note that the tempo is extremely high in this song (t170) and have heard it's not reccomended to go over 100, knowing this information is this old song unfixable for AMK?
Originally posted by MarioFanGamer
Small question: Do you really need this version of Treetop Tumble or simply want to use Treetop Tumble altogether? In case of the latter, we have got a version closer to the original and almost the original song in your music database.


Hello, MarioFanGamer. Thank you for your response!

I mainly wanted to attempt to fix an old hack that may use this music (such as Hyper III as an example) as accurately as possible by getting the music most accurate to the original hack. So mainly I wanted to use this version of the song and as well to attempt to fix older music ports such as this and make them compatible with AddMusicK.

Those ports you've linked definitely sound really impressive though. Sounds just like the original!
(restricted)
Music Request:
NameAnimal Crossing: Wild World/City Folk - 2AM Hourly Theme
TypePort
SampledYes (Preferably, although it doesn't matter)
YoutubeLink
midi fileLink


This is a request for the hourly theme of the 2AM song that appears in Animal Crossing Wild World/City Folk. For a mood it can reflect the melancholic, beautiful tone the original had, preferably in calm, night levels, rainy levels, or even an overworld theme. If anybody can take on my request it'd mean so much to me! Thank you and have a wonderful day!
Hey everyone! I had a couple of questions.

I'm working on collecting old music ports, and I wanted to know.. does anybody have the original .txt for the old port of Donkey Kong Land - Kremlantis/Flooded Ruins by Andres? I know it was fairly popular for being one of the ports deleted in the big custom music cleanup in 2009. https://www.youtube.com/watch?v=YAzOb1iMcus

Also, does anybody know where I can find the block where if Mario passes through it, it removes his current powerup state and forces him to be small. Here it is in action: https://youtu.be/_sK8pq7HTAU?t=2m31s

Also, in the hacks Super Sig World 9 and 10, they used a specific blue level tile for "puzzle" levels where you can Start+Select to restart the level if you happen to make a mistake. Is there a patch or custom block/sprite that can achieve this same effect? https://youtu.be/_sK8pq7HTAU?t=1m53s and https://youtu.be/_sK8pq7HTAU?t=14m41s

Sorry for the multiple questions. If anybody could give me any answers or point me in the right direction to any of these things, I'd highly appreciate it! Thank you so much!
Thank you for both of your replies Meirdent and MFG!

I never realized the simplicity of both of these solutions, thanks so much for the blocks, code, and solution for the level tiles! I really appreciate it :)
Does anybody know the song that plays in this hack at 0:00? Thanks!
Originally posted by Telinc1
Originally posted by SimFan96
Does anybody know the song that plays in this hack at 0:00? Thanks!

It's Final Fantasy II - Cave.


Thank you so much!! I really appreciate it! :)
Hello everyone! So I was looking for a couple of blocks and couldn't find any on here. Some of them are:

A block that shatters via a throwable sprite when hit by any side of the block (except the top), the one on the site only shatters by throwing it from the bottom (items such as a key, koopa shell, etc. can shatter the block)

A block that is solid but is passable upon collecting 30 coins within the level itself.

As a side note, some of these are in the very old Blocktool. Are there any alternatives to some of these or disassembled versions of them to use with GPS? Some of the blocks included aren't uploaded or recreated on SMWC. I tried recreating the block within Blockreator and couldn't get it to work nor find a tutorial on the tool, so this is why I wanted to ask where I could find these or recreate them.

My apologies for the multiple posts, but if anybody could help me out I'd highly appreciate it! Thank you and have a wonderful day!
Originally posted by MarioFanGamer

Originally posted by SimFan96
A block that shatters via a throwable sprite when hit by any side of the block (except the top), the one on the site only shatters by throwing it from the bottom (items such as a key, koopa shell, etc. can shatter the block)

Not that I know. It is possible to modify a SMB3 brick in a such way that only a sprite shatters it.

Originally posted by SimFan96
A block that is solid but is passable upon collecting 30 coins within the level itself.

Try this one:
Code
db $37
JMP Yes : JMP Yes : JMP Yes
JMP Yes : JMP Yes
JMP Yes : JMP Yes
JMP Yes : JMP Yes : JMP Yes
JMP Yes : JMP Yes

Yes:
	LDA $0DC0
	BNE Return
	LDY #$00
	LDA #$25
	STA $1693
Return
RTL

The block should act like 130.

Also, is there any specific reason that you chose 30? Just asking because the green star block functions similarily i.e. if you collect 30 coins then you get a 1-up.

Originally posted by SimFan96
As a side note, some of these are in the very old Blocktool. Are there any alternatives to some of these or disassembled versions of them to use with GPS? Some of the blocks included aren't uploaded or recreated on SMWC. I tried recreating the block within Blockreator and couldn't get it to work nor find a tutorial on the tool, so this is why I wanted to ask where I could find these or recreate them.

The problem is that you didn't specify the blocks you can't find.


Thank you very much for all of your help, MFG!

I'll look into the SMB3 block and see what I can find in order to make it act like this, mainly removing Mario smashing the block from below or having the ability to cape smash it.

That code for the 30 coin block worked flawlessly, thank you! The reason why I wanted this code in specific is because I'm working on fixing an old romhack which uses the block from BlockTool which was the "Passable with 30 or More Coins Block" which had the same function as described.

My apologies for being unspecific. I was looking to see if there was someone who remade all of the BlockTool blocks, or if there even is the existence of these blocks that are standalone from the original old BlockTool. Mainly what I was looking for were some of the speed blocks included in the program (such as in this video https://youtu.be/TMfsKXt96kQ?t=20m5s) and those appearing/disappearing blocks (https://youtu.be/2sAASk6drP8?t=1m56s)

Thanks again for all of your help when it comes to helping me out on the site, I really appreciate it!
Does anybody have or know where I can find the original smwedit/edit1754's SMB3 Fire Chomp that works for Romi's Spritetool?

The only one available is the PIXI one and I cannot get PIXI to work for inserting certain sprites, it's not in the old sprite archives either like the others.

Thank you so much in advance!
Originally posted by Koyuki
Originally posted by SimFan96
Does anybody have or know where I can find the original smwedit/edit1754's SMB3 Fire Chomp that works for Romi's Spritetool?

The only one available is the PIXI one and I cannot get PIXI to work for inserting certain sprites, it's not in the old sprite archives either like the others.

Thank you so much in advance!


Here you go


You are a lifesaver, thank you so much!!
Hello everyone!

I'm working on fixing a broken Super Mario World hack (Super Sig World 10) to be console compatible as a side-project. So far I've gotten to the point where everything in the hack is perfectly re-created and runs perfectly on accurate emulators and ZSNES except for the final boss fight. Whenever I'd beat Bowser everything seems fine for a moment, the Peach message is shown and fireworks are displayed but then.... nothing. It's locked on that screen indefinitely. I've looked everywhere to figure out how to fix this and kept running into dead-ends.

EDIT: So I narrowed it down after testing and I applied the GPS FuSoYa pipes to a clean, unmodified ROM. Tested the final boss on the original Bowser's Castle, and no credits appeared and it was stuck at the same screen. What could cause this? Would this be an UberASM issue, GM14, GPS, or new Lunar Magic issue with these pipes conflicting with the games original credit fade-out, and more importantly can I use these pipes in the game and have the credits at the end? Here's a link to the blocks I used.

If anybody could help me out or has any other questions, feel free to let me know. Thank you and have a wonderful day!
Has anybody else had this issue happen or anybody solve it? I'm not sure what to do to resolve this issue and this is the only thing I need in order to finish fixing this hack or create any hack in general that would use these pipes. Would there be a simple hex edit or UberASM code in order to fix the End Game Sequence and have these pipes in the game at the same time? I can also post an IPS patch if needed of the clean, unmodified SMW game with the pipes (every step of the Readme for the pipes has been completed).
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SimFan96's Profile - Posts by SimFan96

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