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Posts by Mentos

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Here's a strange issue I've been having when I try to insert custom blocks via block tool (super deluxe).

The blocks work as intended in non-custom levels. But if I try to put one into a custom level they crash the game instantly when Mario interacts with them. I fiddled with various header properties but nothing helps. I started with a clean ROM and copied over the levels in question - same problem. Help?

update: I have no idea what's happening. If I place s block in an otherwise unedited level it's fine. If I put it in an already customized level it causes crashes. I copied the objects/background of one of the bugged levels into a new level; crashes. I deleted everything in the new level, turned off all ExGFX and custom palette, and, unless I missed one, copied the headers from one of the working non-customied levels; crashes.

update 2: Okay apparently the problem is my custom BG. I have no clue why but if I'm using a custom BG it causes the problem. Any ideas? I should note that it causes the issue even with ExGFX turned off. I have to copy a (default) BG from another level to fix the issue (which is, of course, not a real fix).

Checksum OK, ROM is clean and unpatched...


I've been working on a hack for about 6 months. I thought I'd share my progress with you guys on smwcentral!

Title: Two Minute Mario

My goal was to perfectly hybridize SMB3 and SMW. Savestates are not necessary, although thanks to an insane amount of playtesting conducted by myself and others (perhaps in the hundreds of hours on world 1 alone) enemy placement is extremely optimized. This means that the game is tough where I want to be but never unfair. There are no precision jumps or invisible coin blocks.

A primary gameplay mechanic is the timer. In every single level Mario has only 120 time units (construed as "two minutes" in the story) to reach the goal. In many levels this is literally impossible! Thankfully, there are many ways to add to your timer - these include timer blocks (the green clocks with spinning hands you see in screenshots), time pipes (blue pipes), and more. Time pipes are key to puzzle solving (manipulating "time," i.e. room resets). It is never necessary to find every time block or pipe.

Powerups are dispersed sparingly. Mushrooms are common, but flowers and feathers must be found. There is usually 1 flower per level, although the player must locate and usually solve a mini-puzzle to access it. Feathers are very rare and the subject of a coin-dispensing minigame. Feathers often unlock alternate routes.

Areas modeled after SMB3 zones are perfectly recreated. In the "HELP" room of the castle toad jumps up and down, the animal breathes/moves, etc. The toad house (not pictured) is almost 100% identical to its SMB3 counterpart, including the ability to get only 1 item from a box.

Graphics from SMB3 are self-ripped (which took ages).

It will be a while before this is released. I'm a law student and so it can be hard to find the time (especially now).

Ignore the Koopa Kids and the extraneous "help" bubbles :)

WORLD MAP (Worlds 1 and 4; Worlds 1 and 4 with paths)



Other screenshots:






Thank you for the kind words everyone.

To address a few specific inquiries/comments:

+ Islands are, for the most part, intentionally blocky. I think the biggest "offender," as most might call it, is the main world 1 island. Yet this island is shaped like an ovenmitt by design; levels include Ovenmitt Castle and Ovenmitt Fortress. Admittedly, however, some of the smaller islands could use some fixing up.

+ The phallic hill problem... I did foresee this but was somewhat unsure how to address the issue without losing the cohesive "SMW" art direction. I will try to revisit the matter at some point.

+ I will upload more and better screenshots soon. I also will make something of a sprite sheet so that you can see what (graphical) changes I have made to the SMW sprites and what custom sprites you can expect. At some point I'd like to record and upload to youtube a playthrough of a level or two.

+ A public demo will be available at some point. School and (inevitably) work, however, preclude me from setting a definitive date. It could be some time.
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