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Posts by DoktorGroove
DoktorGroove's Profile - Posts by DoktorGroove
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Hey folks. This is a request for porting a song from the SNES game Arcana. It has a nice calm, peaceful touch and would fit well in various levelstyles like sundown, snow, forrest, etc.

Track Name
Reinoll - Generous Hermit
(Arcana OST)

I have no idea if you could port this song with original SMW samples. Would be interesting :) But the original track sounds really cool, so if it's possible it would be nice to keep close to original

Audio reference

Note Data Reference
This is a MIDI file I found and which was tagged with "Very accurate"
Originally posted by KevinM
I'll claim this.

Yeah, that's awesome #w{<3}
Finally the "Made in Germany" label stands for High Quality Products again #w{xD} All I've seen here so far is very impressive, really good work! Excited to play this one #smw{:TUP:}
Hey ASM'lers :)

I don't know if it's possible or if there is a solution for my idea ... in fact there is please let me know :)

Integrated Speedrun Timer

Whatever is required - (Statusbar)-Patch or UberASM Gamemode(?)


My idea is to have a Status Bar with a stopwatch to measure the exact time to finish a level (if you are familiar with Mario Maker 2: the timer from the ninji speedrun e.g.). Maybe this could be realised with the frame counter?! (I spied the RAM Map and saw something called framecounter - so my idea was that if there is a counter who could count the amount of frames it should be possible to use this as an accurate stopwatch).

Of course you can use some kind of external timer to measure the level time but I think that an intergrated solution has some advantages:

- very accurate (if it's possible to count the frames and translate them into time)
- easy to use (it's integrated, so every player could use this automatically)
- feasible for "stand-alone" setups (like playing on SNES Mini or any other console without using a PC)

In addition to the timer/stopwatch (main feature) I have some further ideas:
It would be cool if the measured level time could be stored and displayed on the Overworld. So if you travel from level to level on the overworld you could see your (best) level time for each level respectively.
A further improvement could be the summation of the each level time to get a total time (or something like a final ranking - total time divide by amount of played level or something like that) when you finished the last level of a hack.


- I think that an integrated Speedrun-Timer could potentially increase the amount of people who wants to speedrun level and compare their times with times from friend e.g.
- Perhaps an integrated timer could affect level creators to create special hacks around this feature (level with more than one possible paths with different advantages and drawbacks respectively (risky passages to improve level time e.g.))


I'm sorry I don't have any references (except the ninji speedrun from SMM 2).

So what do you think guys, cool/nope?

Originally posted by MarioriaM
What about lag?

In my understanding a game lag is nothing else than delayed frames. So in this case the integrated timer would count slower as an external timer which is preferable because your level time doesn’t depend on system performance.
Originally posted by BlueToad
Question, should I count in real time or use SMW seconds?

Hey BlueToad that sounds great, thank you very much! #tb{:D}
Very excited whith what magic you come up :)

As a purpose of a speedrun timer I would prefer to count in real time...
Originally posted by BlueToad
I'll get it to work soon then.

#w{<3} #w{<3} #w{<3}
Just realized that the mwl-file in my entry/zip folder is not the latest version of my level #progamer #smw{o_O}
I think it's still beatable but you could possibly be the victim of some spawn jank at the end #w{xD}
Everytime I visit this forum I'm out of words ... very impressive work! #w{<3} So excited for the release! I really hope that porting to SA-1 isn't a big deal ...
Good luck for the rest of your journey WYE #w{=)}
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DoktorGroove's Profile - Posts by DoktorGroove

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