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Removal log of submissions (except hacks)

Link Thread Closed
Removed
Section * Custom Music

Game Name: Jazz Jackrabbit
Song Name: World Clear
Description: This is from Jazz Jackrabbit, and it plays when you clear a world. Could be a good victory theme for a dark hack.
Also, i coulden't get the echo at the end. Sorry D:
Author: YamiMario
Submitted by: YamiMario
File Size: 33.5 KB

Reasons
1. Semicolon placed between data on the same line causes a bit of the song to not be included.

"#7...g8^16g8^16g4^16;o3c16^32r8^32c16^32r8^32c16^32r8^32..."

Also, though I haven't heard this song, I think what you want to do is have a volume slide on the notes you cut off from the song, going down, to simulate an echo. For example:

o3c16^32r8^32
v210c16^32r8^32
v200c16^32r8^32
v190c16^32r8^32
v180c16^32r8^32
v170c16^32r8^32
v160c16^32r8^32
v150c16^32r8^32
v140c1^2;

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed "Yoshi's Tongue Movement" patch made by </b>Skharr</b> because it was an IPS file instead of xkas file. We only accept Xkas files now.

I know, it is just 2 hex edits and this deserved more like a moderation, but rules are rules =/

File description was: This patch will make Yoshi's tongue go slightly faster and longer.
Removed
Section * Custom Music

Game Name: Comic Bakery (NES)
Song Name: Level 1
Description: This music is from the NES version of the game Comic Bakery, the NES version. That aside, it is still ctachy and fun to listen to.
Author: Dag-X-Mas
Submitted by: Dag-X-Mas
File Size: 32.9 KB

Reasons
1. Looping. The song doesn't sound bad, but there's a lot of unlooped stuff, namely in #2.
#0
< b4^8b4^16a+16b8g16e8
d8^16d16g8a16
b8^16> c8^16d8^16e8^16
< a16b8> e8d8^16< d16e16g16a16
a+8^16> c8^16d8^16c8^16d8^16c8
< a+4^8g16
b8^16> c8^16d8^16e8^16
f8^16e8d4^8< d16
> d4^16< d16> d4^16< d16> d8d16c+8
c16< a+8g16f8d16
g8< a+16b16> d16e16
g8
< a+16b16> d16e16
g8< a+16b16> d16e16
g4^16a+16
b1^4^8^16
> c+16d1^4^8^16
< g+16
a1^4^8^16
b16> c1^4^16
d8^16
<
g8^16g8a16b8g16a8b16a8^16a8b16> c8< a16b8
f+16g8^16g8f+16g8b16a8g16f+8g16a8f+16d8c16< b8a16>
g8^16g8a16b8g16a8b16a8^16a8b16> c8< a16b8
g16b8^16b8> c+16d+8< b16> c+8d+16e4^8d4^8;

should be

#0
< b4^8b4^16a+16b8g16e8
d8^16d16g8a16
[b8^16> c8^16d8^16e8^16]1
< a16b8> e8d8^16< d16e16g16a16
a+8^16> c8^16d8^16c8^16d8^16c8
< a+4^8g16
*
f8^16e8d4^8< d16
> d4^16< d16> d4^16< d16> d8d16c+8
c16< a+8g16f8d16
[g8< a+16b16> d16e16]1
g8
< a+16b16> d16e16
*
g4^16a+16
b1^4^8^16
> c+16d1^4^8^16
< g+16
a1^4^8^16
b16> c1^4^16
d8^16
<
[g8^16g8a16b8g16a8b16a8^16a8b16> c8< a16b8]1
f+16g8^16g8f+16g8b16a8g16f+8g16a8f+16d8c16< b8a16>
*
g16b8^16b8> c+16d+8< b16> c+8d+16e4^8d4^8;

--

#2
< g8^16
[b8^16d8^16b8^16g8^16]3
b8^16d8^16b8^16>
c8^16e8^16< g8^16> e8^16
c8^16e8^16< g8^16> e8^16
< g8^16b8^16d8^16
b8^16e8^16g+8^16
< b8^16> g+8^16d8^16f+8^16
< a8^16> f+8^16d8^16f+8^16
< a8^16> f+8^16
g8^16b8^16d8^16
[b8^16g8^16b8^16d8^16]5
b8^16
d8^16f+8^16< a8^16> f+8^16
d8^16f+8^16< a8^16> f+8^16
d8^16f+8^16< a8^16> f+8^16
d8^16f+8^16< a8^16> f+8^16
g8^16b8^16d8^16b8^16a8^16> c8^16< e8^16> c8^16<
g8^16b8^16d8^16b8^16d8^16f+8^16< a8^16> f+8^16
g8^16b8^16d8^16b8^16a8^16> c8^16< e8^16> c8^16<
b8^16> d+8^16< f+8^16> d+8^16e4^8d8^16
o4g8^16[g8^16b8^16d8^16b8^16]3>
c8^16e8^16< g8^16> e8^16
c8^16e8^16< g8^16> e8^16
< g8^16b8^16d8^16b8^16e8^16g+8^16< b8^16>
g+8^16d8^16f+8^16< a8^16> f+8^16d8^16f+8^16
< a8^16> f+8^16
[g8^16b8^16d8^16b8^16]6
d8^16f+8^16< a8^16> f+8^16d8^16f+8^16
[< a8^16> f+8^16d8^16f+8^16]2
< a8^16> f+8^16g8^16b8^16d8^16b8^16a8^16> c8^16< e8^16> c8^16
< g8^16b8^16d8^16b8^16d8^16f+8^16
< a8^16> f+8^16g8^16b8^16d8^16b8^16a8^16> c8^16< e8^16> c8^16
< b8^16> d+8^16< f+8^16> d+8^16e4^8d8^16< g8^16;

should be

#2
< [g8^16b8^16d8^16b8^16]4>
[c8^16e8^16< g8^16> e8^16]2
< g8^16b8^16d8^16
b8^16e8^16g+8^16
< b8^16> g+8^16
[d8^16f+8^16< a8^16> f+8^16]2
[g8^16b8^16d8^16b8^16]6
[d8^16f+8^16< a8^16> f+8^16]4
[g8^16b8^16d8^16b8^16a8^16> c8^16< e8^16> c8^16< ]1
g8^16b8^16d8^16b8^16d8^16f+8^16< a8^16> f+8^16
*
b8^16> d+8^16< f+8^16> d+8^16e4^8d8^16
o4g8^16[g8^16b8^16d8^16b8^16]3>
[c8^16e8^16< g8^16> e8^16]2
< g8^16b8^16d8^16b8^16e8^16g+8^16< b8^16>
g+8^16d8^16f+8^16< a8^16> f+8^16d8^16f+8^16
< a8^16> f+8^16
[g8^16b8^16d8^16b8^16]6
d8^16f+8^16< a8^16> f+8^16d8^16f+8^16
[< a8^16> f+8^16d8^16f+8^16]2
[< a8^16> f+8^16g8^16b8^16d8^16b8^16a8^16> c8^16< e8^16]1
> c8^16< g8^16b8^16d8^16b8^16d8^16f+8^16
*
> c8^16
< b8^16> d+8^16< f+8^16> d+8^16e4^8d8^16< g8^16;

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music

Game Name: Earthworm Jim
Song Name: Use Your Head (Buttville ~ The Descent)
Description: Upbeat rock n' roll style track. It seems to fit castle levels pretty well or an area before a boss battle. It's missing the solo at the end.
Author: Soul2Limbo
Submitted by: Soul2Limbo
File Size: 0.5 KB

Reasons
1. You must include an SPC for the downloader to be able to listen to the music before choosing to insert the text. You create one of these by going to File -> Dump SPC in SNESGT, and it's similar in most other emulators, except ZSNES, where you just hit F1 and pick "Save SPC". Try to time it at the beginning of the song (i.e. right after "MARIO START!" disappears.)

2. The song is not supposed to be introless. Locate the end of the intro, and mark it with a /. Each channel must have the same duration of stuff before the / or the song will desynch when the song loops. I believe for this one, it's 4 beats.

3. Took a listen ingame and to the original, and yeah - I noticed some bad cutoff in the song because it loops back to the beginning far too early (read below for an elaboration on how to fix that) and the instrument choices could use some work. For instance, percussion is absent when for this song, it's very important, the one with @17 should probably be copied and the copy should use a low octave, loud piano or @16 for the best sound, and instead of @6, I would try @14 or @16, perhaps have both playing at the same time for that effect.

If find that the loop is messed up, add rests to the end of all the channels, and remove them from the channel that ends last.

--

4 / not removal reason. Some data could be looped more to reduce the insert size, and l-command will help reduce the file size further...although it's small and doesn't really need this since it's a mere 649 bytes on insertion. :P

For example:

c16 < a8 > a16a16a16g16a16a16f16a16a16e16a16a16d16
c16 < a8 > a16a16a16g16a16a16f16a16a16e16a16a16d16
e16f8f16f16e16d16e16f16e16d16f16f16e16d16e16f16
e16d16f16f16e16d16e16f16e16d16f16f16e16d16e16f16
e16d16f16f16e16d16e16f16e16d16f16f16e16d16e16f16

becomes

[c16 < a8 > a16a16a16g16a16a16f16a16a16e16a16a16d16]2
e16f8f16f16e16d16e16f16e16d16f16f16e16d16e16f16
[e16d16f16f16e16d16e16f16e16d16f16f16e16d16e16f16]2

-

r1^1^1^1
^1^1^1^1^1^1
o5
a16a16g16f16g16a16g16f16a16a16g16f16g16a16g16f16r1^1
f16f16e16d16e16f16e16d16f16f16e16d16e16f16e16d16r1^1^1
f16f16e16d16e16f16e16d16f16f16e16d16e16f16e16d16;

becomes, with intro:

[r1]4/[r1]6
o5
[a16a16g16f16g16a16g16f16]2r1^1
[f16f16e16d16e16f16e16d16]2r1^1^1
*2;

Anyways, good luck on this... EWJ has awesome music and I'd like to see a polished port of this song some day. It's a great song. =o

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music

Game Name: Second Reality Project Reloaded
Song Name: Ludwig's Last Composition
Author: FPI, BBS
Track Name: Ludwig's Last Composition
Game Name: The Second Reality Project Reloaded
Song Duration: 00:05
Insert Size: 132 bytes
# of Channels: 1
N-SPC Patch Required?: No

Description: My first music! Yay! This is an exact remake of Ludwig's Last Composition from the Second Reality Project Reloaded.

Reasons
1. Okay... I'm going to go into your hack, without your permission, and take stuff you worked hard on, and upload it to SMWC for everyone else to use. Your originality has been wrecked by this act. How do you feel? The bottom line is if you are going to take material that belongs to another person to make available to the public one way or another, you must absolutely ASK them first, and show one of us the permission given to you by them - no exceptions. Sorry, but think kind of thing enrages me. :/

2. Tempo is too high and it's only one channel.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music

Mario kart 64
Luigi´s raceway
Music from Mario kart 64-Luigi´s and Mario´s circuit
the author of music is Ice man</b></font size>
Author: Flopping luigi
Submitted by: Flopping luigi
File Size: 37.9 KB

Reasons
1. It's highly disrespectful to take someone else's work to upload to the site, so I strongly suggest you don't take anyone else's content and do this again. Also, if you download this music, I would appreciate it if you respected Ice Man, or any other author whose work is taken like this, enough to not use it since he is not the one who made it available to this site, and he likely would appreciate it as well. :[

If Ice Man says otherwise and that you have permission to upload this music, please show me or another music moderator.

Unexpected end tag (</b>) at 179, expected </u>
Tag (b) was not closed.
Tag (font) was not closed.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed
Section * Custom Music

Game Name: Zelda: Twilight Princess
Song Name: Secret Village
Description: The secret village theme from Twilight Princess.
Author: RealLink
Submitted by: RealLink
File Size: 33.5 KB

Reasons
Big stuff:

1. The song cuts off too early because channel #2 ends before all the others do. You can fix this by tacking [r1]100 to the end of it, after the a+2.

2. The song sounds good, but the instrument choices are lacking in some places. #0, #3, and #4 would be much more accurate as string instruments, such as @1. #2 is spot-on with that flute, though, and #1's bass is fine.

--
Little stuff:

3. Though the song is somewhat small and inserts at 1098 bytes, nothing is looped, and the size could be brought down a lot to help this song fit more easily when grouped with larger songs in AddMusic.

Example using the bass channel:

#1
o2
b16r16b16b16
b16r16b16b16
b16r16b16b16
b16r16b16b16
b16r16b16b16
b16r16b16b16
b16r16b16b16
b16r16b16b16

a16r16a16a16
a16r16a16a16
a16r16a16a16
a16r16a16a16

b16r16b16b16
b16r16b16b16
b16r16b16b16
b16r16b16b16

a16r16a16a16
a16r16a16a16
a16r16a16a16
a16r16a16a16

becomes

#1
o2
[b16r16b16b16]8
[a16r16a16a16]4
[b16r16b16b16]4
[a16r16a16a16]4

4. Change #4 to #5 because #4 gets cut off by sound effects ingame and #5 does not.

Pretty nice attempt at this song though. Keep up the good work.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Song Name: CUSTOM - Calm Mind
Author: Umutist - Submitted by: Umutist
Description: A music I composed for something else,but ported it to SMW anyway.

I guess it can be used in calm places.(duh.)

The song itself is offkey in quite a few places, though some parts of it sound quite nice. There is some unlooped data though. For example:

o1r1r1r1r1d4d4d4d4c+4c+4c+4c+4r1r1r1r1a4a4a4a4a4a4a4a4

can become:
o1
[r1]4
[d4]4
[c+4]4
[r1]4
[a4]8

...and so on. Also, you can use the l (lower case L) command to reduce the file size a bit and make things less cluttered. I find it easier to loop data this way.
REMOVED: Document: Mysterious Sprites (Unused Sprite List)
Author: abc123
Reason: It is incomplete. For a complete list, please refer to This Page. Also, the title 'Mysterious Sprites' is misleading. Call the document "Unused SMW Sprites" or something like that.
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Song Name: Earthworm Jim - The Descent
Author: Soul2Limbo - Submitted by: Soul2Limbo
Description: From the "Use Your Head" section of Buttville in Earthworm Jim. Uses heavy bass and guitar, would most likely suit an industrial area or castle.

The percussion sounds very loud, fast, and jarring in this port, so much so that it's difficult to hear the other channels.

There are a couple sections which could use more looping, like here:

a16a16a16g16a16a16f16a16a16e16a16a16d16c16
o5a16o6
a16a16a16a16g16a16a16f16a16a16e16a16a16d16c16
o5a16o6

simply to:
[a16a16a16g16a16a16f16a16a16e16a16a16d16c16
o5a16o6]2

You can also try to use the L command in order to eliminate the 16's. I find it easier to find loops after doing this.
REMOVED: 'Darius Twin Silver Hawk' sprite.
AUTHOR: tam6231990
REASON: This is a graphical edit of the Albatoss sprite, which is unchanged except for the name of the file. Submitting ExGFX for the albatoss would be more practical. But, if the author was to change the albatoss' code so that only one frame was used (instead of 5 frames of the same graphic, which takes up a lot of room on the GFX file), then I might see this as a legit submission to the sprite section.

I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Song Name: Zelda: Link's Awakening: Catfish's Maw
Author: Lucas - Submitted by: Lucas
Description: A simple but tense song that appeared in the fifth dungeon. Good for levels with horror elements.

Only a single channel seems to play after the loop. I checked the original, which didn't do this. Sorry, but I have to reject it until this is resolved.
Removed
Section * Custom Music

Game Name: Jazz Jackrabbit 1
Song Name: Tubelectric
Description: A song played on planet tubelectric. Find yourself where it's suitable for!
More info in readme.txt
Author: worldpeace
Submitted by: worldpeace
File Size: 40.8 KB

Reasons
1. There was an error in optimizing your music after you had already dumped the SPC, so the text, as was, included in the ZIP, would need a little more modifying to repair the song to get it to work:


I would just remove the q#f's from those lines, as that is the source of the problem.

The SPC sounds fantastic, though. You're very good at porting music, so you are more than welcome to resubmit this after the error has been repaired. Always test the text after making a modification before uploading to be sure that it works as intended. :3

--
Side notes:
In regard to file size, when looping, try to aim for whatever would reduce size most first to ensure that when you reach your loop limit to stay compatible with older AddMusics, you are able to reduce the insertion size as much as possible.

For example:
#[email protected]
r1^1^1^1^1
^1^1^1^1^1
^1^1^1^1^1
^1^1^1^1^1
^1^1^1^1^1
^1^1^1^1^1
^1^1^1^1^1^1

and

[g]2>
c<[g]2

vs.

#[email protected]
[r1]36

and

gg>
c<gg

The former loops data which would not help much looped, and possibly might hinder instead of help since the volume of data looped may be smaller than or equal to the size of the data required to create a loop itself (three bytes - one set before the block of data, one after, and one to signify the number of times the segment plays before moving on to the next data piece in the channel.)

If you are at your loop limit, the latter is more favorable, and the song would consume less space in the ROM - also leaving more room for other music since old AddMusics have a limit of 6144 bytes per four songs.

That being said, file size isn't a reason the song was removed, since it's still pretty well-looped and the rests are the only things that could be looped better; 2095 bytes is quite alright, and to make these changes is optional, but would be appreciated.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Song Name: Perfect Dark Training-XG
Author: nintendofreck - Submitted by: nintendofreck
Description: Read the title.

It looks like you've tried to loop this, but the song itself has some real issues. Steel drum is used instead of the bass, part of the main melody appears to be missing, and the drum is very offbeat. Try to use a variety of instruments and see if you can get it as close to the original as possible.
REMOVED: On/Off Transforming Blocks
AUTHOR: Maxx
REASON: The tilemap for the bounce block is messed up. It displays a yellow P-switch when bounced. Fix that and you'll be good to go.

Also, this idea would work with a simple block. Nothing wrong with having it as a sprite, but a block would be easier to make and take less space.

I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Removed
Section * Custom Music

Game Name: Final Fantasy III DS v1.1
Song Name: Eternal Wind
Description: This is my port, but Lucario777 tweaked it, so I decided to post it...give credit to him for making the volume slides and the instrument changes.
Author: ...Frozen Ellipse...
Submitted by: ...Frozen Ellipse...
File Size: 38.1 KB

Reasons
1. No fixes were made since the last time this file was rejected - there is still a whole channel consuming space that has no volume in it, and the steel drums are far too dominant.

2. The other version waiting to be moderated that was submitted by S.N.N. overall has greater quality, accuracy-wise and how comfortable it is to listen to in SMW. We only host one version of each song submitted, unless the other version of the song is a very different remix or arrangement. You are more than welcome to try a remix if you can't get the song more accurate than this version - we don't get a lot of those so it would be cool to see a new version of Eternal Wind. =D

Just look above you...
If it's something that can be stopped, then just try to stop it!
Removed:
[BG and FG] Wario Land 2 - Warios Castle
Type: Rip
Author: Aqualakitu
Description: An (almost) complete tileset of Warios castle (level 1) of Wario Land 2.
You dont need to give credit, but the spritesheet I ripped it from was made by Captain Cook from MFGG.


This was a fine rip, but I just need you to upload a screenshot of the 8x8 tiles please, rather than two pics of the 16x16. This will help insure organization, neatness, etc.

Thanks!
Removed
Custom Sprite: boot
Submitted By: harley 0.4 KB

Reasons
First off, it's always nice to give some sort of description when you upload something to the site.

Second, there is NO WAY that this is a custom sprite:
Code
LDA $7F:8601             
EOR#$01
STA $7F:8601 
RTS


The zip file contains only a .bin and a .asm file, further confirming that this is likely some sort of block.

IF you reupload this, please be mindful of where you place it. Please describe it.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
ExGFX Declined: SMB3 Luigi
Author: Luigithegreat

Just a very minor problem. As far as I know, your ExGFX look fine, but the submission had no 16x16 or 8x8 tile editor screenshots. Please resubmit your ExGFX with these next time.
Originally posted by Octillery
ExGFX Declined: SMB3 Luigi
Author: Luigithegreat

Just a very minor problem. As far as I know, your ExGFX look fine, but the submission had no 16x16 or 8x8 tile editor screenshots. Please resubmit your ExGFX with these next time.


Double posting, and for the same exact removal. You resubmitted your file, but you still haven't taken a screenshot in YY-CHR to show the GFX themselves. (I know I accidentally said "tile editor screenshots" in the previous post, which doesn't make much sense since this is *player GFX*, which would be impossible, but still, all future ExGFX submissions are to use tile editor screenshots, and you didn't even make ANY attempt to change the screenshot used at all.) Do not in-level screens like you have used for these past 2 submissions of your file. Open your Luigi GFX in YY-CHR, load up the palette for it, and take a screenshot of that.

Thank you.
Link Thread Closed