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Tip: If you plan on making long levels, be sure to include multiple midway points. A patch for this can be found in the Patches section.Not logged in.
Posts by three
three's Profile - Posts by three
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Hi,

I have been trying to patch in the retry system from https://www.smwcentral.net/?p=section&a=details&id=18751 without much luck. Tried using the stock rom, 1M lunar magic save, 2m expanded, etc. and most of the time after applying the patch it seems to result in crashes when the player dies and selects retry.



Not sure if there is something wrong with my environment making this inconsistent? Or a step im missing?
That seems to be the magic sauce im missing, some of my smc files had a level with that set and some did not, i couldnt figure out why it was so inconsistent.

Is there any way to externally apply the "lunar magic level entrance asm" that is silently installed when checking that box? Such as when I am generating the rom from source without having to launch the editor and set it a level by hand?

Thanks!
So letting LM apply the patch on top of the others makes the retry system work but now i have a new symptom: the goal tapes dont function. They render just fine, the levels are unedited. you can stand on the tape and jump up and down but the level never ends lol

is this another easy fix i messed up?
Thanks for all the help, I think the change to order of operations has everything working for the most part.

I need to find some unlucky human to play my test level and give feedback now lol
Title basically says it all. First ever attempt at making a level in lunar magic, added in some of the more friendly ASM snippits and sprites...

No attempt has been made at music or overworld customization, and I havent added any custom blocks.

Its just one short level with a few tricks in it

I have no idea if im doing this right or not and could use some feedback on... well everything i guess...
Hi, thanks for playing it.

Yes its short - just a single level, not a hack or anything. I spent 3 hours making it after finally getting all the tools setup and working in some form of a pipeline.

I actually talked someone on twitch into playing it, and learned more in 10 minutes of them beating it than all the time spent testing it myself.

My biggest fear was that people wouldnt recognize the tricks and get frustrated if I didnt include the coin indicators everywhere, and being so inexperienced at level design I dont really grasp the right way to communicate to the player without them...

anyways, i will have to come up with some more ideas for longer levels. the discreet tricks dont feel like they flow into eachother naturally, its just a collection of very distinct obstacles rather than a cohesive level.
Hi,

I created a quick custom block with the tool to end invincibility by setting the time remaining to zero, however the music continues to play. What is the magic trick to get the music back to normal in the level? Thanks!

Code
; A block that mario can pass through if act as is $25
; but removes his star powerup if its running
db $37

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead
JMP WallFeet : JMP WallBody

MarioBelow:
MarioAbove:
MarioSide:
SpriteV:
SpriteH:
Cape:
Fireball:
MarioCorner:
RTL

MarioBody:
	STZ $1490|!addr				; > Set the invincibility timer to 0.


MarioHead:
WallFeet:
WallBody:
RTL




print "Set star timer to 0"
This works perfectly! Thank you! XD
Hi, I have another custom block I created that functions but has a bug as pictured in this animated gif:



I dont understand why this code is acting like an item block when it destroys a kicked sprite. Otherwise it works perfectly with the destroy animation I wanted.

Code
; A block that mario can pass through if act as is $25
; but destroys sprites that touch it
db $37

JMP MarioBelow : JMP MarioAbove : JMP MarioSide
JMP SpriteV : JMP SpriteH
JMP Cape : JMP Fireball
JMP MarioCorner : JMP MarioBody : JMP MarioHead
JMP WallFeet : JMP WallBody

MarioBelow:
MarioAbove:
MarioSide:
RTL

SpriteV:                    ; Kill the sprite as if spin-jumping it.
	LDA #$04				; | Load accumulator from memory
	STA $14C8,X				; | Store accumulator in memory
	LDA #$1F				; | Load accumulator from memory
	STA $1540,X				; | Store accumulator in memory
	JSL $07FC3B				; | Jump long and save return address
	LDA #$08				; | Load accumulator from memory
	STA $1DF9|!addr			; | Store accumulator in memory
							; Exit this event.
	RTL						; | Return long from subroutine

SpriteH:                    ; Kill the sprite as if spin-jumping it.
	LDA #$04				; | Load accumulator from memory
	STA $14C8,X				; | Store accumulator in memory
	LDA #$1F				; | Load accumulator from memory
	STA $1540,X				; | Store accumulator in memory
	JSL $07FC3B				; | Jump long and save return address
	LDA #$08				; | Load accumulator from memory
	STA $1DF9|!addr			; | Store accumulator in memory
							; Exit this event.
	RTL						; | Return long from subroutine

Cape:
Fireball:
MarioCorner:
MarioBody:
MarioHead:
WallFeet:
WallBody:
RTL


print "A block that mario can pass through but destroys sprites."
I'm a 5 year old when it comes to 16bit snes coding, is this what you mean? I don't know the order of operation to push/pull Y registers byte.
Code
...

SpriteV:
SpriteH:                    ; Kill the sprite as if spin-jumping it.
	LDA #$04				; | Load accumulator from memory
	STA $14C8,X				; | Store accumulator in memory
	LDA #$1F				; | Load accumulator from memory
	STA $1540,X				; | Store accumulator in memory
	PHY 					; | Push index register Y
	JSL $07FC3B				; | Jump long and save return address
	PLY 					; | Pull index register Y
	LDA #$08				; | Load accumulator from memory
	STA $1DF9|!addr			; | Store accumulator in memory
							; Exit this event.
	RTL						; | Return long from subroutine
...


Thanks!
I think its working perfectly now XD thanks a bunch everyone!
Have you ever wished that SMW had 5% more hot garbage from the dumpster fire that is mario maker?

NO ?!?! well too bad, here it is anyways!

This is a short, hopefully fun, slightly trolley hack with a variety of levels each poking fun at MM. My hope is that a practiced kaizo player could beat it blind in an hour or two. There are pretty ok`ish coin indicators throughout the game to help indicate most tricks.

As this is my first ever attempt at SMW building please excuse a few small details I may have messed up. I apologize to anyone i may have missed in the credits. I appreciate all of your amazing contributions.

I hope you laugh as much playing through it as I did trying to make it. Thanks for checking it out.

https://bin.smwcentral.net/u/39870/Super%2BExpert%2BWorld.zip

Trapped in a box:



Puzzle level?!?


Have some enemy spam


~Mod edit~
Holy table stretch, please in the future don't post such large images they really only need to be 1/4th the size you had them.
Hi LordKronos100,

Thanks for playing it, I think I have fixed the graphical issues you pointed out. (I just updated the same ZIP file with the new v0.11 patch)

How long did it take you to play through the hack? Were there any specific tricks you found especially difficult I should redesign or nerf? I wanted to make it accessible to non-kaizo players, but my sense of difficulty might be a little slanted.

I learned more about level design watching remalis play my new stuff for an hour each week than I ever could hope from just testing it myself.

Thanks!
Hmm maybe i should record a video of the hack for people not super familiar with the tricks.

The disco shell trick is really simple: walk off the platform before it falls, press Y to accelerate when landing on the shell, bounce ~4 times, then press B to jump onto the bullet bill.

Unfortunately it seems a lot of kaizo players dont seem to care much for mariomaker, I might need to bribe one or two as playtesters lol

Thanks again for checking it out.
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three's Profile - Posts by three

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