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Recent Comments
gravityaries7174 posted in file: SMW The Crown Tale
2 endings? I only achieved one so:

How do I get the other one?

BTW I already finished the game except the special levels but I already unlocked the special world
Posted by: gravityaries7174 - Link
Thirteen 1355 posted in file: SRAM and BW-RAM Plus v1.3
Originally posted by ahegil
Originally posted by Thirteen 1355
My goodness! Every single game uses simple IPS/BPS patches for stuff like this, but for some reason, the game with the biggest hacking community in the world needs cumbersome .asm patches, which are hard for newcomers to decipher and oftentimes (given the comments on many of these patch download pages) riddled with issues.

Why do people need to get through this list of issues before they can save their lives/Dragon Coins with the game? Super Mario Bros. 3 has a hack that incorporates SMB1, SMB2, SMB2US and full save features to all, with a single .ips file.


I think that maybe you should not comment on matters that you have little comprehension of my friend.

EDIT: The NES which is the console that ran the SMB1, SMB2, SMB2US and SMB3 cartridges, are EXTREMELY different than its successor the SNES and the have completely different hardware/software capability's and as newer systems go the SNES is considerably more complex than the NES both in its architecture and engineering.


Enough comprehension to understand edits to a ROM can be compiled into an IPS patch.
Posted by: Thirteen 1355 - Link
Dippy posted in file: Mega Man 7 - Dr. Wily 3
Good port, but is it just me or does this port sound a little slower than the original?
Posted by: Dippy - Link
Tamaki posted in file: Wagyan Paradise - Forest
Originally posted by 1UPdudes
This has a really lovely flow to it. Feels so energetic and upbeat.
Do you have anymore plans for porting anymore of this OST?

That said great work Tamaki. #smrpg{y}


Thank you! And yep, I'm thinking of porting one or two more tracks. #tb{:p}
Posted by:  Tamaki - Link
Koopster posted in file: Casio Mario World
Just for the record it's ok to rate a submission low, especially after such a detailed review. The option is there for a reason lol

This looks far beyond what I personally consider bearable to play, but
the Momodora boss is technically impressive at the very least (from watching Linkdead stream)
Posted by:  Koopster - Link
dogemaster posted in file: Mega Man X - Art of Water ~ Launch Octopus (Remix)
this is amazing
Posted by: dogemaster - Link
mikairanutshack posted in file: Super Mario World And the 8 jars
uninspired, soulless level design. the best part of the hack was when beating the castle bricked my save file
Posted by: mikairanutshack - Link
tjb0607 posted in file: Remove Speed Oscillation
Originally posted by HammerBrother
Woah there, not to be confused with this patch. The oscillating speed only applies if you are on ground running full speed and holding left/right. My version only fixes this if you set !GroundDecel to 0. Nintendo shouldn't decelerate the player if going above max speed, rather to clamp it or not touch $7B at all.

This patch also checks if the player's X speed is greater than max would clamp it, this is a problem if you have horizontal boost blocks (it actually runs every frame). A good way to fix this is instead of clamping the X speed, simply avoid accelerating the speed and don't touch $7B at all. However, you do apply the clamp on the acceleration code itself (so that your X speed is always stopped at max and not have the x speed value stopped at values beyond that max):



Also, note that both patches hijack $00D742.


This patch is for people who only specifically want speed oscillation completely removed, while keeping the rest of vanilla functionality, e.g. where you're slowed down if you try to accelerate while you're over your max speed. Your patch causes a much greater change to the phyics, causing an even more extreme desync in the title screen demo (mario doesn't even get close to jumping on yoshi, vs mine where he still mounts yoshi). For example, with your patch, if you let go of run in the air while holding right, you don't slow down to walking speed until you reach the ground (or at all, with !GroundDecel 0). Also, your patch does leave a slight bit of speed oscillation while on the ground (depending on settings), while this one doesn't.

This patch doesn't clamp the X speed if it's greater than max, it only jumps to the vanilla routine for deceleration (just like the vanilla code). Otherwise, just like vanilla, if you aren't holding anything on the dpad, your speed locks in place.

To make sure it plays and feels the same, I played through all of Kaizo Kindergarten any% with this patch applied.
Posted by: tjb0607 - Link
HammerBrother posted in file: Remove Speed Oscillation
Woah there, not to be confused with this patch. The oscillating speed only applies if you are on ground running full speed and holding left/right. My version only fixes this if you set !GroundDecel to 0. Nintendo shouldn't decelerate the player if going above max speed, rather to clamp it or not touch $7B at all.

This patch also checks if the player's X speed is greater than max would clamp it, this is a problem if you have horizontal boost blocks (it actually runs every frame). A good way to fix this is instead of clamping the X speed, simply avoid accelerating the speed and don't touch $7B at all. However, you do apply the clamp on the acceleration code itself (so that your X speed is always stopped at max and not have the x speed value stopped at values beyond that max):



Also, note that both patches hijack $00D742.
Posted by: HammerBrother - Link
HammerBrother posted in file: Player X Speed Fix 2.1
This patch also fixes the Oscillating speed bug if you set !GroundDecel to 0.

This is because the deceleration code is horrible. When you press left or right, both the acceleration (go from an standstill to to moving) and deceleration (this is the capping of his maximum speed) applies which is why the value kinda shakes.
Posted by: HammerBrother - Link
MercuryPenny posted in file: Mario Rescues the Golden Mushroom
pretty good, if less-than-adventurous, hack overall. some levels suffer from Tiny Screen Syndrome and the music is all over the place in style and quality but it's entirely playable and a pretty chill experience.

i felt the cutscenes were entirely superfluous - there's no real plot progression to speak of and the banter between mario and the bosses is pretty weak. mario responding to bowser's generic villain rambling with "Really? Let's fight!" as though he were asking an old friend to spar was pretty funny but probably not intentionally so.

also the penultimate level was incredibly frustrating and was definitely missing a checkpoint. it probably could have even been cut in half but even just a check point would have made it less frustrating - i ended up using a savestate roughly where i thought a checkpoint would have logically made sense to keep myself from going insane.

the secret level of world 4 was pretty iffy too. tiny, horizontally oscillating, falling, slippery platforms are more annoying than challenging, and that's really just the fault of an unfortunate combination of physics and sprite choice. the rest of the ice levels were fine and that particular sprite would be less annoying to deal with if it weren't for the ice physics.

that aside...3/5 seems fair. nothing spectacular but it's only really offensive in one place, it's entirely serviceable if you're looking for something easy to wind down to
Posted by: MercuryPenny - Link
BOB66 posted in file: A Super Mario Thing
Originally posted by Dancer365
I love this hack! I want to see more! This group should do more SMW rom hack collaborations! And don't be afraid to ask for donations
well the talkhaus also made jump and jump half. ... LUL
Posted by: BOB66 - Link
1UPdudes posted in file: Wagyan Paradise - Forest
This has a really lovely flow to it. Feels so energetic and upbeat.
Do you have anymore plans for porting anymore of this OST?

That said great work Tamaki. #smrpg{y}
Posted by:  1UPdudes - Link
MarioAndLuigi404 posted in file: Luigi Stardust Adventure
I will have to agree with everyone. This demo is excellent! I hope it went well. After all, it was all worth it at the end.
Posted by: MarioAndLuigi404 - Link
Wyatt posted in file: Bumpty
Thanks Koopster!
Posted by: Wyatt - Link
hsialin posted in file: Slide Attack v1.1
Originally posted by palaceswitcher0
how to i get rid of the star pallete? i want mario to appear normal while doing it.


Have you tried commenting out this line like this? I`m a noob though, just browsing the codes.

Code
;LDA #$03		;\Make Star Powered
Posted by: hsialin - Link
JamesD28 posted in file: Flying Hammer Brother Platform
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

The submission had a graphics issue when using the No More Sprite Tile Limits patch (and thus SA-1 by extension), but this has now been fixed by the author. Everything else works as intended, so, accepted. The default configurations act as the vanilla Hammer Brother Platform, but quite a lot can be done with the customization defines in the asm.

Added lorom and SA-1 tags.
Posted by:  JamesD28 - Link
bersi posted in file: John Coltrane - Naima
<3
Posted by: bersi - Link
hsialin posted in file: SMB3 P-Meter
Would be perfect if it did not mess up the demo screen.
Posted by: hsialin - Link
bersi posted in file: The Legend of Zelda: Breath of the Wild - Kass' Theme
Sounds great :)
Posted by: bersi - Link
ggamer77 posted in file: Earthbound - Pokey Means Business
Nice job. #smw{:TUP:}
Posted by: ggamer77 - Link
Santi posted in file: Zero Coins
how did you do it#smw{<3}
Posted by: Santi - Link
BOB66 posted in file: VIP and Wall Mix 4
Pokémon hacker when the timer is at 100 press start select and l and r at the same frame
Posted by: BOB66 - Link
BOB66 posted in file: VIP and Wall Mix 4: Mario Edition
Pokémon hacker when the timer is at 100 press start select and l and r at the same frame
Posted by: BOB66 - Link
placeholdertest posted in file: Super LSG World
pretty good, the palace with the star and the throw blocks is by far favorite; pretty kaizo standard here.
Posted by: placeholdertest - Link
NaroGugul posted in file: Casio Mario World
OK. Heres my final review:

I hated every second of it.


I mean, it's not like its a bad game. I can see the effort put into it. It, to me, doesnt feel right.

Yes, some of my difficulty playing it came from my own stupidity (like on the blue switch palace i kept trying to align with the gap to the left using the santa's platform insted of the rotating one)
but i have to say the game does its part on making it awful. Balancing on awful hitboxes; fighting gaps that must have just a couple of frames of window to win; some terrible flying block mechanics.... yes, also jank (eg: the red switch level if you jump too fast the blocks doesnt turn.. you will also fight some deceiving hitboxes with transition frames of the blocks).. Some questionable choices too (no checkpoints for the final level?! cmon)

Creativity is there, but it is sabotaged by the level design and repetition. Several instances of copy/paste setups that just dont add anything to the gimmick (edge of hitbox chuck bounces.. that hit-jump from the penguins.. just ride the bubble through several boo rings).

Just to mention the final boss.. while i dont think its as hard as something like kaizo 3 bowser, its not a great fight.. some of the movements are either too fast to react or the hitbox is too big for the player to stand a chance.. my best was about 18-19 hits without the exploit, and i believe its beatable with time and some luck. I only question how much effort worth to put into it?! (maybe in few years this will be a classic, like kaizo 3 bowser, and will totally worth.. not today tho)

Ok.. i know what i wrote doesnt tell much, and sounds just like every other hack.. but what really pisses me off is all of this feel like deliberate/conscious creation decisions.

Again. It all doesnt make the game bad.. maybe that was the goal?! i cant tell.

* Would probably rate it about 2/5, but im not rating because mods will probably call me out for rating abuse..
Posted by: NaroGugul - Link
MegaSonic1999 posted in file: Sonic the Hedgehog 4: Episode II - Sylvania Castle Zone Act 1
More Sonic music!!!
Posted by: MegaSonic1999 - Link
Kusamochi posted in file: Mega Man X5 - X vs Zero (Mega Man X3 Style)
Originally posted by Samantha
I love what you have here but I have a couple critiques

1. The tempo should be a tad faster
2. The drums could be a bit louder, they sound a bit buried in the mix. Maybe add some panning for the toms as well
3. In general this port could benefit from a bit more panning, it would really make it sound fuller

What you have here is great though! Would love to see you improve this further.


Excuse me, where can I add panning to make it better?
Posted by: Kusamochi - Link
Counterfeit posted in file: New Super Mario Bros. - Koopa
The level of detail in this sprite and how fluid the animation is is incredible. The modern Koopa is so cute! Given how there is no beach Koopa, unless you plan on redrawing those little guys, it will look very weird having them come out of the shell if you choose not to use that patch. This sort of Koopa rip should pair best with NSMB series and look decent with other 3D-rendered graphics such as DKC series tilesets - highly recommended if your hack is centered around this style, and therefore is very niche as most SMW resources to date embrace various "pure" 2D styles. There is significant darkening of oranges used by common sprites so be mindful when using foes affected, vanilla or otherwise, especially if you intend to copy the custom colors to row A to use the yellow one where many fire enemies would look off.
Posted by:  Counterfeit - Link
Aggro posted in file: Hangin With Mr. Koopa
#smw{:TUP:}
Posted by: Aggro - Link
kamekku14 posted in file: Castlevania: Dracula X - Stage 1
I can hear this music.
Posted by: kamekku14 - Link
Janno27 posted in file: Tower of Heavens - Pillars of Creation
Oh thanks, maybe a moderator can fix that!
Posted by: Janno27 - Link
kamekku14 posted in file: Earthbound - Pokey Means Business
A.K.A. the one song that remixed with Japanese Ronald McDonald (or Donald McDonald 「ドナルド・マクドナルド」, if you're Japanese) commercials. Bring out the YTPs!
Posted by: kamekku14 - Link
Aram posted in file: Super Mario Maker 2: Super Mario Bros. 3 - Big Sign and Arrows
Despite being 8-bit, these feel rather natural to use compared to SMW's.
Posted by:  Aram - Link
LucasMegaStriker posted in file: Sonic the Hedgehog 4: Episode II - Sylvania Castle Act 3
Fantastic!
Posted by: LucasMegaStriker - Link
LucasMegaStriker posted in file: Sonic the Hedgehog 4: Episode II - Sylvania Castle Zone Act 1
Very nice! I hope you have plans for bring a port of Mad Gear Zone too! :)
Posted by: LucasMegaStriker - Link
LucasMegaStriker posted in file: Mega Man X5 - X vs Zero (Mega Man X3 Style)
Nice, but it can be improved.
Posted by: LucasMegaStriker - Link
LucasMegaStriker posted in file: Earthbound - Kraken of the Sea
Good for abstract / virtual worlds too!
Posted by: LucasMegaStriker - Link
Isikoro posted in file: Customizable Firebars
Originally posted by Hayashi Neru
A bug occurs when a player hits a firebar while flying while wearing a cloak.

Fixed
Posted by: Isikoro - Link
Svorass posted in file: Super LSG World
There are a lot of quickie inspirations in this hack, especially in the first world. There are a couple of levels that are not initially intuitive on what to do, but it becomes clear in time & deaths. However, cleared all exits in around 2 hours under heavy influence :D.

Overall 4/5. Lost points for the shell level and where stuff doesn't line up where I think you thought it might/would.
Posted by: Svorass - Link
qantuum posted in file: Earthbound - Pokey Means Business
didn't know this game had such bangers . superb execution 5/5.
Posted by: qantuum - Link
BreadWheatmann posted in file: Punchy
The one problem I've found when playing hacks with this mechanic is that the punchy glove hitbox is just a bit too large and can lead to some jumps feeling inconsistent based on where you trigger it.

Also, sometimes the punchy glove will trigger but mario won't be launched, presumably because the hitbox is triggered but the glove sprite doesn't collide with the mario sprite.

Other than that, a good and clever sprite. : )
Posted by: BreadWheatmann - Link
Hayashi Neru posted in file: Customizable Firebars
A bug occurs when a player hits a firebar while flying while wearing a cloak.
Posted by: Hayashi Neru - Link
AlexNoDraco posted in file: Earthbound - Battle Against an Unsettling Opponent
YOU ENGAGE MR. DINK
Posted by: AlexNoDraco - Link
bsolt posted in file: Mario Rescues 4th Of July
Nice short & easy hack! I did think the Wart battle at the end was tedious in comparison. Overall, a fun, fast playthrough.
Posted by: bsolt - Link
Major Flare posted in file: Giant Grinder
Tested with: SA-1 1.32, ZMZ 1.08, PIXI 1.2.15, LM 3.11.

Daunting. Accepted.
Posted by:  Major Flare - Link
Major Flare posted in file: Swooper
Tested with: PIXI 1.2.15, ZMZ 1.08, SA-1 1.32 and LM 3.11.

Accepted.
Posted by:  Major Flare - Link
Major Flare posted in file: Kaboomba
Tested with: PIXI 1.2.15, SA-1 1.32, ZMZ 1.08 and LM 3.11.


Nifty. Accepted.
Posted by:  Major Flare - Link
Major Flare posted in file: Mini Torpedo Ted
Tested with: PIXI 1.2.15, SA-1 1.32, LM 3.11 and ZMZ 1.08.

Accepted. Interesting that it has the same unique death shenanigans we can find in the original Torpedo Ted. Also, it always spawns to the right as default. A good update to this would add a SubHorzPos() thing in the init routine if it is not launched.
Posted by:  Major Flare - Link
Ivan Garcia posted in file: Lunar Magic 3.11
:O
Posted by: Ivan Garcia - Link
xHF01x posted in file: Casio Mario World
The cheese is based on the fact that you can still hit the boss during the phase transition animation. This is normally not noticable because you get no visual feedback that you hit her. But the lack of visual feedback also means: No iframes! Thus, you can deduct a lot of health just by jumping on her head during the transition cutscene. So far, just minor cheese. But it gets worse: The game actually registers a hit for every frame you touch her, so by jumping low into her hitbox, you can score multiple hits (up to 7) in one jump. This allows you to get 9 hits (don't get 10 or she will just skip a phase) before the next phase starts and lets you skip every phase past the first one. Video
Posted by:  xHF01x - Link
DingusButticus posted in file: Peachy Moat World
Wonderful design overall - Some setups feel awkward but what hack doesn’t have some of that.

Aesthetics: 10/10
Difficulty / Fairness Balance: 8/10
Music: 9/10
Posted by: DingusButticus - Link
BeeKaaaay posted in file: Tower of Heavens - Pillars of Creation
FYI, the game name is "Tower of Heaven" (singular).
Posted by:  BeeKaaaay - Link
Samantha posted in file: Mega Man X5 - X vs Zero (Mega Man X3 Style)
I also noticed the guitars at 0:36 are an octave lower than they should be.
Posted by:  Samantha - Link
StacheAttack posted in file: Mad with Kaizo Power
Highly recommend this hack. Your precision game will thank you. Very fun!

Thanks NewPointless!
Posted by: StacheAttack - Link
Hooded Edge posted in file: Mega Man X5 - X vs Zero (Mega Man X3 Style)
This sounds awesome, but like what Samantha said, it could use a couple improvements.
Posted by: Hooded Edge - Link
Israelcv12cv posted in file: Giant Thwomp SMB3
Originally posted by Final Theory
So you can't spin jump on it? seems like there should be an option for that to allow spin jump or not.


Tal vez para un futuro dame tiempo
Posted by: Israelcv12cv - Link
slopcore posted in file: Divisible Boo
Originally posted by mmBeefStew
Originally posted by qantuum
I'm surprised. this sprite shows up in LM (btw thanks for caring about proper display); but it does not activate inside the game.
I am in a standard lorom game.


I'm having the same issue, it is able to insert successfully according to pixi, I add it in lunar magic and see the sprite and description as what shows in the .json file but when I load up the rom it doesn't spawn. I even tested in a clean rom and had the same issue. I am using pixi 1.2.14 and LM 3.11.


I'm also experiencing this same issue. I've tried setting it with the .cfg and .json in the list.txt, but nothing seems to work. No matter what it shows up as in LM, it never spawns when I open the game in an emulator.
Posted by: slopcore - Link
Maarfy posted in file: Yoshi Expansion Kit V1.01
FYI to any users of this patch, apparently there's been a fairly accessible crash condition present since release. Dying in a level that follows a no-Yoshi intro with or without Yoshi present leads to a crash due to a misaligned hijack. To repair it, find [HJK03] and change it like so:

Code
org $00D0D3
	autoclean JML Dead_Despawn
	NOP
	DEC !0DBE

Then find [ASM03] and change it like so:

Code
Dead_Despawn:

	BNE .Return
	PHB
	PHK
	PLB
	LDY !13C7
	DEY
	LDA Tbl_Dead_Despawn,y
	BNE +
	STZ !0DC1

	+
	PLB

	.Return
	JML $00D0D8|!long

I apologize if this is/has been plaguing anyone trying to use the patch. One of these days I'll find the time to give this thing the update it needs.
Posted by:  Maarfy - Link
Maarfy posted in file: Event Path Reveal Speed Customizer
A handy little patch that provides for much more granular control over event speeds. I like how, when event path fades are disabled, the patch goes the extra mile to defer to Lunar Magic's speed setting instead of forcing the user to change the patch default and reinsert every time.

I only have two teeny tiny little nitpicks - first, the patch doesn't mess with the data bank and may thus use freedata instead of freecode. Second, the two blocks of code in freespace are, as far as I'm aware, mutually exclusive - both blocks are inserted into the ROM, but only one is used, wasting space. But even so, removing the unneeded code is extremely simple if you're the one person whose hack is sabotaged by this pittance of extra bytes.

Tested with Asar 1.71, Lunar Magic 3.11, SA-1 1.32, Snes9x 1.59.2.
Posted by:  Maarfy - Link
NaroGugul posted in file: Casio Mario World
Originally posted by Wyatt

it's much more effective to just never let her start an attack while you're cornered.


sounds nice and easy


edit: ive learned theres some cheese/exploit/phase skip.. how that works?
Posted by: NaroGugul - Link
EnzoLipe1 posted in file: Super Mario Maker 2: Super Mario World - Animated P-Switch
Originally posted by Anorakun
Please do not include unnecessary stuff in the sample level. Only the necessary graphics of the submission. And please, adhere the official guidelines, don't use abbreviations in the submissions names... That aside, it works, so it's approved. I also fixed the sample level.
Sorry, i forgot to take out the unecessary gfx, not going to do that next time, have a nice day.
Posted by: EnzoLipe1 - Link
EnzoLipe1 posted in file: Super Mario Maker: Super Mario World - P-Switch Door
Originally posted by Anorakun
Once again, avoid putting unnecessary stuff in your sample level. Please use 7F in the graphics slot that aren't used in the submission.I fixed the sample leve and Map 16. Next time, I won't be so nice. With that aside, well, works as intended, so I'm approving it.

Also, please don't put "readme or die" in your readme file title. It's disrespectful. I'll let that slide, but don't do that again.
i'm sorry, next time i wont put readme or die, sory if that offended you, have a nice day, sorry
Posted by: EnzoLipe1 - Link
Tiroler posted in file: Peachy Moat World
Overall, I found this to be an exceptional hack. The level design is fun, largely intuitive and it uses fun and interesting mechanics. The length of the levels is very fair and it doesn't exhaust any custom ASM that is new to the player, which is a fine line. "Echoes of the Past" is one of the better levels I've played recently in any hack. The Motor Skills level was very fun. A few sections look like they could've been modified to be a bit more crisp and the hack was way too trolly in certain sections for my liking. The over-used "gotcha" trolls stopped being funny after a while. That being said, I would highly recommend this to anyone. Great work.
Posted by: Tiroler - Link
dacin posted in file: Super Samuroy Adventures
An ok hack with great graphics and custom music that matches the level's atmosphere. I like the use of the walljump patch and the "bullet hell" generators. The level design can be lacking at times, as difficulty is often created by 1-tile gaps rather than interesting setups and the boss fights get very repetitive due to high boss health. My tool-assisted playthrough: https://youtu.be/VJsvjN-o2rQ
Posted by: dacin - Link
AnasMario130 posted in file: Sprite Message Box v1.1
If you apply this on an SA-1 ROM with custom powerups and then PIXI afterwards, the player will either die or the level and GFX will glitch when you exit a message box. To fix this, just go to line 306 and under LDA.l !ROM_SuperGFXBypassAddr,x, add AND.w #$0FFF. Now no matter how many times you hit the message box or what angle you hit it from, there'll be no problem.
Posted by: AnasMario130 - Link
Blizzard Buffalo posted in file: Dorkas - Happy Birthday To Me
Fun Fact: This is a Road Fighter Remix
Posted by: Blizzard Buffalo - Link
Thomas posted in file: YI Blow Hard v2.2
Tested with: Lunar Magic v3.11, SA-1 Pack v1.32, PIXI v1.2.15, Snes9x v1.60.

Works as intended. Had to make a small fix to the sprite for SA-1 support though (specifically in the shell interaction code), and also fixed the readme a bit (which had an incorrect link to dsx.asm).
Posted by:  Thomas - Link
Lumy posted in file: Pokémon Mystery Dungeon: Red/Blue Rescue Team - Sky Tower
Thank you very much! @Anime Retro @Cote de Boeuf @Arash @Oskise

Originally posted by koopsultra500
Can you do Thunderwave Cave - Pokémon Mystery Dungeon Rescue Team? https://www.youtube.com/watch?v=Ca_8R3zzoyQ

Maybe in the future, when I have less on my plate! Keep in mind though, that you will have more luck if you make a request in the Music Request Thread instead. Cheers!
Posted by: Lumy - Link
smodw posted in file: Super Mario Maker 2: Super Mario World - Animated P-Switch
#smw{:D}
Posted by: smodw - Link
shane posted in file: Earthbound - Kraken of the Sea
I lied, this is my favorite of the batch. Really punchy in an off-beat way. I could also see it being used in a subterranean or underwater level in a Kaizo Light hack.
Posted by: shane - Link
shane posted in file: Earthbound - Battle Against an Unsettling Opponent
Love this one
Posted by: shane - Link
koopsultra500 posted in file: Pokémon Mystery Dungeon: Red/Blue Rescue Team - Sky Tower
Can you do Thunderwave Cave - Pokémon Mystery Dungeon Rescue Team? https://www.youtube.com/watch?v=Ca_8R3zzoyQ
Posted by: koopsultra500 - Link
Samantha posted in file: Mega Man X5 - X vs Zero (Mega Man X3 Style)
I love what you have here but I have a couple critiques

1. The tempo should be a tad faster
2. The drums could be a bit louder, they sound a bit buried in the mix. Maybe add some panning for the toms as well
3. In general this port could benefit from a bit more panning, it would really make it sound fuller

What you have here is great though! Would love to see you improve this further.
Posted by:  Samantha - Link
om_nomnom posted in file: Super LSG World
I was looking for something to take a break from a more difficult grind, glad I found this hack. I'd call myself an intermediate player, was able to 100% this over the course of the evening, probably 4-5 hours. And I had a blast doing so. Personally, I would say it's a bit more difficult than either Quickie World and Robfather, but still definitely on the beginner/entry level side of things. Awesome hack, thanks Insanit!
Posted by: om_nomnom - Link
MarioFanGamer posted in file: ObjecTool 0.5
Moderated with:
  • Lunar Magic 3.11
  • SA-1 Pack 1.32
  • Asar 1.71
  • BSNES v115
Added SA-1 support (moderated by JamesD28 and KevinK).

Hands on: This is one of the best patches out there. It may not be as useful for the average hacker as the display of object 2D and unused extended objects will likely be always glitched but if you're familiar with SMW hacking, you certainly will like this patch!
However, the addition of new objects, one where you can specify rectangular objects of different sizes and even ledges (ableit without any corner), certainly will prove to be useful even if you don't know ASM.

The biggest challenge here is to use slopes. Most objects (including cluster objects) actually follow the size of object 2D but slopes don't (the vertical size simply means how ground tiles are added to the slope but growing horizontally adds a full slope part which grows vertically for a single tile and horizontally for multiple tiles) which means they can potentially mess up the number of screens and z-order (a hack is to put tiles as a bridge to correct the z-order which may be removed afterwards). Their format also isn't easy to grasp as each slope first has got table with indeces to the second table which contains the actual tiles.
Big square objects have got a similar issue with screen size and z-order as their actual size don't always equal to what Lunar Magic expects too.
Posted by:  MarioFanGamer - Link
Wyatt posted in file: Casio Mario World
Originally posted by NaroGugul
So how? just git gud?

Pretty much just git gud. You can jump over her if you pass her just barely after she goes into the air, but consider that a backup strat - it's much more effective to just never let her start an attack while you're cornered.
Posted by: Wyatt - Link
MercuryPenny posted in file: Moles in Sunglasses
this absolutely goes hard
Posted by: MercuryPenny - Link
Roy_Maluco posted in file: Super "Mario" World 2
Muito boa hacker
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Super "Mario" World
Muito bom
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Ninji Jump Alpha
Boa hacker
Posted by: Roy_Maluco - Link
HammerBrother posted in file: Overworld Song Mini-Soundtrack
All having the same leitmotif.
Posted by: HammerBrother - Link
Roy_Maluco posted in file: A Rushed Project
Muito divertida essa hacker
Excelente trabalho
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Grand Troll World 1
Troll 💣💣🏆
Posted by: Roy_Maluco - Link
HammerBrother posted in file: Separate Jump SFX
The original SMB had alternative jump sound depending if you are small mario or not (higher-pitched if you're small).
Posted by: HammerBrother - Link
Roy_Maluco posted in file: Yoshi's Crack House
10/10
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Total Jotary World
Nota 10
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Mega Man 5 - Wave Man
Megaman 5 música muito boa
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: America - A Horse with No Name
Som do gta
Posted by: Roy_Maluco - Link
MilkyMooer posted in file: Mario Multiverse - Level Select
Originally posted by Ezek.The Square Remixer
Originally posted by MilkyMooer
I think it should be marked as "many" samples instead of "light," and you should submit the unsampled version separately. Most people submit them separately. That's just my input, you do what you want.

Well, I put light because in this case I did not use many SMAS samples, so it could be marked as light.


My bad, I thought the sampled one purely used samples. I didn't even listen to it, I just looked at the names. My bad!
Posted by: MilkyMooer - Link
Roy_Maluco posted in file: Super Mario World Master Quest 8: The Final Quest
Ótima hacker !
5 estrelas
Posted by: Roy_Maluco - Link
HammerBrother posted in file: Deception
Good for abstract dream-like surreal level.
Posted by: HammerBrother - Link
MiniMawile303 posted in file: X/Y Position Locked Sprite
Moderated with:
Lunar Magic 3.11
Pixi 1.2.15
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60

Works as intended and can definitely produce some hilarious results, accepted. Only things of note are that if you kill an enemy, it'll still track to your position (KevinM said it was a feature) and bombs will keep tracking even while exploding. Wigglers can also be problematic while stunned, but it didn't seem reject worthy.
Posted by:  MiniMawile303 - Link
ItsGoitsu posted in file: you've been gnomed.z64
this romhack just save me from my cancer, thanks you bro <3
Posted by: ItsGoitsu - Link
Uncle Steve-Pup posted in file: Deception
gr8 m8 I r8 8/8 #tb{^V^}
Posted by: Uncle Steve-Pup - Link
Roy_Maluco posted in file: Easy Mode 7 Patch 1.1
Gira e Gira
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Drive the Desert Bus
8 horas
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Kirby Boss
Um chefe bem bacana
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Karoshi Mario
Está e uma hacker muito boa, diferente de tudo o que eu já vi.
Merece 5 estrelas
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Jigsaw's Test
5/5
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: 'the
Novamente
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: I HATE YOU
isso foi divertido e é melhor do que um jogo exe
Posted by: Roy_Maluco - Link
Anorakun posted in file: Super Mario Maker: Super Mario World - P-Switch Door
Once again, avoid putting unnecessary stuff in your sample level. Please use 7F in the graphics slot that aren't used in the submission.I fixed the sample leve and Map 16. Next time, I won't be so nice. With that aside, well, works as intended, so I'm approving it.

Also, please don't put "readme or die" in your readme file title. It's disrespectful. I'll let that slide, but don't do that again.
Posted by:  Anorakun - Link
Roy_Maluco posted in file: The Halloween Island
Divertido e agradável, muito bom trabalho.
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: The Halloween Island
Divertido e agradável, muito bom trabalho.
Posted by: Roy_Maluco - Link
Roy_Maluco posted in file: Halloween in the Mushroom Kingdom
Muito boa hacker,bom trabalho.
Posted by: Roy_Maluco - Link
Anorakun posted in file: Super Mario Maker 2: Super Mario World - Animated P-Switch
Please do not include unnecessary stuff in the sample level. Only the necessary graphics of the submission. And please, adhere the official guidelines, don't use abbreviations in the submissions names... That aside, it works, so it's approved. I also fixed the sample level.
Posted by:  Anorakun - Link
Roy_Maluco posted in file: Super Mario World Master Quest 1
Muito bug
Não tem como passar pelo castelo 3
Posted by: Roy_Maluco - Link
Superwan posted in file: Super Mario World - Final Mysterious Quest
Originally posted by Cote de Boeuf
I think the level Dinosaur's Mine might be missing its midpoint.

Yes i will think about that :D
Posted by: Superwan - Link
HammerBrother posted in file: Piano Fantasia - Song for Denise (Maxi Version)
Posted by: HammerBrother - Link
mariofan2020 posted in file: Lunar Magic 3.11
i think lunar magic is one of the best things i have ever seen!
Posted by: mariofan2020 - Link
Brutapode89 posted in file: Final Fantasy V - The Ancient Library (Battle Background)
Nice! And we also can use it for boss levels!
Posted by: Brutapode89 - Link
MegaSonic1999 posted in file: Moles in Sunglasses
This music looks a bit Jazzy to me. Nice song#smw{:peace:}#smw{:TUP:}
Posted by: MegaSonic1999 - Link
Slash Man posted in file: Mega Man 5 - Wave Man
Lowered global volume to w170
Posted by:  Slash Man - Link
VecchiaZim posted in file: Deception
I like it.
Posted by: VecchiaZim - Link
AnasMario130 posted in file: Shin Megami Tensei II - Battle (Metal Arrangement)
I say the move the hats/cymbals channel.
Posted by: AnasMario130 - Link
Second posted in file: Biker Mice from Mars - Staff
So smooth :O
Posted by: Second - Link
musicalman posted in file: Shin Megami Tensei II - Battle (Metal Arrangement)
Yeah that was a tough call. Cutting any more of the melodic channels was really jarring for me, so I was stuck cutting percussion. I could either cut the bass/snare channel, or the hats/cymbals channel. Cutting the bass/snare sounded less offensive to me since the hats/cymbals had enough consistency to hold things together during the cuts. At least that's how my ears justify it. Maybe I just like the driving power of cymbals haha
Posted by: musicalman - Link
Thiago678 posted in file: Blooper
Will update it Again,for showing the graphics on Lunar Magic.
Posted by: Thiago678 - Link
NaroGugul posted in file: Casio Mario World
so for the last few days i have been trying to fight the boss.
Ive already did it with saves/rewinds a few times, so i kinda know what to expect
(im very unconfident about beating it in the next 30 years, but im spending some time just for the challenge)

for those who beat it legit:

is there anything i can do whenever she does this attack?

any trick? any strat?
i cant find a way around it... i cant jump above.. i cant run below.. i cant hide..
my only strat is press the rewind button.. which isnt really a valid strat
So how? just git gud?
Posted by: NaroGugul - Link
tommas2008 posted in file: Baby Kaizo World
uma maravilha em forma de hack
Posted by: tommas2008 - Link
AnasMario130 posted in file: Shin Megami Tensei II - Battle (Metal Arrangement)
Very nice! Why is the more prominent percussion channel in one of the SFX channels though? The cutoff could be very noticeable. Thought I'd have the opportunity to mention that.
Posted by: AnasMario130 - Link
kamekku14 posted in file: Teenage Mutant Ninja Turtles IV: Turtles in Time - Neon Night Riders
And I finally realized that the guy who composed this song is actually the guy who's responsible for remixing Jacques Offenbach's Can Can. What a coincidence!
Posted by: kamekku14 - Link
Hobz posted in file: YUMP 2
i didnt play it because its awful
Posted by:  Hobz - Link
qantuum posted in file: Pokemon Gold/Silver/Crystal - Rocket Hideout (arrangement)
Your comment is highly appreciated. I proceeded to some change to try your idea.

Originally posted by Counterfeit
I nonetheless think altering decay (try 4) and sustain (reduce to maybe "40 plus release" and going from there) would help the melody's accuracy and ease of listening as the notes did fade a bit before ending in the source material. The @4 makes the song a bit more sinister-sounding than the original, which seemed a little more cartoony and confusing. It is a difference I accept.
Posted by: qantuum - Link
Dark Mario Bros posted in file: Mega Man X - Art of Water ~ Launch Octopus (Remix)
I could see this remix used in somw water themed fortress or castle too actually

but anyway great remix!#smw{:TUP:}
Posted by: Dark Mario Bros - Link
qantuum posted in file: Pokemon Gold/Silver/Crystal - Fast Ship S.S. Aqua (arrangement)
I've changed a bit the volume of the hats. Thanks :)

Originally posted by Counterfeit
I feel the hats in between those points overpower the melody, in particular on the lower octave, but other than that it is pretty solid.
Posted by: qantuum - Link
Counterfeit posted in file: Pokemon Gold/Silver/Crystal - Rocket Hideout (arrangement)
This port makes great use of noise. The background melodies, despite the few channels such a GB song has, fill the song with a sense of disarray, capturing the bizarre environment of the Team Rocket base, armed with all kinds of hidden surveillance and maze-like navigation where one door shuts when another opens. While it is evident in the original that some notes do end quite abruptly instead of naturally releasing, I nonetheless think altering decay (try 4) and sustain (reduce to maybe "40 plus release" and going from there) would help the melody's accuracy and ease of listening as the notes did fade a bit before ending in the source material. The @4 makes the song a bit more sinister-sounding than the original, which seemed a little more cartoony and confusing. It is a difference I accept.
Posted by:  Counterfeit - Link
AnasMario130 posted in file: Kirby Super Star - Trees in the Depths of the Earth
Thank you again!
Posted by: AnasMario130 - Link
Counterfeit posted in file: Pokemon Gold/Silver/Crystal - Fast Ship S.S. Aqua (arrangement)
I always found this music in the game to be a little on the tense side like it could fit for a chase scene of some sort. This version of it sounds like it leans halfway between the game and the TV show version of it, especially around 0:19, and the opening sounds like the ship horn sounding off. I am not sure: I feel the hats in between those points overpower the melody, in particular on the lower octave, but other than that it is pretty solid.
Posted by:  Counterfeit - Link
Counterfeit posted in file: Kirby Super Star - Trees in the Depths of the Earth
I just checked out your new update, and I have to say it sounds phenomenal now! You really nailed it. Great work. Easy 5 star rating.
Posted by:  Counterfeit - Link
Counterfeit posted in file: Polar Paradise
Seconding the Crash Bandicoot opinion: I hear it in the bass, percussion, and progression. It feels like it wants nothing to do with interruptions by death or goal music: just jump into the Nitro box or portal at the end and return to base. Notably, the song is steady and doesn't seem to have a climax or part that could be considered its "chorus." This makes it passive, providing an energetic ambience to the level rather than trying to be that catchy tune that ultimately fails to set or build the atmosphere. Quite enjoyable, and perfectly suggests a snow-covered mountain.
Posted by:  Counterfeit - Link
Counterfeit posted in file: Moles in Sunglasses
This song makes me feel like Eliot Ness stumbling on some mobsters' bootlegging operations. It definitely feels like a theme for a group of bad guys, organized criminals, whether you want to call them Koopalings under Bowser or some old-school gangsters. Great song for their hideouts or scheming cutscenes.
Posted by:  Counterfeit - Link
Oskise posted in file: Pokémon Mystery Dungeon: Red/Blue Rescue Team - Sky Tower
One of my newly discovered all-time favorite pieces of music since I played the remake and I was just thinking about this song and if it could possibly be ported to SMW! This sounds absolutely amazing and it's so thoughtful of you to include different versions that are compatible with different things.

Thank you!
Posted by: Oskise - Link
Cote de Boeuf posted in file: Super Mario World - Final Mysterious Quest
I think the level Dinosaur's Mine might be missing its midpoint.
Posted by: Cote de Boeuf - Link
qantuum posted in file: Secret of Mana - Dancing Animals
Originally posted by brickblock369
The #3 and #4 need to be four semitones lower overall, they're not really matching up with the rest of the channels.


That's surprising, I usually am not mistaken on these topics. I raised these semitones of purpose because I felt that was theway the original instrument was tuned. A sort of 0+4 combi, but since I went for unsampled I only kept the part raised by 4 semitones.

Anyone else could confirm ?

Edit: Yeah I stand my ground to politely disagree. Since I've chosen unsampled, when I compare the two spc (channel #3 and #4 only); the samples sound similar only this way, with four semitones up. Actually I'd even need to raise the octave once or twice, but then it sounds unpleasant. The original sample really had something special that's lost here, I guess.
Posted by: qantuum - Link
Ruberjig posted in file: Moles in Sunglasses
dude this is perfect for a mole level
Posted by: Ruberjig - Link
JamesD28 posted in file: Separate Jump SFX
Remoderation notes: Added SA-1 compatibility.

Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• Asar v1.71
• Snes9x v1.60
Posted by:  JamesD28 - Link
VecchiaZim posted in file: Chill, Chill Island
Thanks, I really appreciate the kind words. I admit a town never occurred to me, but I can hear it.
Posted by: VecchiaZim - Link
JamesD28 posted in file: Automatic Intro Message Dismiss
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• Asar v1.71
• Snes9x v1.60

Works as intended, so, accepted.
Posted by:  JamesD28 - Link
Enan63 posted in file: Mega Man V - Neptune's Stage
Perfect! Just what I needed for my abstract/space level!
Posted by: Enan63 - Link
brickblock369 posted in file: Polar Paradise
The rhythm reminds me of Crash Bandicoot, nice
Posted by: brickblock369 - Link
JamesD28 posted in file: Sushi
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

Works as intended, so, accepted. During moderation I added complete SA-1 compatibility (since a lot of the code was already made to be SA-1 compatible, despite claiming to not support SA-1).
Posted by:  JamesD28 - Link
Teows posted in file: Tales of Destiny - Bared Fangs
Lowered the global volume to w180
Posted by:  Teows - Link
brickblock369 posted in file: Secret of Mana - Dancing Animals
The #3 and #4 need to be four semitones lower overall, they're not really matching up with the rest of the channels.
Posted by: brickblock369 - Link
Connnnair posted in file: Yoshi's Crack House
Good game, final castle kinda feels like kaizo light and a few unfair vertical pipes, final boss is a little unfair, but overall very good level design that I wish could replicate. rating: 4 vertical pipes out of 5, I very much enjoyed it.
Posted by: Connnnair - Link
MiniMawile303 posted in file: Super Mario Galaxy 2 - Cosmic Cove Galaxy
This sounds really good! Nice job :D
Posted by:  MiniMawile303 - Link
HammerBrother posted in file: Growing/Shrinking Pipe Exit on Extra Bit
Be careful for “horizontal screen boundary” (if you have the level vertical or at least a level dimension height of $0D-$1C) if the cap manages to be positioned on two screen regions as it moves, as Mario will take the screen he is currently on during a screen fade.
Posted by: HammerBrother - Link
Teyla posted in file: The Legend of Zelda: A Link to the Past - Anti-Fairy
I put the sprite into an actual .asm file and edited it to be SA-1 compatible. (Also included a .cfg file with the palette of the sprite set to 09)

Tested on a vanilla expanded rom, and SA-1 pack v1.40.
Posted by:  Teyla - Link
Koopster posted in file: New Super Mario World 2: Around The World
Originally posted by Vallenatero2020
How can you fix the error in this hack to make it work well in ZSNES? Please wait for an answer.

That's not an error, it's a message telling you to not use ZSNES. Don't. Newer hacks are very likely to break on ZSNES.

If you like ZSNES's interface, use ZMZ instead.
Posted by:  Koopster - Link
Smibbix posted in file: Dorkas - Gochuchamchi (Pepper Tuna)
This sounds super epic!
Posted by: Smibbix - Link
Thiago678 posted in file: Flyin' Disco Shell
great
Posted by: Thiago678 - Link
Fermín Acosta Jr. posted in file: Floating IPS (Flips) v1.31
Super useful tool. Awesome. It works.
Posted by: Fermín Acosta Jr. - Link
HammerBrother posted in file: Romancing Saga 3 - Ruin of the Crystal
Good for cave levels.
Posted by: HammerBrother - Link
msx2plus posted in file: Il Maniero Spettrale (Halloween 2018 Version)
really wonderful stuff; love the atmosphere here!
Posted by: msx2plus - Link
bd90492 posted in file: Cool Spot (Genesis) - Rave Dancetune
I prefer this one than the old one
Posted by: bd90492 - Link
Milon Luxy posted in file: Cool Spot (Genesis) - Rave Dancetune
Originally posted by bd90492
So what are your going to do with the other version because this one sounds much better but it still sounds a little different but im ok with that

It'll become obsolete after this one's accepted, but it can still be downloaded, in case anyone prefers the old version.
Posted by: Milon Luxy - Link
bd90492 posted in file: Cool Spot (Genesis) - Rave Dancetune
So what are your going to do with the other version because this one sounds much better but it still sounds a little different but im ok with that
Posted by: bd90492 - Link
Ultima posted in file: HyperZone - Title Demo
Originally posted by kamekku14
Interesting that why the game is called HyperZone and not "Hyper Zone" like what most of the guys calling. Guess they're a bit confused at the game's title and KDL3's final area.

Changing the topic here, the song looks spot on! I recommend this one if you're making a title screen for your hack.


It is technically the correct way to say it, yes, but tbh I don't think it really matters anyway since it's literally just a change in spelling lol (and I don't know why the mods had to change every port from this game to accomodate for that as well, but ¯\_(ツ)_/¯)
Posted by: Ultima - Link
Nint posted in file: Misty Out There
Originally posted by NaroGugul
Incredibly cool, creative, polished and specially never frustrating.
Something you should play if you want to get cheered up.


Originally posted by msx2plus
incredibly fun platforming. awesome, awesome stuff. really taken by this one, it has a really positive vibe to it that i think other beginner kaizo players will appreciate a lot, as well.


Originally posted by Tiroler
This hack is incredibly fun. I enjoyed every level of my playthrough.


Really, really thank you guys a lot #smw{^_^}

Originally posted by NaroGugul
just an alternate strat for curiosity.

I was just watching this on youtube. The strat kinda cheeses the level but It's very clever and fun (also not that easy to get I think), I like it
Posted by: Nint - Link
kamekku14 posted in file: HyperZone - Title Demo
Interesting that why the game is called HyperZone and not "Hyper Zone" like what most of the guys calling. Guess they're a bit confused at the game's title and KDL3's final area.

Changing the topic here, the song looks spot on! I recommend this one if you're making a title screen for your hack.
Posted by: kamekku14 - Link
NaroGugul posted in file: Peachy Moat World
Was messing around and noticed you can do this



Not sure if i would call it cheese, as the 1st half is probably harder than the intended strat, and the 2nd is easier, but a bit slower.. i dont think it would even worth fixing..
but just so you know.

Posted by: NaroGugul - Link
NaroGugul posted in file: Misty Out There
Hey.. noticed someone could just do this

just an alternate strat for curiosity.. :)
Getting the mushroom makes a bit harder and is useless since theres counterbreak.. its easier to just avoid the mushroom or get hit
Posted by: NaroGugul - Link
kurb kid posted in file: Super Wario World 2: The Four Castles
I love most of this hack so far.
I think Ninja parkour 2 was one of the coolest levels I played.
I also liked every setup you made with the white and green lines (the 1F0 and the bouncing ones). Really creative setups with nice flow and usually I was able to sight read what to do. Very good!

I did savestate my way through the Honey Pond though. I did not dislike the setups in the honey, but I really hate the button bashing required to leave it.

After the four worlds and two more levels the next stuff became too hard for me. I used two extra checkpoints (savestates) to beat Acid Bath. I think some parts really need less death blocks and either more nerfs or a checkpoint. Now on Avalonia I dont feel like memorizing the precise jumping required for all the falling platforms. So this is where I quit for now.

So I love most of what I've seen. The hack is definitely an improvement over wario world 1 (which I already liked). I think I will replay some of the levels that I liked and maybe I will come back to these hard levels if I feel like I've gotten better at the game.

Thanks for the hack!
Posted by: kurb kid - Link
Knucklesfan posted in file: Day of the Muncher
Originally posted by i'm from russia
OMG 10\10 HACK! GREAT HACK YOU GOT HERE!
epic to hear
Posted by: Knucklesfan - Link
SamuM6pdt posted in file: Super Mario All-Stars Soundtrack: Ultimate Edition
Love it!
Posted by: SamuM6pdt - Link
Narcologer posted in file: Better Creating/Eating Block Snakes v1.1
How to place pivot blocks correctly? I have snake no longer respond to them (eating them instead of turning), after it made 1-2 turns.
Posted by: Narcologer - Link
RandomBlox47 posted in file: Always Have 1 Life
Parece Dificil#lm{sgfxby}
Posted by: RandomBlox47 - Link
Counterfeit posted in file: Happy Fake Mario Music
Has a lot of bouncy energy in its bass. The acoustic guitar and the strings that follow carry a cartoony melody. For "fake" Mario music, it sure does sound genuine to me. It can fit just about any outdoor setting as long as it's well-lit, like the token "overworld" song of any mainline Mario game. For some reason, I am very specifically picturing a big farm ruckus when I listen to this song, like Mario chasing a pig splashing mud everywhere, maybe wearing a straw hat too.
Posted by:  Counterfeit - Link
Counterfeit posted in file: Chill, Chill Island
A relaxing composition. Makes one feel like they are in a luxurious moment. I love that twist at the end! It seems like it could be appropriate town music. I particularly think of a hotel or a shopping mall like Celadon City or Join Avenue.
Posted by:  Counterfeit - Link
Counterfeit posted in file: Pokémon Gold/Silver/Crystal - Route 3
I agree with Brutapode89: some instruments are overpowering, notably the @4 does not harmonize with the @0 when they both play at the same time, and the bass is drowned out completely while @4 is on. Where @5 is used, @6 with an ADSR that makes it very brief and flat-volumed should simulate the GB instrument more closely. I think the port wants @1 more than @4.
Posted by:  Counterfeit - Link
Vallenatero2020 posted in file: New Super Mario World 2: Around The World
Congratulations on this great hack. Too bad when I run it in ZSNES, the screen says like this:

Warning: it is a serious crime to use emulators that have not been updated since 2007.

This hack does not work properly in ZSNES.

How can you fix the error in this hack to make it work well in ZSNES? Please wait for an answer.
Posted by: Vallenatero2020 - Link
qantuum posted in file: Kirby's Dreamland - Bubbly Clouds
I agree that it needs a bit more love.
Some instruments could be changed. An octave rework could be used. Near the end there is an octave shift at an unexpected moment.

good idea re-doing it kdl style, though.
Posted by: qantuum - Link
Dominicentek posted in file: Sonic CD - Metallic Madness Zone (Past)
DAMN that's catchy!!
Posted by: Dominicentek - Link
Dark Mario Bros posted in file: Super Mario Bros. - Overworld
feels good to see how optimized it got.
excelent job #smw{:TUP:}
Posted by: Dark Mario Bros - Link
TheBiob posted in file: Single Screen v1.2
Originally posted by Deeke
Originally posted by Deeke
There's only one thing I want to bring up:

Guess I'm not done with requests. Is there any way to make it so that the the screen transitions only horizontally or vertically, and otherwise scrolls as normal?


The code already allows that. Check the asm for customization options.


Originally posted by Koopster
I was having trouble with the death routine as well which I initially though was a free RAM conflict, but it wasn't the case. I'm not sure if this is a retry exclusive issue, but death sets $9D to #$30 and this patch immediately sets to #$01, and I tracked that down as the reason why Mario's animation counter went bonkers. I fixed this issue by adding the following check under main:

Code
LDA $9D
CMP #$30
BNE +
RTL
+

edit: this doesn't only affect death, but any other instances of the original game setting its freeze flag as well. I came up with another fix. Under main:, replace the first LDA #$01 with:

Code
LDA $9D
BEQ +
EOR #$FF
BEQ +
RTL
+
LDA #$FF

I don't think the original game ever sets the value #$FF, so this should be safe. The problem here is that this code always clears the freeze flag when it ends, so that last snippet should stop it from running at all if the game is already frozen for another reason.


Interesting, can't say I've ever ran into problems with it but I guess that makes sense. I'm not sure that check takes everything into account but neither do I know why the retry uses $9D for anything death related in the first place.

The way it currently sets $9D was never optimal in the first place, I was just too lazy to come up with a better way so that's something I should probably look into if I ever decide to work on this again.
Posted by: TheBiob - Link
7 up posted in file: Pokémon Gold/Silver/Crystal - Route 3
I love how it's reminiscent of the old port used in Colon Three.
Posted by: 7 up - Link
OrangeRock57 posted in file: Super Mario World (Prototype) - Miscellaneous Graphics
Originally posted by Counterfeit
Nice work on ripping this stuff, I'll definitely be using those classic Goombas #tb{^V^}
Thanks! Though I'd like to state once more that these are recreations of the sprites I made from looking at the leaked sprite sheets and not direct rips
Posted by: OrangeRock57 - Link
mariozuero posted in file: Sonic Mania - Oil Ocean Zone (Act 1)
noice #smw{:peace:}
Posted by: mariozuero - Link
JamesD28 posted in file: Thwomp
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

Works as intended with no issues found, so, update accepted. During moderation I added .json files for each version, with the extra bit configurations for the custom versions.
Posted by:  JamesD28 - Link
zacmario posted in file: Beta Mario Sprites
Napoleon complex Mario looks angry
Posted by: zacmario - Link
zacmario posted in file: Super Mario World (Prototype) - Helmet Mario
Human cannon ball suit, hence being shot from a pipe.
Posted by: zacmario - Link
Brutapode89 posted in file: Wario Land 3 - Owl Wario
Is it with FF6 samples?
Posted by: Brutapode89 - Link
Brutapode89 posted in file: Pokémon Gold/Silver/Crystal - Route 3
Not bad but I think that you should change some samples, please. Thanks.
Posted by: Brutapode89 - Link
VecchiaZim posted in file: Happy Fake Mario Music
Glad to hear it! Appreciate the kind words.
Posted by: VecchiaZim - Link
LeaderAngelo posted in file: Dolphins
These SPRITES of the Dolphins do not jump. This SPRITE is not very interesting.
Posted by: LeaderAngelo - Link
Counterfeit posted in file: Star World
This set looks as if it has been pieced together from both GFX15 and overworld tiles modified to layer, occasionally rotated. Hills with eyes are a classic Mario level touch. The result is really pretty, with a soothing night palette based on the star world: moonlit grass, purple cliffs, and the peach highlight on the rock looks great. A particularly useful set for "strawberry"-flavored ice cream hackers.
Posted by:  Counterfeit - Link
Counterfeit posted in file: Super Mario World 2: Yoshi's Island (Prototype) - Pencil Hills
Probably the most fascinating part about this set is it's colored pencils drawn with colored pencils. If anyone is making a Paper Mario-centric hack, something like this may be suitable to include in a world. Doesn't it look like a Jean-Pierre Colored Pencils Christmas card?
Posted by:  Counterfeit - Link
Counterfeit posted in file: Kirby: Nightmare in Dream Land - Butter Building
Oddly fits with SMW's default sprites even though it's much too detailed to pair suitably with a SMW-styled tileset. This Kirby set is neat in that it has a sci-fi look to it: it could work for things like a laboratory, a secret base in the tundra, outer space, or a cyber land, even though it was used for a tall tower in Nightmare in Dream Land. With its subtle dithering, if given a pastel palette, it would also look fitting paired with KDL3 graphics.
Posted by:  Counterfeit - Link
Tiroler posted in file: Misty Out There
This hack is incredibly fun. I enjoyed every level of my playthrough. I randomly picked this up from the "Waiting Files" section and I'm sure glad that I did. The level "By the Deads" was very fun. The final castle was fun to play. Top to bottom, this is really well done. Bravo.
Posted by: Tiroler - Link
G3rminho posted in file: Bouncing Spiky Ball
Good #tb{^V^}
Posted by:  G3rminho - Link
LucasMegaStriker posted in file: Sonic 3 & Knuckles - Special Stage (Blue Spheres)
Great!
Posted by: LucasMegaStriker - Link
Ezek.The Square Remixer posted in file: The 7th Annual Vanilla Level Design Contest: Collaboration Hack
goood
Posted by: Ezek.The Square Remixer - Link
EnzoLipe1 posted in file: 32x32 Coins v1.2
people, when i collect the 50 coin im not getting 50 coins, help pls
Posted by: EnzoLipe1 - Link
ChillyMareep posted in file: Pokémon Darkness
I'd say that this hack still holds up today. Although i think there could be some improvements, this hack is definitely up there on my personal favorites
Posted by: ChillyMareep - Link
JamesD28 posted in file: Swooper
Added SA-1 compatibility, and converted to .json.
Posted by:  JamesD28 - Link
succo posted in file: Super Mario World (Prototype) - Miscellaneous Graphics
Originally posted by Counterfeit
Those Mario "thumbs up" are frames very ambiguous: he could also be perceived as flipping the bird.

I dunno... The way Luigi has his arms and the sprite in question being hidden in a scratchpad area of the graphics file makes me think it was supposed to be the latter. I would be drawing middle fingers too if my Luigi graphics got cut.

Nice work on ripping this stuff, I'll definitely be using those classic Goombas #tb{^V^}
Posted by: succo - Link
MiniMawile303 posted in file: Level Entrance Repointer
Moderated with:
Lunar Magic 3.11
ASAR 1.71
SA-1 Pack 1.32 (also tested without)
Snes9x 1.60

Works as intended and the easy level change configure in the asm file is nice, so it's accepted. Just note that this works fine for 0-1FF, but if you try using a "level" that isn't in this range (which you shouldn't do in the first place), it will almost certainly crash the game (from my testing).
Posted by:  MiniMawile303 - Link
NewPointless posted in file: Super Ninji Land
Fun hack. Some minor problems, mostly the readability of graphics.

The ninji sliding graphics are a mood.
Posted by: NewPointless - Link
Vallenatero2020 posted in file: Mario is Missing! Done Right
I love this hack. Makes Mario is Missing! Be what it should be: a platform adventure game in the style of Super Mario Bros. 3 and Super Mario World, and not a boring educational game. Thank you, Gamma V.
Posted by: Vallenatero2020 - Link
Vallenatero2020 posted in file: Super Mario Bros. 3 X
This is an excellent hack. It deserves the credit for being so amazing that it seems made by Nintendo.
Posted by: Vallenatero2020 - Link
Vallenatero2020 posted in file: New Super Mario Bros. SNES
Too bad this game is just a demo of two worlds. When will the full version of this hack be ready?
Posted by: Vallenatero2020 - Link
Marse337 posted in file: Luigi in: The Rescue of Daisy
Thank you for making this world
played the whole thing
https://youtu.be/gg_ni1MkFjk
Posted by: Marse337 - Link
CuRLy24881 posted in file: Peachy Moat World
Thank you for my new favorite hack. I'm only a few exits in but it is amazing. You set the bar high. I hope myself and all the new creators can make hacks as fun and creative as this one. Amazing job. I can't wait to play some more
Posted by: CuRLy24881 - Link
Deeke posted in file: Single Screen v1.2
Originally posted by Deeke
There's only one thing I want to bring up:

Guess I'm not done with requests. Is there any way to make it so that the the screen transitions only horizontally or vertically, and otherwise scrolls as normal?
Posted by:  Deeke - Link
ClassicPass posted in file: Bunbun World
Thanks a TON for this Sio! One of my Fav's along with Akogare. You shot for that 'Ako' difficulty and hit it on the head. Great intuitive level design, great palletes, great platforming. A great addition to the community! 5-er
Posted by: ClassicPass - Link
BuinggamerTv posted in file: New Super Mario World 1: The Twelve Magic Orbs
Jaime trop les pouvoir
Posted by: BuinggamerTv - Link
Mishlo posted in file: Mid-air jump changer
Pretty usefull :)
Posted by: Mishlo - Link
kamekku14 posted in file: Easy Chocolate Island 2 Gimmick
Exactly an easy-to-use alternative to this patch!
Posted by: kamekku14 - Link
SwampMage posted in file: Same Sprites, Different Levels
great game. didn't you release "not actually kaizo" as a demo maybe 2 years ago? i hadn't realized you were the same person until i got to the end of the special world and was like whoa i remember really liking this level!
Posted by: SwampMage - Link
Fermín Acosta Jr. posted in file: Hidden Tunnel Block
Let’s see if I can make this block to be compatible with sa-1 hybrid.

🙂
Posted by: Fermín Acosta Jr. - Link
VecchiaZim posted in file: Super Mario Bros. - Overworld
Really good.
Posted by: VecchiaZim - Link
brickblock369 posted in file: New Super Mario Bros. Wii - Volcano
Perhaps check this thread if you're having trouble with the samples.
Because all of the samples ARE included in this .zip file, so it's freaking strange how it's not working.
Posted by: brickblock369 - Link
MarioSonic4life posted in file: New Super Mario Bros. Wii - Volcano
Originally posted by aarkond
Very very good, but, I cant make it run on my romhack.

File: NSMBWii Volcano.txt Line: 28:
The specified sample was not included in this song.


same... its really a shame because this is a freaking epic spc...
Posted by: MarioSonic4life - Link
Ruberjig posted in file: Happy Fake Mario Music
Hey this is really good! Nice variety
Posted by: Ruberjig - Link
Matheus3FD0 posted in file: New Super Mario World 1: The Twelve Magic Orbs
I Love This Hack! 5 Stars.
Posted by: Matheus3FD0 - Link
SirMystic posted in file: A Maxi Mini Hack B-Sides
Levels are repetitive and basically the same, very annoying without checkpoints. 2/5
Posted by: SirMystic - Link
Koopster posted in file: Single Screen v1.2
I was having trouble with the death routine as well which I initially though was a free RAM conflict, but it wasn't the case. I'm not sure if this is a retry exclusive issue, but death sets $9D to #$30 and this patch immediately sets to #$01, and I tracked that down as the reason why Mario's animation counter went bonkers. I fixed this issue by adding the following check under main:

Code
LDA $9D
CMP #$30
BNE +
RTL
+

edit: this doesn't only affect death, but any other instances of the original game setting its freeze flag as well. I came up with another fix. Under main:, replace the first LDA #$01 with:

Code
LDA $9D
BEQ +
EOR #$FF
BEQ +
RTL
+
LDA #$FF

I don't think the original game ever sets the value #$FF, so this should be safe. The problem here is that this code always clears the freeze flag when it ends, so that last snippet should stop it from running at all if the game is already frozen for another reason.
Posted by:  Koopster - Link
JamesD28 posted in file: SMB3 Goomba Family
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

Fixed a few graphic-related bugs with this:

- Some of the Goombas were using page 2 when their graphics were on page 1.
- The graphic for the "squished" Goomba wasn't included. I got this from the submitter and added this, and overwrote one of the keyhole tiles (which was obsolete anyway since the Goomba overwrote the key).
- Corrected the pink Berry sprite's palette, which for some reason was changed.
- The Micro-Goomba overwrote one 8x8 tile of the Banzai Bill. I instead moved the Micro-Goomba's tile to SP2 and overwrote the other obsoleted keyhole tile, freeing up SP4 for whatever the user likes.

Everything else, including the actual Goombas' functions, appear to work as intended, so, accepted. I did make a few other changes however:

- Added 2 more custom sprite checks to the CustomDefaultInteraction patch, so all the Goombas can work correctly with it.
- Changed the extended sprite number to spawn in Goomba2.asm from $03 to $01, to save space in the list.txt. It was also something that could be easily missed, and caused issues with extended sprite spawning.

I also added .json files for the 4 Goomba types, and added "lorom" and "goomba" tags.

Additional Note: It seems the Micro-Goombas' tiles can wrap vertically at certain Y positions, so keep this in mind if you plan on using them in a taller level.
Posted by:  JamesD28 - Link
LinkstormZ posted in file: Super Mario World Styled Autumn
Originally posted by ModernKiwi
This tileset looks really good, but can you please add slopes?

Sure
Posted by: LinkstormZ - Link
bandicoot posted in file: SMW The Crown Tale

Thanks for playing guys!
If youre downloading this hack for the first time right now
the latest updated version can be found here, I sugest giving it a try since I added more content and fixed some issues:
https://www.smwcentral.net/?p=section&a=details&id=23865
Posted by: bandicoot - Link
EnzoLipe1 posted in file: Super Mario Maker - Keys & Pink Coin
why is there a jumping and falling goomba on the gfx?
Posted by: EnzoLipe1 - Link
Arash posted in file: Super Mario Bros. - Overworld
This is pretty authentic dude. Nice job. I'll be heading back to--

Wait. Why can't I go back? Oh, the screen won't scroll left...
Posted by: Arash - Link
EnzoLipe1 posted in file: Rotating Platforms
Originally posted by EnzoLipe1
Can someone please give the track GFX download?
also, very good sprite #smw{^_^}
Posted by: EnzoLipe1 - Link
EnzoLipe1 posted in file: Rotating Platforms
Can someone please give the track GFX download?
Posted by: EnzoLipe1 - Link
Holy Shinx posted in file: YUMP 2
Can someone upload OST of YUMP 2 somewhere plz :D
Posted by: Holy Shinx - Link
AbraZZZo posted in file: Super Wario World
Love this hack!
Absolutely perfect custom music choices!
Perfect hack for beginners in style of baby kaizo world.
I only would have liked some checkpoints.
Especially after switching a room (into secret exits for example)
But: levels are short and sweet, so it doesn't matter too much for me.

Thanks for creating this lovely piece of fun!

Rating 5/5
#smw{:TUP:}
Posted by: AbraZZZo - Link
Counterfeit posted in file: Super Mario Bros. - Overworld
I can appreciate all the effort you actually went through to make this port as accurate as it is, and those extra lengths show. There is zero compromise and every wavelength sounds NES-authentic. This is actually more surprising than it sounds, because samples in the SPC700 usually have a degree of muffling by reverb or downsampling, and this is just so crisp it's uncanny.

This vintage and iconic track can work just about anywhere that isn't underground or a castle.
Posted by:  Counterfeit - Link
Samantha posted in file: Final Fantasy III - Eternal Wind
Originally posted by Giftshaven
I really wish some of the instrument choices were better. @8 and "chiptune" don't mix very well, assuming this is based off of the chiptune version of the song. 4/5

The whole point is to transform the chiptune piece into a fuller sounding song :shrug:
Posted by:  Samantha - Link
7 up posted in file: Super Mario Bros. - Overworld
nice of you to make an accurate 8-bit port from that extremely obscure nes game i didn't have an idea about
Posted by: 7 up - Link
Slash Man posted in file: Sonic the Hedgehog (MS/GG) - Marble Zone (Unused)
Lowered the global volume to w180
Posted by:  Slash Man - Link
Incognito posted in file: YY-CHR (.NET Version, English/Japanese)
Originally posted by Hunter-
Is there any way to set a default format for BINs when you load them? The old YY-CHR wouldn't reset to 2bpp whenever you loaded a new BIN.

Replace the CharactorLib.dll file in the YY-CHR folder with this to set 4BPP SNES to the default for .bin files.

Apparently the extensions for each format is hardcoded into this library as strings, and the format resets to the first format that accepts the file extension when you open a new file; so I just hex edited the library so that 4BPP SNES becomes the first format for .bin files. If you've got other needs, I suppose you could just hex edit the library yourself (just search for bin - note that characters in strings are padded with a 00).
Posted by: Incognito - Link
Milon Luxy posted in file: Cool Spot (Genesis) - Rave Dancetune
Okay so, it turns out that it wasn't Deflemask fault. Tommy made some really weird effect on the FM patches, that was beyond my knowledge.
I solved this problem by recording the samples individually on VGM Play, rather than using the dump ones.
Posted by: Milon Luxy - Link
KaidenThelens posted in file: SMB3 Goomba Family
Originally posted by Knight of Time
Originally posted by KaidenThelens
No Goomba's Shoe? #smw{o_O?}


Sorry, I don't have an SA-1 hybrid of the Goomba's Shoe. Even if I did, it would likely be a separate sprite here instead of being included in this pack.


Oh, okay. Got it!
Posted by: KaidenThelens - Link
Magmatic posted in file: Super Wario World 2: The Four Castles
Originally posted by Neuromancer


My mistake, I didn't realize that was the way it worked. I was able to beat the level. Thanks!
no problem!
Posted by: Magmatic - Link
The Lucifer of Gaming posted in file: Super Mario Logic
You really got me to thinking on some stuff, and some of it well, it's so obvious you don't even THINK about trying it, I love how well you played with my mind especially, keep this stuff up and you'll be a hack master for sure my man!
Posted by: The Lucifer of Gaming - Link
Neuromancer posted in file: Super Wario World 2: The Four Castles
Originally posted by Magmatic
Originally posted by Neuromancer
I was really enjoying this hack until I got stuck in Shiverburn. The timer only resets to 2 instead of 3 which prevents me from finishing the level. Sometimes it only resets to 1. I'm using Snes9x v1.6. Really fun hack otherwise.
each time you collect a coin, the timer goes up by one. Try to find the quickest way to clear each obstacle and make sure to collect every coin. The level is possible, its even been tested with snes9x.

Also, i appreciate the kind words!


My mistake, I didn't realize that was the way it worked. I was able to beat the level. Thanks!
Posted by: Neuromancer - Link
Ruberjig posted in file: Super Mario Bros. - Overworld
Whatever game this is from

nice work!
Posted by: Ruberjig - Link
Brutapode89 posted in file: Super Mario Bros. - Overworld
Perfect work, musicalman! And we can use it for 8-bit levels like on this screenshot.
Posted by: Brutapode89 - Link
Thiago678 posted in file: Torpedo Ted
It does not interact when killed with star,right?
Posted by: Thiago678 - Link
Thiago678 posted in file: Thwomp
yay
Posted by: Thiago678 - Link
Thiago678 posted in file: Sleepy Goomba
SA-1?
Posted by: Thiago678 - Link
Ezek.The Square Remixer posted in file: Super Mario Maker 2 - SMB1 Airship
Originally posted by Dispace
Is this music already made from LadiesMan217 or Ezek was better?

the port was made by me, the one from ladiesman217 is only similar.
Posted by: Ezek.The Square Remixer - Link
ModernKiwi posted in file: Super Mario World Styled Autumn
This tileset looks really good, but can you please add slopes?
Posted by: ModernKiwi - Link
Giftshaven posted in file: Final Fantasy III - Eternal Wind
I really wish some of the instrument choices were better. @8 and "chiptune" don't mix very well, assuming this is based off of the chiptune version of the song. 4/5
Posted by: Giftshaven - Link
B2De posted in file: Peachy Moat World
#smw{O_O!}
Posted by: B2De - Link
Dispace posted in file: Super Mario Maker 2 - SMB1 Airship
Is this music already made from LadiesMan217 or Ezek was better?
Posted by: Dispace - Link
Darolac posted in file: 64x64 Mega Mole
Originally posted by TheBiob
For people using this, the $0E after %SubVertPos() should be a $0F, not sure if I messed that up when converting or if it was changed at some point but the $0E is wrong for the latest PIXI.

I think it was changed at some point. Some other sprites also had it wrong.
Posted by: Darolac - Link
Alucard648 posted in file: Castlevania: Dracula X - Opus 13
It should also fit as credits roll theme in a horror-themed hack.
Posted by: Alucard648 - Link
buggy789 posted in file: Undertale - It's Showtime!
This would be an incredible choice for music in the bandit minigame huts
Posted by: buggy789 - Link
BuinggamerTv posted in file: Super Mario 64/4
c sur pendant des an ce jeu va pas etre en full vu que le createur est en ligne la dernie fois il ya 5ans
Posted by: BuinggamerTv - Link
Thiago678 posted in file: Effect Tool 3.0
OH YEAH!!!
Posted by: Thiago678 - Link
MoghedienNinek posted in file: Peachy Moat World
Have you seen the pictures? Have you heard the news? have you viewed on twitch? Dont you get it? Ladies and Gentlemen of the arena 2020 is back on!

Peachy Moat World will blow your socks right off! The music, the level design, the trolls, the everything, all - top notch! The most highly anticipated hack of the decade is here, right now!

And wow, is the super mario comunity lucky...

Lets a go!
Posted by: MoghedienNinek - Link
Yagami posted in file: The Darkside
oof i just beat first level so though but cool i like it hope i can beat the hack #tb{^V^}
Posted by: Yagami - Link
Thiago678 posted in file: Line-Guided Any Sprite
#smrpg{y}
Posted by: Thiago678 - Link
Thiago678 posted in file: Classic Goomba and Bouncing Paragoomba v1.3
How cool
Posted by: Thiago678 - Link
Thiago678 posted in file: Line-Guided Any Sprite
YES hahahaa
Posted by: Thiago678 - Link
AnasMario130 posted in file: Kirby Super Star - Trees in the Depths of the Earth
Thank you Counterfeit! I will tend to your feedback ASAP. Speaking of the orchestra hit, I thought its chording didn't hold up well as the original. It could just be me though.
Posted by: AnasMario130 - Link
dogemaster posted in file: Peachy Moat World
fun game
Posted by: dogemaster - Link
Counterfeit posted in file: Super Mario World 2: Yoshi's Island (Prototype) - Tropical Mountains
Gorgeous-looking but obviously incomplete on Nintendo's part: Those stones should have layered downward a bit further and the islands should have some seafoam at the base so they're not awkwardly chopped along the bottom. I love the way it is textured. This background wants happy-looking layer 3 clouds and an HDMA gradient to complement it. It really feels like it belongs in Yoshi's Story more than Yoshi's Island for some reason.
Posted by:  Counterfeit - Link
Counterfeit posted in file: Super Mario World 2: Yoshi's Island (Prototype) - Forest
It looks really neat on its own, but doesn't fit the final product at all as it lacks the big boldness of Yoshi's Island. The brush strokes are really short and obviously tiled, and it just doesn't have that variation and detail in the leaves. If one were to make a more pastel palette, it would look right at home with Kirby's Dream Land 3 stuff since the treetops have the roundness and the whole background has a colored pencil quality to it.
Posted by:  Counterfeit - Link
ZeldaVerde posted in file: Undertale - MEGALOVANIA
Originally posted by brickblock369
Originally posted by ZeldaVerde
The specified sample group, "optimized3", could not be found.
;-;

Perhaps remove the 3 from #optimized3 in the txt, that might help.


badtime.txt: Echo buffer exceeded total space in ARAM by 0x1800 bytes.
Posted by: ZeldaVerde - Link
Counterfeit posted in file: Super Mario World (Prototype) - Helmet Mario
Is Mario supposed to be a construction worker, and would Nintendo have included union breaks in SMW? Or was it intended for head protection when riding Yoshi? So many questions, so few answers...
Posted by:  Counterfeit - Link
Counterfeit posted in file: Kirby Super Star - Trees in the Depths of the Earth
It's very good. Note-wise and instrumentally, including percussion, is very faithful to the original. Carries a sense of heightened danger and adventure, while not being too environmentally specific. Absolutely one of the better Kirby song ports out there.

Just two areas I want to recommend adjusting: I think the play time of the @0 from :37 to :40 could more closely resemble a knock on a hollow block with ADSR tightly restricting its durations; try FE or FF for your sustain/release value or q0F or q1F depending on what values are extremely abrupt but not too abrupt as to mute it entirely. I would also suggest tweaking the orchestra hit volume until it is as loud as, but not louder than the melody, as it is a piece of the melody and part of the dramatic characteristic of the song.
Posted by:  Counterfeit - Link
RowanDDR posted in file: samples of insanity
Grrreat.
Posted by: RowanDDR - Link
kamekku14 posted in file: Sonic 3 & Knuckles - Special Stage (Blue Spheres)
GET BLUE SPHERES!

Gotta love the sampled version, tho.
Posted by: kamekku14 - Link
Koopster posted in file: Bumpty
Originally posted by Wyatt
Found a graphical bug: The walking bumpty's feet are facing the wrong direction when he walks to the right. This is only visible in the gif for 2 frames, but it's easily noticeable in-game.

God, this annoyed the hell out of me. Thankfully I think I found an easy fix. In line 708, you should find

Code
LDA LegProperty,x

Add this line below:

Code
LDX $02

You can also put it between a PHP and a PLP which is the much cooler but slightly costlier solution :P
Posted by:  Koopster - Link
JamesD28 posted in file: Robo-Eject
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• PIXI v1.2.15
• Snes9x v1.60

Works as intended, so, update accepted.
Posted by:  JamesD28 - Link
LucasMegaStriker posted in file: Bank Heist Blitz
Nice! It could fit abstract levels. I gonna try find a use for this one in my upcoming hack. Thank you.
Posted by: LucasMegaStriker - Link
brickblock369 posted in file: Undertale - MEGALOVANIA
Originally posted by ZeldaVerde
The specified sample group, "optimized3", could not be found.
;-;

Perhaps remove the 3 from #optimized3 in the txt, that might help.
Posted by: brickblock369 - Link
LucasMegaStriker posted in file: Dorkas - Gochuchamchi (Pepper Tuna)
Pepper Tuna!
Posted by: LucasMegaStriker - Link
ZeldaVerde posted in file: Undertale - MEGALOVANIA
The specified sample group, "optimized3", could not be found.
;-;
Posted by: ZeldaVerde - Link
Magmatic posted in file: Super Wario World 2: The Four Castles
Originally posted by Neuromancer
I was really enjoying this hack until I got stuck in Shiverburn. The timer only resets to 2 instead of 3 which prevents me from finishing the level. Sometimes it only resets to 1. I'm using Snes9x v1.6. Really fun hack otherwise.
each time you collect a coin, the timer goes up by one. Try to find the quickest way to clear each obstacle and make sure to collect every coin. The level is possible, its even been tested with snes9x.

Also, i appreciate the kind words!
Posted by: Magmatic - Link
palrumia posted in file: Cheep-Cheep that moves like a dolphin
Just a note that fireball/cape kills and sprite interaction (e.g. shell kills) are all disabled by default for this sprite. Easy fix with the CFG Editor.
Posted by: palrumia - Link
Koopster posted in file: Claymore
It looks awesome! Great job #smw{:TUP:}
Posted by:  Koopster - Link
Koopster posted in file: No Yoshi Entrance Edit
To people who use this: I suggest changing line 90 in the main patch from LDA #$60 to LDA #$70. That will fix Mario's starting y position. Originally, he starts one tile higher and falls down in a silly way.
Posted by:  Koopster - Link
EnzoLipe1 posted in file: Galoomba/Goombud v0.2
How do i make the goombud with the 5 extension bit(NORMAL GALOOMBA) be also green?
Posted by: EnzoLipe1 - Link
Neuromancer posted in file: Super Wario World 2: The Four Castles
I was really enjoying this hack until I got stuck in Shiverburn. The timer only resets to 2 instead of 3 which prevents me from finishing the level. Sometimes it only resets to 1. I'm using Snes9x v1.6. Really fun hack otherwise.
Posted by: Neuromancer - Link
Fermín Acosta Jr. posted in file: Spin Jump Block Pack
I already updated the other one, but I will use this block anyway, it looks really nice block with sa-1 compatible
Posted by: Fermín Acosta Jr. - Link
Yagami posted in file: KAIZOZO
omg bro this is actually very hard the problem there is no retry system and the levels has no midway point and if you beat a level didn't saved. you have to wait until ghost house and beat it to get save.
and there is some bad design in the levels sometimes you die before doing anything its die to learn and this is not good i think this would be rejected....but if you redesigned some stuff and added midways and retry system this gonna be a short and sweet hack. and do not play your hack with save stats. you actually have good ideas you can do better :)
Posted by: Yagami - Link
MegaSonic1999 posted in file: Super Mario Infinity: Mystery of the Magic Wand
I added the seperate luigi graphics to the rom that I have for this hack for a better 2 player experience.
Posted by: MegaSonic1999 - Link
MegaSonic1999 posted in file: Super Mario Infinity: Mystery of the Magic Wand
The hack is great so far, but it would be better if it was remastered. If you could please do a remastering of the 2 episodes of super Mario infinty, it would be nice. Also, use Seperated luigi graphics for player 2 if you do. And also new music. If you have time of course.
Posted by: MegaSonic1999 - Link
Samantha posted in file: Romancing Saga - Coup de Grace
This is really impressive!
Posted by:  Samantha - Link
Lumy posted in file: Romancing Saga - Coup de Grace
One of my favorite RS songs! Good job with making it unsampled and with the porting overall! If anything, I'd just lower the volume of the lead @4 (channel #0) by a tad, but other than that it's tight!
Posted by: Lumy - Link
MusicManiac posted in file: New Super Mario World 1: The Twelve Magic Orbs
Originally posted by MarcosMoutta
gostaria muito de uma lista com as músicas dessa hack! trabalho incrível!


I made it!
Posted by: MusicManiac - Link
rex_ganymede posted in file: Hydrothermal Hollow
you know me:
"Has Thumping Bass & Great Aural Aesthetic?
"Will Endorse."

you've my 5 stars mate.
Posted by: rex_ganymede - Link
msx2plus posted in file: YUMP 2
occupies the liminal space between a trainwreck and a masterpiece where no stars shine. godless and godlike all at once. contains both heartful humour and edgy grotesqueries. truly the most mixed of bags but endlessly imaginative with reckless disregard for comfort. unfiltered creativity. excellent. terrible. 5 stars.

some favorite stages:
- proud to stan my kings big huge meat bume #bigsports

- Dance the Rachenitsa!

- Springtime is never pleasant when it comes in boxes

- Mario spends 10 dollars on tickets to the zoo
Posted by: msx2plus - Link
Smibbix posted in file: Flying Items
Seems helpful. Surprised this wasn't done already, actually...
Posted by: Smibbix - Link
msx2plus posted in file: The Joy of Kaizo
fantastic. i've only played on beginner (being a beginner kaizo player) but this was a great introduction to the style. everything is given fun context here, and the adventurous, positive atmosphere is really encouraging. even as my first full kaizo playthrough, i didn't find anything particularly frustrating, and also enjoyed the bosses quite a bit. well deserving of your time!

and it goes without saying that the aesthetic gimmick of each episode being based on a Bob Ross painting/episode is a delight.
especially the guest stuff, i fell in love with those stages immediately! too cute.


i haven't played the original version, but good on you for the update - this'll be a mainstay for me for years to come!
Posted by: msx2plus - Link
JudgementKazzy posted in file: Super Mario Land 2-Styled Spinjump
Is there any way to fix the broken castle and Yoshi scenes mentioned earlier this year?
Posted by: JudgementKazzy - Link
msx2plus posted in file: Super Mario Bros.: Peach's Adventure
super adorable. i'm really into the "NES+" look of this, with the NES-style graphics running in SMW, and the custom spritework is delightful. plenty of fun levels so far, excited to see this one completed!
Posted by: msx2plus - Link
EwanGreen4 posted in file: Il Maniero Spettrale - Danger
Very good song
Posted by: EwanGreen4 - Link
Smibbix posted in file: Slask's Adventure
I have to say, even though it sounds like it'll be too hard for me to actually play, the levels do look gorgeous.
Posted by: Smibbix - Link
HammerBrother posted in file: Ys III: Wanderers from Ys - Royalty Rhythm ~ Valestein Castle (Remix)
Good for invaded towns and cities as well.
Posted by: HammerBrother - Link
JamesD28 posted in file: Spin Jump Block Pack
Tested with:

• Lunar Magic 3.11
• SA-1 Pack v1.32
• GPS V1.4.1
• Snes9x v1.60

Works as intended with no issues found, so, update accepted.
Posted by:  JamesD28 - Link
Hooded Edge posted in file: Ys III - A Searing Struggle
Great port for being based off the SNES version, which might as well be the only interesting song in that port given it added orchestral hits unlike the other versions.
Posted by: Hooded Edge - Link
KevinM posted in file: Spin Jump Block Pack
Made the blocks SA-1 hybrid, added some defines for the heights and sfx and added screenshots. Additionally I made so also touching the block from below damages Mario (for the types 2,3,4) since that made more sense to me (originally the block did nothing when touched from below, if you want that move "MarioBelow:" after "Return:").
Posted by:  KevinM - Link
i'm from russia posted in file: Day of the Muncher
OMG 10\10 HACK! GREAT HACK YOU GOT HERE!
Posted by: i'm from russia - Link
msx2plus posted in file: Misty Out There
incredibly fun platforming. awesome, awesome stuff. really taken by this one, it has a really positive vibe to it that i think other beginner kaizo players will appreciate a lot, as well. "Spawnkill" is such a fun stage it's almost unbelievable. echoing Naro on this one.
Posted by: msx2plus - Link
7 up posted in file: Crypt of the Necrodancer - Deep Sea Bass
LOL @ the name. It's funny because bass is spelt the same as bass!

Joking aside, great port!
Posted by: 7 up - Link
Brolencho posted in file: Super Mario World And the 8 jars
It was a nice hack to play. Certainly not the hardest, but chill to play. #smw{:TUP:}
Posted by: Brolencho - Link
ModernKiwi posted in file: Electrical Plant
amazing tileset!#smw{:peace:}
Posted by: ModernKiwi - Link
dz8 posted in file: Sunshine Secret Book 64
A very good and entertaining hack, but a little short or with a little more challenge in some levels to increase the experience a little more.
Posted by: dz8 - Link
GaloombaCat posted in file: Castle of Illusion Starring Mickey Mouse - Toy Land
oh no its mario endgame
Posted by: GaloombaCat - Link
EnzoLipe1 posted in file: Piranha Plants and Venus Fire Traps v1.1
People, the gfx page is glitched, someone can please update?, thx
Posted by: EnzoLipe1 - Link
YuriPlays posted in file: Castlevania Chronicles - Tower of Dolls
#smw{:TUP:}
Posted by: YuriPlays - Link
BuinggamerTv posted in file: Mario's Mystery Meat
vinesauce played it
Posted by: BuinggamerTv - Link
Infinity posted in file: Sonic 3 & Knuckles - Special Stage (Blue Spheres)
#smrpg{y}
Posted by: Infinity - Link
BuinggamerTv posted in file: Super Mario Bros.: The Lost Levels 2
A error bug on level 1-2 The sound lag and when we finish the level black screen pls solve this
Posted by: BuinggamerTv - Link
KaidenThelens posted in file: Custom "Shooting" Power-ups
Help! I can't make the hammer suit shoot hammers! What am I doing wrong?#smw{o_O?}
Posted by: KaidenThelens - Link
Tiroler posted in file: Super Phobia World
Could use some work.
Posted by: Tiroler - Link
Thiago678 posted in file: Albatoss + Albatoss Bomber
Originally posted by RussianMan
i thought it was supposed to hold sprites for a bit before dropping them instead of them just appearing (it'd feel unfair if it suddenly dropped a bomb on your head)

I agree.
Posted by: Thiago678 - Link
Thiago678 posted in file: Fat Piranha Plant
This piranha plants have eaten too much hamburger.
Posted by: Thiago678 - Link
dogemaster posted in file: Cursed Cathedral
One of the best songs I've ever heard.
5/5
Posted by: dogemaster - Link
KevinM posted in file: YI Exploding Platforms
Small update: added SA-1 tag since the sprite is SA-1 hybrid, fixed a few issues (missing x indexing in some instructions and two missing "#" that caused wrong graphics to be drawn).
Posted by:  KevinM - Link
zLukaasPvPz posted in file: Konk World
Essa hack é muito boa igual a Shells Delivery
Posted by: zLukaasPvPz - Link
BOB66 posted in file: Hell Wizardry
Pls kill me .
Posted by: BOB66 - Link
kamekku14 posted in file: FR Citypark
Originally posted by AnasMario130
FR = Fortaleza Reznor?
You're right. It was originally made for the Spanish SMW hacking website.
Posted by: kamekku14 - Link
jquery861 posted in file: Grand Troll World 1
It's HERE!! The best funny troll hack out there #smrpg{:D} Good job DrMogz!
Posted by: jquery861 - Link
HammerBrother posted in file: Ys III: Wanderers from Ys - Royalty Rhythm ~ Valestein Castle (Remix)
When YS starts using Megaman X samples.
Posted by: HammerBrother - Link
7 up posted in file: Sonic the Hedgehog - Scrap Brain Zone
It's really an improvement over the old version!
Posted by: 7 up - Link
Superwan posted in file: Super Mario World - Final Mysterious Quest
Creepy maze / World 4 Ghost House : their is a water part that should not be in water...
This will be corrected soon :)
Posted by: Superwan - Link
JupiHornet posted in file: Super Mario World: The Megaman 29th anniversary adventure
Fun hack, there are some obnoxious levels (Reverse Zone...) but for the most part I enjoyed what I played. Graphics are very polished and the music is generally good aside from a few songs, particularly the one in Funny Fortress. Difficulty is fair and consistent throughout the whole hack. Story's honestly super weird but it's at least unique for a Mario game. Overall, nice job!
Posted by: JupiHornet - Link

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