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UberASM - Bootleg "Krack The Hack" Cutscene System Release

Super Mario WorldUberASMResource ReleaseScreenshots







DOWNLOAD (NOW SA-1 COMPATIBLE [v1.3])
DOWNLOAD old version (for some reason)

Krack The Hack is a 2019 SMW ROM Hack created by me and mellonpizza that explores writing with a fairly unique-yet-easy system at the time. At the time, I barely knew how to code. Now, I present...one that I've recoded from scratch!

Mellonpizza's version was great for the time. The fact you could play SFX at the start of every screen is pretty novel, and in the last version of Krack The Hack it even provided a way of playing actual voice samples for some lines. In the year of 2024, with access to UberASMTool and a lot more experience from coding a ton of boss fights and cutscenes, it's time to put out my own cutscene tool that's very easy to install in your ROM Hacks.

In KtH there has been a screen that printed sprites; something very akin to VWF Cutscene Tool. Some cutscenes displayed multiple options and choices. Neither of these are currently in this version of the cutscene system. I do plan on having a way of printing sprites at some point, but due to the way SMW works, multiple-choice options (at least in the way it worked in KtH) is tricky to implement.

Instead!!! We're onto UberASMTool rather than the UberASM Patch, allowing me to organize it better level-by-level. The one seen in KtH was using map16 for each text, while this one now uses Layer 3 to print instead. KtH's system of changing music and playing SFX is now various commands, taking a page out of good ol' Noob Boss by using JSL !commands. Something completely new is the ability to reposition the vertical axis of the text...per screen.

Other hacks that have used earlier versions of this:
<- Uses a lowercase font.
<- Earliest version, still using ALL CAPS.
<- A more complex cutscene with assisted sprites and whatnot.
<- Anorakun's hacks. The text is on Layer 1 instead, so the fading is mostly in use which is good.

This may seem very simple, but it's quite versatile. Currently it's not compatible with SA-1, but in the future I can convert it. Now it does yay! Happy C3!
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

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This is Amazing!#smrpg{<3}
This is a big game changer for SMW Hacks that have a heavy focus in storytelling. I'm so glad of having tested it. Thanks for making it. I hope to see more folks having so much fun as i did while using earlier versions of it. Now I plan to slowly update Ganbare Aeron to use this new release. #smrpg{cool}


Oh man, this is a pretty snazzy system! People are getting a lot more ambitious with their hacks' stories nowadays, so this is definitely quite a treat.

Is the level you teleport to at the end of the cutscene something you set in Lunar Magic itself, or is it directed in the patch?


Other Submissions of mine!
This is pretty cool, and I'm looking forward to see what kinds of hacks will be made with it in the future.

Since this system works on screens in a level, that means it's not possible to do any scrolling with it, right? Or to show multiple pieces of text on a single screen? How about displaying simple animated sprites (that aren't just placed enemies) at X/Y position? I think with those things in place, this could become something amazingly flexible and universal. Though even in its current state, I definitely see it as being very useful for story hacks that only need very simple cutscenes.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Nice. This is sort of a sidegrade to the VWF message patch, I suppose, and would be good for people who want cutscenes that look more like the base game. Since it piggybacks off normal levels, does it support anything that could be done in a normal level? I'm kind of curious what interesting things people could come up with by combining this with some level ASM. One could even make their own castle destruction cutscenes with it.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Thank you all for the comments.



Originally posted by zAce08xZ
This is Amazing!#smrpg{<3}

t hanks

Originally posted by Anorakun
This is a big game changer for SMW Hacks that have a heavy focus in storytelling. I'm so glad of having tested it. Thanks for making it. I hope to see more folks having so much fun as i did while using earlier versions of it. Now I plan to slowly update Ganbare Aeron to use this new release. #smrpg{cool}

Glad I can make it easier, and hopefully in the resource release forum I can give an update for SA-1.

Originally posted by Deeke
Oh man, this is a pretty snazzy system! People are getting a lot more ambitious with their hacks' stories nowadays, so this is definitely quite a treat.

Eevee, Jamie, Ondore's Lies, Scooter102089, you...yeah there's a fair number!

Originally posted by Deeke
Is the level you teleport to at the end of the cutscene something you set in Lunar Magic itself, or is it directed in the patch?

The first screen in LM is automatically applied to all screens thanks to the "SetAllScreens" command.

Originally posted by RPG Hacker
This is pretty cool, and I'm looking forward to see what kinds of hacks will be made with it in the future.


Originally posted by RPG Hacker
Since this system works on screens in a level, that means it's not possible to do any scrolling with it, right? Or to show multiple pieces of text on a single screen? How about displaying simple animated sprites (that aren't just placed enemies) at X/Y position? I think with those things in place, this could become something amazingly flexible and universal. Though even in its current state, I definitely see it as being very useful for story hacks that only need very simple cutscenes.

Yeah it's a very simple cutscene system as it is. I have an idea on how to animate sprite tiles on screen in a kinda similar manor to VWF Cutscene Tool, but with Naughtyworld and REDACTED keeping me super busy for the past 3 months, the only time I had to work on this was for ~omh~/BOXMAN TANO.

You absolutely can copy the containments of the SetLayer3 routine and jam in a freeram instead of $95, and then have the player press a button to increase this ram until a certain point.

Originally posted by imamelia
Nice. This is sort of a sidegrade to the VWF message patch, I suppose, and would be good for people who want cutscenes that look more like the base game.

That was what I have aimed for in the original Krack The Hack back when mellonpizza made the original where it's like, a cutscene system that fits vanilla more.

Originally posted by imamelia
Since it piggybacks off normal levels, does it support anything that could be done in a normal level? I'm kind of curious what interesting things people could come up with by combining this with some level ASM. One could even make their own castle destruction cutscenes with it.

Yes this does run levelmode code, as seen with the walking enemies and the ability to freeze the screen. As long as your custom code is after (or before for input nonsense) the code to run the cutscene, you are more than free to change manual/custom triggers or HDMA things as you wish (so long as it's not using Channel 3 because of Ladida's nostatus ASM I hijacked into the "initialization" routine).
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

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WITCHCRAFT!

Seriously, though. Can't wait to use this soon!
I'm officially now on BlueSky! Follow me at @nanahikari-klug.bsky.social for updates! 『いけいけ団長、頑張れ頑張れ団長!』
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Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
This cutscene system is sick!
Finally a comfy way to make cutscenes without having to copypaste letter-by-letter in Map16 pages aaaaaaaaaaa #smrpg{:D}
Being able to execute code within each screen also is really nice.
Thank you very much for releasing this.

Quote
Currently it's not compatible with SA-1

Now it works on SA-1 roms! again, forgot a |!bank woooooooooooo also this is still using a ram buffer which the next version won't so stay tuuuunnned I'm tired (literally doesn't matter if you update as it's just saving cycles, but coders REALLY want me to do this so yeahhh

Turns out the mere fact it's uberasm meant the conversion was a lot more simple, and I totally didn't spend 5 hours wondering why invoking snes didn't work not realizing it's already on snes side. #ab{~:o}

Doesn't add anything new otherwise, it's pretty much like how it is in the video. It just works on SA-1 now!
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

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Super Mario WorldUberASMResource ReleaseScreenshots