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Posts by GoldPooka
GoldPooka's Profile - Posts by GoldPooka
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Yeah, that's really weird.

Hm, what version are you using anyway? xkas 0.06 always runs for me no problem. Are you sure that xkas, the patch, cmd.exe, the ROM, and all the files that came with xkas are in the same folder? That's the only way I can see this not working.

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Hm, your folder should be all set.

Also, there should be no spaces in the ROM name or the patch name.

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Hey, HolyDragon. I've been watching this hack for some time and here's what I have to say.

First of all, this hack is one of the best hacks graphically I've ever seen. The palettes are excellent and you did a great job picking out what graphics to use.

As for the gameplay, it was fine, and the levels were good and played out nicely.

However, no hack is perfect and here are some things you could change:



There's some cutoff underneath all the red plants in this cave.



Eh, more of a personal opinion, but I don't like how this entire tower is one piece. I think castle blocks would've worked better here.



Want to know why, in the original SMW, all the midway points were buried in the ground? The bottom corners created some cutoff. There should something on the site to fix that, though. I think it's a graphics file.



I don't know if you can fix this, but when I get hit with a hammer while Yoshi is trying to eat the Hammer Bro, Yoshi let's go of him and he sinks into the ground.



Of all the palettes in the game, this one is my least favorite. I think it's too bright for a night level.

Other than that though, the hack is shaping up nicely. I'll keep an eye out for this one.

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Hm, well, it's kinda hard to judge the hack by the screens you provided. (One's an unedited intro, the other is a still-shot of a castle).

However, one thing I must point out is that the castle is built entirely out of cement. Some white-colored castle blocks would be a nice alternative.

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If you want me to beta test, I could. I'm into harder hacks, mind you, so I'm a little more critical against most hacks. Put up some more screenshots, though so that I can see some of the other levels you made.

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Well, it's not the worst hack I've ever seen. At least you have some potential unlike some other users I can mention Boncey. The thing is, these levels are boring. They're way too flat. Toss in some more enemies and add some decorations because a lot of these levels are empty. Also, replace every single cement block with some land because it seems that half of this hack is built out of cement.

To be honest though, I would suggest learning some more about hacking because I don't think you are ready yet to start publishing a hack.

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I'm making a quick little boss, and all I need is to add some health. The problem is, I don't know where to start. Could I have some code that decreases $1528,x by one whenever the boss is hit by a thrown object? It would be a lot of help. Also, I don't need anything fancy. Just the above would be nice.

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Erm, have you tried setting the Item Memory Index to "Index 3 No Track"?
It should be in Level>Change Properties in Header.

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I'm making a little boss for my amusement. The last thing I need to do is make sure that mario freezes when the boss is dead. I've tried everything, but I can't seem to get the darn thing to work. Some help would be nice. Here's the death routine:

Code
Death:
    STZ $7B                 ;Set X speed to 00
    STZ $7D                 ;Set falling speed to 00
    STZ $140D               ;Set Spin Jump flag to 00
    JSL $03A6C8
    DEC $13C6               ; prevent Mario from walking at the level end
    LDA #$FF                ; \ set goal
    STA $1493               ; /
    LDA #$0B                ; \ set ending music
    STA $1DFB               ; /
    RTS


The problem is, when the boss is dead, Mario stops moving, but then he falls straight down. I want him to freeze in mid-air.

Shouldn't STZing to $7B and $7D do the trick? I even tried loading a value into $18BD (Mario stun timer), but that didn't seem to work, either. I know that Atma's Blargg Boss used a similar system, but I can't quite seem to emulate it.

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Thanks for the help. I tried method B, and everything was working fine. However, Mario falls when the screen turns to black. Any more suggestions?

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Was that part of the song on channel #7? Notes placed in channels 4, 6, and 7 cut off during sound effects. Channel 7 just happens to be Mario's jump. To fix it, move it over to another channel. If all the other channel's are taken, put a less significant one in its place.

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Well, I 've decided that it was time I stopped SMW hacking. I don't have the patience or the time to be making these things. It seems that I don't have the commitment that other users have. Besides, I'm having more fun playing Touhou and making games of other genres in Game Maker. I would stick around to help out other users, but I have decided to end my obsession with SMW. So I'd just like to thank SMWC for being an awesome community altogether. It was fun seeing what other people were making, and even better to see what others thought were great game design. Before I go, I just thought I'd show you all how far I've gotten on my hack.

So far, I've added new palettes for all the levels, applied the FastROM patch, applied the Death Counter Patch, and some other minor tweaks done to the levels. Here are some videos of the two levels I made just to show how the hack would've turned out:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/E3x7ZAQ2rJc?fs=1&hl=en_US&rel=0&color1=0x234900&color2=0x4e9e00"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/E3x7ZAQ2rJc?fs=1&hl=en_US&rel=0&color1=0x234900&color2=0x4e9e00" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/Kf-iyE1TjuM?fs=1&hl=en_US&rel=0&color1=0x234900&color2=0x4e9e00"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Kf-iyE1TjuM?fs=1&hl=en_US&rel=0&color1=0x234900&color2=0x4e9e00" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

An IPS Patch

Yeah, it's been fun guys, but I think it's time that I moved on from SMW. See you later, and good luck on all your hacking projects!

Who knows, maybe I'll come back one of these days.

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Wow! I always wanted to play as the morph ball!

In all seriousness though, this looks alright. It would be nice to see some enemies, and more of the levels though, but this project is in its early development stages, so I can't really make much of it right now. Looks promising from the screenshots you provided. (Must have been a pain to move in all that Metroid stuff!). My only complaint is that seeing those 2-tile bubble doors look kind of out of place for a Metroid game. Otherwise, I might keep an eye on this one. Good Job.

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01

If you want a full list, there's one in the Documents section.

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Hello, again. This one's tricky to explain, and it's just a guess, but!

The SNES uses sound channels 5, 6, and 8 for sound effects in Super Mario World. When a sound effect, like Mario jumping, plays on one of those channels, that musical data is temporarily paused until the sound effect is finished playing.

Also, there probably is sound coming from that channel, you just need to listen closer :D. Music hackers are smart and usually put a bass on channel 5. The bass isn't that important, so if it gets cut off, no one will notice much. There probably is sound coming from channel 5, it's probably just REALLY quiet.

If you at least understood the first paragraph, that's all you need to know. Unfortunately, there's no way to fix this because it's just the way the SNES was designed.

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This is an odd question, but is it possible to make the controls more stiff? For my hack, Mario can't have "floaty" controls where he slides around in midair, I want it so that he will stop dead in his tracks once you let go of the arrow keys.

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How about: Super Awesome Fantastic Mario World X: The First Adventure? Or SAFMWX:TFA for short.

Honestly though, I don't know. But we get a lot of "normal smw games" around here. Usually, you want to avoid using the words "Quest", "Mario", "Adventure", "Hack", "Super", or "World" in your title, because it makes it indistinguishable from the other 100 hacks named as such.

It's hard to name a regular hack, but even something as simple as "The Great Princess Rescue" works; at least it's unique and stands out. Try something along those lines.

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In a hex editor, go to offset 2B35D and change EA EA EA to 8D 19 1F.

If this sounds complicated, it's not :D. Just pick up a hex editor from the tools section, and you should be able to figure out the rest.

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GoldPooka's Profile - Posts by GoldPooka

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