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LadiesMan217's SMAS+W with SMM2 Music & Super Mario World: 30th Anniversary Edition (My First Ever Hacks!)
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - LadiesMan217's SMAS+W with SMM2 Music & Super Mario World: 30th Anniversary Edition (My First Ever Hacks!)
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Fanatical like a Demon
Originally posted by zacmario
Wow, you do some great work. Your attention to detail is amazing!

Thanks! It was hard keeping up too bc sometimes these small details could make small detailed bugs -_-. Looks we got most of them by now tho. Hope you're having fun!

Originally posted by Moltz
It's really cool! The amount of changes is far bigger compared to what SMA2 did, and seeing some beta graphics being restored for some stuff (+ even new stuff like the climbing mask koopas) is a pretty neat touch. The new color palettes for the levels are also sweet, in particular the underwater ones as red-greenish palettes aren't that common.

When I first did the Special Palettes I was worried bc I had never done custom palettes before, much less to this scope. I'm glad I've gotten positive feedback thus far on it!

Originally posted by Moltz
EDIT: I found a small oversight with the Yoshi Coin counter, as it says Yoshi's House has YI coins to collect while Yoshi's Island 1 doesn't. Other than that, I was pleasantly surprised to find the counter already recognizes the levels in which I already collected the coins.


Well fuck... I'll see if I can find the address for it to just do a simple hex edit bc no way is this worth an entire new bps patch unless more bugs are fixed/new things are added. Thanks for the catch! Check back if no new replies are made I'll just edit this post. When the C3 forum closes, if anyone here is still interested, follow me on my resource and tool release thread (I also keep all my music here for download as well).

EDIT: Patch this:

Code
org $11989C
db $00,$01
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Originally posted by LadiesMan217
EDIT: Patch this:

Code
org $11989C
db $00,$01


That fixed it, thanks man.

I'll be lurking in the other thread as well in case of anything.
Heya, i know i promised to come back here after playing this hack, so i better do it before C3 ends lol
Unfortunately i didn't get to play the whole thing yet, only having played up to Ludwig's Castle (+ Star and Special worlds), so i haven't seen everything it has to offer (i'll definitely play it until the end though!)
Also, i started playing on normal mode, and only realized i can play hard mode from the start after updating to version 1.04 lol, so unfortunately i got to play even less of hard mode (only up to Vanilla Ghost House + Star World)

So i'll say from what i've played for now.

First of all, i'd like to say i really like the aesthetic choices in general! Some of the background changes were lovely (Donut Plains 1 in particular is cute), the new songs are certainly a breath of fresh air, and so are the palette changes in some levels and enemies. Everything contributes to make the experience very pleasant to our eyes and ears.

Gameplay-wise, in normal mode the game is mostly the same, although i did notice some of the glitches i tried doing, like Block Duplication, Berry Glitching and Wall-Jump seem to be fixed, so rip xD (Or maybe they're still there and i just suck, who knows)

I did notice a few levels had layout changes, and it was pretty cool to see the new rooms/changes! (even if some were very minor, like
the secret exit in Star World 2
)
I loved seeing all the different ways you placed Yoshi Coins in the levels, they were a nice additon overall, and some were very clever! Some that really called my attention were
the behind the net Yoshi Coins in Iggy's and Ludwig's Castles
and
The Yoshi Coins in Rotating Platforms in Donut Plains 3
.

Now, of course, the biggest addition to normal mode were related to Yoshi! I went in expecting 2 new Yoshis, but we actually got much more than that!

Also love the addition of No-Yoshi signs, having a specific one for each level based on its tileset is really a nice touch! (Also thanks for the No-Yoshi sign in Vanilla Dome 2, saves us the trouble of losing our pal to the vine at the beggining)
And last, but not least, it's cool to try testing which new enemies Yoshi can eat, something i liked a lot is
how some enemies actually have new effects rather than just being instantly swallowed, the Net Koopas and the Podoboos/Jumping Flames in particular were super cool!


Now, let's talk about Hard mode. As i said, i only discovered i could play hard mode from the start after downloading the latest version lol, so i didn't play a lot.
One thing i could definitely notice is the lack of the Reserve Item is a lot more trouble than i thought it would lol
As for the level changes, some of them are super cool. It's nice to see some new ennemies show up in unexpected places in some of these levels, which adds some nice variety to it.
I also love the changes made to the bosses, i only got to play Iggy, Morton and Bowser, but i already like a lot what i saw from those (Bowser in particular was quite the upgrade, he did give me some trouble lol. It was a nice change from the usual long and tedious Bowser we're used to).

Now, there's one thing that seemed kinda... weird about it, which is the fact that, as far as i've played, it seems to be pretty inconsistent in terms of changes.
Some levels had quite the big changes made to them, even some early ones like YI3 and YI4, then some of the later levels seem to be basically untouched, like most of Donut Plains (apart from a few sublevels) and Star World (which seems to be literally the same as far as i could notice).
I even tried to see if some enemy behaviors were changed, but couldn't notice anything as far as i've tested... (The ones i tried to play around with were the enemies in both Donut Plains 1 and Donut Secret 1, which seem to have the same behavior as in vanilla)
I actually started to wonder if it is working as intended, because so far, only really Yoshi's Island (and the bosses) looked like an actual hard mode... but since i don't know exactly what i'm looking for in terms of changes, i can't say for sure.

By the way, i played in ZMZ 1.08.

--------------------
My Youtube Channel
Congrats on reaching four pages!
Whenever I play it, it'll probably be on ZSNES. I've been finishing up another hack kinda slowly.

--------------------
Please pardon the eye.
Fanatical like a Demon
Originally posted by Moltz
That fixed it, thanks man.

I'll be lurking in the other thread as well in case of anything.

Thanks and yeah, put that notification bell on for alerts XD.

Originally posted by ECS.98
Heya, i know i promised to come back here after playing this hack, so i better do it before C3 ends lol
Unfortunately i didn't get to play the whole thing yet, only having played up to Ludwig's Castle (+ Star and Special worlds), so i haven't seen everything it has to offer (i'll definitely play it until the end though!)
Also, i started playing on normal mode, and only realized i can play hard mode from the start after updating to version 1.04 lol, so unfortunately i got to play even less of hard mode (only up to Vanilla Ghost House + Star World)

So i'll say from what i've played for now.

Haha been waiting for ya lol! Ooooh, I can't wait!

Originally posted by ECS.98
First of all, i'd like to say i really like the aesthetic choices in general! Some of the background changes were lovely (Donut Plains 1 in particular is cute), the new songs are certainly a breath of fresh air, and so are the palette changes in some levels and enemies. Everything contributes to make the experience very pleasant to our eyes and ears.

I'm glad it's pleasant to the eyes and ears! A lot of the changes in the enemy appearances stems from me seeing the credits as a kid for the first time leaving me a huge impression. I loved the blue chucks and seeing the bulky red super koopa, or seeing the used blocks on the hammer bro's platform. Stuff like that left things I wanted to see in the game, even as small as the palette change on torpedo ted or the dry bones. Aesthetic changes in rooms like the Reznors and their platforms etc. All of this contributed to many enemies's different appearances. I wonder if someone can list every enemy's appearance change lol (graphically and palette wise). I also sought to "correct" a lot of bg and fg inconsistencies of levels pertaining to their areas on the map (Ghost Houses on the outside having a night entrance/exit as well as dark bg in the windows). There was definitely a lot of nitpicking to go through.

Originally posted by ECS.98
Gameplay-wise, in normal mode the game is mostly the same, although i did notice some of the glitches i tried doing, like Block Duplication, Berry Glitching and Wall-Jump seem to be fixed, so rip xD (Or maybe they're still there and i just suck, who knows)

Yep, those were fixed (sorry speed runners).

Originally posted by ECS.98
I did notice a few levels had layout changes, and it was pretty cool to see the new rooms/changes! (even if some were very minor, like
the secret exit in Star World 2
)
I loved seeing all the different ways you placed Yoshi Coins in the levels, they were a nice additon overall, and some were very clever! Some that really called my attention were
the behind the net Yoshi Coins in Iggy's and Ludwig's Castles
and
The Yoshi Coins in Rotating Platforms in Donut Plains 3
.

Most of these changes came from SMA2 which you can thank Lui for (his SMW Advance hack). Saved me a bunch of trouble from playing SMA2 in its entirety. The sprite coins are actually his too!

Originally posted by ECS.98
Now, of course, the biggest addition to normal mode were related to Yoshi! I went in expecting 2 new Yoshis, but we actually got much more than that!

Also love the addition of No-Yoshi signs, having a specific one for each level based on its tileset is really a nice touch! (Also thanks for the No-Yoshi sign in Vanilla Dome 2, saves us the trouble of losing our pal to the vine at the beggining)
And last, but not least, it's cool to try testing which new enemies Yoshi can eat, something i liked a lot is
how some enemies actually have new effects rather than just being instantly swallowed, the Net Koopas and the Podoboos/Jumping Flames in particular were super cool!

I had so much fun making these Yoshis! Trying to come up with abilities for each of them was tough bc I wanted the Green Yoshi to be the only one who could use his tongue attack to eat enemies (sort of help balance and give the Green Yoshi something people would want). I think it works considering how even you said you wished they could eat enemies so it helps each Yoshi be wanted and not discarded (like the Green and Yellow one in the vanilla game). Yellow Yoshi was still a problem bc originally it was just having his stomp ability but that was it. I didn't want him ignored again so I gave him the ability
to turn all enemies on screen into coins
. Silver and Gold Yoshi were hard to make decisions on what abilities I wanted them to have. The sacrifice for their tongue attacks (as well as the other 3) had to be worth it but I think I did a great job on the trade off. The code I used to make their abilities was all originally by KevinM's Red Yoshi uberasm patch to keep spitting fire. I adapted and edited it for the other Yoshis. You're right too in the cooldowns are different for the Red, Yellow, Silver, and Gold Yoshi. Red Yoshi has a shorter cooldown if you have any other powerup outside of fireflower and spits one fireball, a slightly longer cooldownn when you have fireflower but spits 3 fireballs. Yellow, Silver, and Gold Yoshi have shorter cooldowns if you're small, any other powerup greatly extends the cooldown. I think I did a decent job balancing all Yoshis. They may be OP but can only be used once all 96 exits are found and Yoshi can eat enemies as well as fly without having to constantly tap B with a cape (Blue Yoshi no longer has this advantage and that's to discourage trying to skip an entire level regardless of essentially passing the entire game's levels).

Originally posted by ECS.98
Now, let's talk about Hard mode. As i said, i only discovered i could play hard mode from the start after downloading the latest version lol, so i didn't play a lot.
One thing i could definitely notice is the lack of the Reserve Item is a lot more trouble than i thought it would lol
As for the level changes, some of them are super cool. It's nice to see some new ennemies show up in unexpected places in some of these levels, which adds some nice variety to it.
I also love the changes made to the bosses, i only got to play Iggy, Morton and Bowser, but i already like a lot what i saw from those (Bowser in particular was quite the upgrade, he did give me some trouble lol. It was a nice change from the usual long and tedious Bowser we're used to).

Every boss is now different and I hope you love the changes to come! Enemy setup was indeed hard and needed help placing them to not make the levels too demanding.

Originally posted by ECS.98
Now, there's one thing that seemed kinda... weird about it, which is the fact that, as far as i've played, it seems to be pretty inconsistent in terms of changes.
Some levels had quite the big changes made to them, even some early ones like YI3 and YI4, then some of the later levels seem to be basically untouched, like most of Donut Plains (apart from a few sublevels) and Star World (which seems to be literally the same as far as i could notice).
I even tried to see if some enemy behaviors were changed, but couldn't notice anything as far as i've tested... (The ones i tried to play around with were the enemies in both Donut Plains 1 and Donut Secret 1, which seem to have the same behavior as in vanilla)
I actually started to wonder if it is working as intended, because so far, only really Yoshi's Island (and the bosses) looked like an actual hard mode... but since i don't know exactly what i'm looking for in terms of changes, i can't say for sure.

By the way, i played in ZMZ 1.08.

Yeah, the changes are inconsistent and I did talk about it with my testers. I told them that SMW was already inconsistent in terms of level difficulty. Some levels would be eaasy then the difficulty would spike then drastically drop later. The level difficulty progression was all over the place and not linear. I feel as if tho hard mode only exaggerates this. I do definitely want to keep tweaking some things tho. Maybe make koopas slightly faster or changing chucks invincible on hard mode (oooh that'd be a good one actually). Additional, with LM's conditional direct map16 option, I can add extra Munchers there and there? Would rather avoid that actually but seems like a possible idea. Pretty cool how this still functions on ZMZ O_o'. I'd like to thank so much for taking the time to go in depth and and comment on various things throughout the hack, It sounds like you genuinely appreciated and loved what you've seen so far. As someone's who's never made complete romhack, let alone put it out, it warms me to hear such feedback. It may not have been an entire original hack from the ground up that changes itself and tries to distinguish itself from SMW aesthetics and gimmick wise, but its bc that it's more of an "SMW but better" type hack that it just astounds me how much positivity I've been getting from it since as time has shown, most people are tired of playing SMW for the XX time. I was especially nervous about this aspect bc I was scared people would only treat it at cover value and not appreciate the work put into it. You and everyone else here have been awesome! I can't tell you how happy I am to know that these last few months have not been for nothing!

Originally posted by Mariotag1
Congrats on reaching four pages!
Whenever I play it, it'll probably be on ZSNES. I've been finishing up another hack kinda slowly.

Thanks! This was only possible bc you guys kept writing feddback and letting me know about bugs ^^). I only tested this on BSNES so I can't promise compatibility. That said, I hope you enjoy it! C3 threads will probably be closed by then so be sure to lemme know how yur experiences was on my resource and tool release thread!
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Pages: « 1 2 3 4 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2021 - LadiesMan217's SMAS+W with SMM2 Music & Super Mario World: 30th Anniversary Edition (My First Ever Hacks!)

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