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SMA2 hacking
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - SMA2 hacking
Pages: « 1 2 3 » Link - Thread Closed
I do pixels sometimes
Super Mario Advance 2 hacking? Interesting...

I hope you continue this. (If this program reaches a stage where it supports all types of vanilla levels, I may try to do something with it.)


Random: I'm wondering about the x200 timer bonus... (Is it a feature of the Special World map, or something that can be implemented anywhere?)


(Now what we need is someone to be working on a SMA1 editor, so there can be a full set of in-progress Super Mario Advance series editors. Unless someone is already making one...)

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Edit:

Wait...

SmaIIhacker...

SMA2hacker...

...?

–=–=–=–=–=–=–
Alyssa's Unlikely Trap (demo 3)
Quote
* Layer 2, both backgrounds and levels, simply because I haven't had time to add it
* Vertical levels. If you have any sprites in vertical levels, the game will most likely crash upon loading
* Secondary exits, mostly because I'm too lazy to find data about them at the moment

Thanks, but with that I could only make SMB remake .#w{xD}. I will wait to implementation of these, without these features I won't think I could make even 1 world demo. As far I don't have time to making hack with these features (although it would be fun with these limitations), because I'm making project for C3.

... hey... what I'm waiting for. I could use two levels for Layer 2, and set pointers manually :). I'm found L2 pointers table in SMA2 before, so where is problem. Nowhere... or I think that.

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Legacy ports zip (now that those went down because Dropbox)
This is awesome, but is there any reason to prefer SMA2 hacking to SMW hacking? I mean, they're pretty much the same game, and in the few ways they differ SMW is better.

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I had liquorice and some sherbert lemons today... God I'm so British.

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Your layout has been removed.
What are fragmented levels?
so will we be able to put more sprites with less slowdown or tiles missing ?
Originally posted by Error 52
What are fragmented levels?

Nothing important at all, however you should have turned on option to allow fragmentation, unless you have good reason why not. This allow to more flexible Z-ordering, like LM help file states. And since SmaIIhacker tool support that, why to turn off that feature?

Anyway, I made sample level, and I found these things (discoveries about SMA2).
1. If you die during title-screen, title-screen just reset. Probably to avoid crazy 3rd party cheats which would do strange things.
2. Level C5 must have sprite 19 on starting screen, or game will freeze. Also it seems to Mario ignoring everything, except for giving death music (but only music!) when it touch muncher.
3. Why I see blue question blocks instead of water top in level 105?
4. It seems object 3C is grass tileset (ledge built from arches) has different method of calculating lenght (SMW length is exactly what you see in LM, SMA2 is "what you see in LM+1") and arches are longer in SMA2 than in SMW.
5. It seem like using message box in wrong place cause to display Yellow Switch Palace. Also I noticed this same happens in SMW when you won't edit overworld (FuSoYa?). But in SMW it's just normal message, and after you beat or exit level switch blocks will jump from level. In SMA2 after hitting "glitchy" message box level will fastly warp to overworld after displaying message with switch blocks jumping from level. (this is also switch message)

Funniest part, if you won't edit overworld it seems message 2 in Yoshi's House also cause that. (even through after you edit OW, these messages are exactly this same). FuSoYa broken something?

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Legacy ports zip (now that those went down because Dropbox)
Originally posted by Glitch.Mr
3. Why I see blue question blocks instead of water top in level 105?

Quote from the LM help file:
Originally posted by FuSoYa
Version 1.20 May 20, 2001
* Included a minor ROM modification that will enable support for the animated water surface tile in tile sets 4,5,7,9 & D (in other words, all the tile sets where the water surface would show up as a blue question block). The modification will be inserted automatically the first time you save a level to the ROM.

Am I the only one who actually reads LM's version history?

Originally posted by Glitch.Mr
4. It seems object 3C is grass tileset (ledge built from arches) has different method of calculating lenght (SMW length is exactly what you see in LM, SMA2 is "what you see in LM+1") and arches are longer in SMA2 than in SMW.

Yeah, they changed some width/height things for SMA2 for god knows what reason. The program already compensates for the changes done to the tileset specific vertical log object (where the width/height nibbles where swapped), which was the only changed object I discovered when the prototype was released.
You should call it Lunar Transplant. This is pretty cool. Now, to only fix the eye searing palettes... Someone has already started doing that, so awesome.
I have no idea what to change my layout it to...
What happens if you send Mario to a bonus game? I can't try it out myself.
I remember sending Mario/Luigi to a bonus game with the Select + Button glitch.
Mario/Luigi is blocked inside the Bonus Game, and can't get out, like the original. But if you get some lives, the "1up" that supposed to appear is buggy.

And if anyone want the original SMW pallette in the GBA version :
http://www.romhacking.net/hacks/470/

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OK
Originally posted by SmaIIhacker
If anyone feels like making a pure vanilla hack, maybe this is the way to go? I mean, who wouldn't want to be the first one to make a full-length SMA2 hack?


With overworld support and secondary exit support, yes. Though, I do not see the real need to hack this. For one, there is no spin jump, which completely bashes most kaizo mechanics you may be thinking of. DISREGARD THAT I SUCK COCKS The intro, voice acting, and Luigi graphics are nice but it's not worth your time. As said before, SMA4 would be a way better go.
Originally posted by Snowshoe
For one, there is no spin jump, which completely bashes most kaizo mechanics you may be thinking of.

Are you talking about SMA2? Of course the spin jump is in the game...
you need to press R for a spin jump, the game wouldn't work without it.
Originally posted by Error 52
What happens if you send Mario to a bonus game? I can't try it out myself.


By bonus game I mean a pipe with no exit.
Originally posted by SmaIIhacker
YES, the levels suck.




On the other hand, you said you managed to transplant SMW to SMA2. What if you wanted to transplant SMA2 to SMW?


Originally posted by ninja boy
I don't like SMA2 all to much compared to SMW itself but I could see the use in a public release for others so I say go for it.

This pretty much says it.

I am sure if this becomes super successful, then a lot of people will get drawn to it and it will become popular. (and you might become famous)

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Yeah, so what if I haven't shoveled out my signature yet, I'll get to it later.
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Advantages:
-999 lives (kind of)
-Luigi Physics are different
-Easier Gameplay (not really, just kind of)

Limitations:
-Vanilla-only hacks
-A lot of complications
-Lower Possibilities of ASM hacks

I agree with everyone else. What's the point? SMA4 would be waaaay better.
6986
Also, with we could install 999 lives easily into SMW. Just drawing onto statusbar and OW. And changing OW adress to store lifes in two bytes. And change 1UP, moon and other codes to give 1UP in new location. Simple!

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Legacy ports zip (now that those went down because Dropbox)
I got used of SMW and the controls were weird because of it. I can't imagine how this hack will be famous here!

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Now I need to change my old avatar. Or not.
Pages: « 1 2 3 » Link - Thread Closed
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - SMA2 hacking

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