...I'd actually be on board with something like that I think. It wouldn't ultimately have an effect on either of the two collabs and would sort of be an "extra" thing for being them both. Assuming I understood the previous posts correctly, that's where I stand on this.
A Strange Idea that may Alread have been Proposed.
Wait .. did I read that right, or did Alex basically propose an Oracle of Seasons/Oracle of Ages type thing? That is, you get a code at the end of each of the two hacks and then use both codes to unlock the final, final stage?
...I'd actually be on board with something like that I think. It wouldn't ultimately have an effect on either of the two collabs and would sort of be an "extra" thing for being them both. Assuming I understood the previous posts correctly, that's where I stand on this.
...I'd actually be on board with something like that I think. It wouldn't ultimately have an effect on either of the two collabs and would sort of be an "extra" thing for being them both. Assuming I understood the previous posts correctly, that's where I stand on this.
I don't think that would be a very good idea, honestly. For one thing, the two hacks have had absolutely no connection with one another thus far, at least to my knowledge. For another, not everybody would want to beat—or even play—both of them. It would basically be saying, "Oh, you want to see the final level? Well, too bad...you'll have to play an ENTIRE OTHER HACK to unlock that." Okay, I guess a true post-game level, one that isn't in or related to any of the main 9 worlds and has no effect on anything else in the game, wouldn't be nearly as bad as actually having to unlock the regular final level (boss of W9 or whatever) that way, particularly if it's some kind of super challenge level like you mentioned, but...it just kind of sounds like a recipe for trouble to me. I mean, say, if I'd just beaten New Super Mario Bros. Wii and found out that there was a special challenge mode (say, an endless mode like Mega Man 10's), but I had to beat Super Mario Galaxy 2 as well to unlock it, I would not be happy. It might be okay to have it unlock something else A2MT-related, though, something that isn't actually a playable level, like concept art or graphic swaps (GFX31 Special World GFX -> A2MT-style, perhaps?).
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
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I'm working on a hack! Check it out here. Progress: 64/95 levels.
The trouble I see with that idea (of having a code that unlocks the last level of each hack) is that the "last level" of the game, EREHPS EHT RAEF, is essentially a "joke" level. Anyone who doesn't know that will be extremely pissy when they think that the Deedle-Ball, or a Fuzzy/Sparky, is the last boss of the game. And I have to agree with imamelia about everyone not wanting to play both hacks just to finish one of the hacks.
I do agree that it would be no harm to have a connection of some sort with both hacks - be it a simple graphics change or tie in both stories (the latter seems highely unlikely), so imamelia, they connection doesn't have to be in the gameplay, more like a fun little thing of whatever.
I'm all up for graphics swap - I want Luigi to be used in this hack D:
And Demo would be nice :>
which reminds me about what the heck to do with the SMWCP Coins
I do agree that it would be no harm to have a connection of some sort with both hacks - be it a simple graphics change or tie in both stories (the latter seems highely unlikely), so imamelia, they connection doesn't have to be in the gameplay, more like a fun little thing of whatever.
I'm all up for graphics swap - I want Luigi to be used in this hack D:
And Demo would be nice :>
which reminds me about what the heck to do with the SMWCP Coins
id like to see a cheat that lets you play as giant shy guys luigi
Originally posted by S.N.N.
Oracle of Ages/Seasons
I wasn't. I was saying that the final final level of the hack (not abl's) is unlocked via a password that you get in the credits or something. I really like your tangent idea, though! I'll mention it to the peeps at Talkhaus if you guys are up to do it.
Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.
Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
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cheats would be activated before pressing B on the title screen.
------- GTA inspired cheats would be awesome --------
R1, L1, R1, L1, Left, Down, Right, Up, Left, Down, Right, up
------- GTA inspired cheats would be awesome --------
R1, L1, R1, L1, Left, Down, Right, Up, Left, Down, Right, up
Except an SNES controller has only 1 L and R button.
So when you're on the title screen, the passwords will be done using the L and R buttons, as well as the arrow buttons, right?
Also are the passwords going to be made only on the title scren? If so, wouldn't it be convenient to make an OW menu to return to the title screen if you want to enter a password? Or would that make th player abuse too much the codes to overpower himself whenever he wants?
Also are the passwords going to be made only on the title scren? If so, wouldn't it be convenient to make an OW menu to return to the title screen if you want to enter a password? Or would that make th player abuse too much the codes to overpower himself whenever he wants?
*shrug* If the player has to beat the game to get the passwords in the first place (and if the passwords are randomized so you can't just look them up online), I see no reason why letting the player input them at any point would be overpowered.
Now... If you wanted to go full on crossover with A2MT, then those passwords couldn't be random, but the ones that are purely internal still could be.
For example, if you beat SMWCP2, it could give you a message saying "Press [button sequence] on the title screen of A2MT to play as SMWCP2 Mario in A2MT." and vice versa for Demo in SMWCP2. So long as any crossover type codes weren't the sort to affect gameplay, I don't think anyone would have the sort of problems imamelia was concerned about... You could still play the entire game without beating the other one, you just wouldn't have the option of activating a silly little easter egg.
Other cheats (alternate characters other than Demo, extra lives on the start, "god mode", etc) could still be done randomly to prevent people from looking up the codes online.
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link
C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
Now... If you wanted to go full on crossover with A2MT, then those passwords couldn't be random, but the ones that are purely internal still could be.
For example, if you beat SMWCP2, it could give you a message saying "Press [button sequence] on the title screen of A2MT to play as SMWCP2 Mario in A2MT." and vice versa for Demo in SMWCP2. So long as any crossover type codes weren't the sort to affect gameplay, I don't think anyone would have the sort of problems imamelia was concerned about... You could still play the entire game without beating the other one, you just wouldn't have the option of activating a silly little easter egg.
Other cheats (alternate characters other than Demo, extra lives on the start, "god mode", etc) could still be done randomly to prevent people from looking up the codes online.
I have a hack thread - Link (Now with a demo!)
Also a music thread - Link
C3 Projects
2013: Modern Spiny Pack
2012: MGSS v0.1
Spring 2010: SMB2 Autobomb Sprite
I just want to go on record that I'm super-okay with that sort of crossover shenanigan, but I have the request that if Demo is playable there be some sort of death counter that comes with her. Thank you!
But how will we do that with the DKC Sprite Status Bard .-.
I like the idea of a death counter coming with Demo, and I find it hilarious. But, where to put that and how? .-.
I like the idea of a death counter coming with Demo, and I find it hilarious. But, where to put that and how? .-.
Extras
I should have something witty to put here (even if it's just to update dated info), shouldn't I?
Advertising Space
A death counter w/ the current status bar is much work for too little of a reward.
The "how" shouldn't be too hard, just hijack whatever routine plays the death music (so it updates both on damage-death and spike-death (unless those play the music independently)) and make it add 1 to the death counter IFF Demo is the player, which should be easy enough to check.
As to where to put it, just put it somewhere on the screen, I doubt it NEEDS to be integrated into the status bar directly.
Alternatively, give Demo infinite lives and put the death counter where the live counter was.
Your layout has been removed.
As to where to put it, just put it somewhere on the screen, I doubt it NEEDS to be integrated into the status bar directly.
Alternatively, give Demo infinite lives and put the death counter where the live counter was.
Your layout has been removed.
Yeah but you'd have to put it into SRAM and ehhhhhhhhhhhhhh
Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki
Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.
Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
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Well, we're figure something out later. This is a really low-priority thing for me (especially since bosses and submaps still need to be finished).
And various graphics D:
Personally, I'm not liking most of the ideas suggested. Besides the fact, bosses and OW should be #1 priority right now.
I don't like creating new cheat codes to complete levels. If they really want to skip a level then they can go look up the cheat code for ZSNES or whatever emulator they want or create one for themselves to do so. As far as the death counter, I agree with MrDeePay, it's not a much of a reward for doing so much work and at the same time most people don't really care about how many times they died unless you're doing a save stateless run. The crossover thing is weird too because Oracle Of Seasons/Ages have at least some form of a connection between each other. Both A2MT and SMWCP2 really have nothing in common with each other, other than they use the same physics mechanics and side-scrolling style.
Also, if I must ask when the idea is decided, who's going to code all of this stuff?
I don't like creating new cheat codes to complete levels. If they really want to skip a level then they can go look up the cheat code for ZSNES or whatever emulator they want or create one for themselves to do so. As far as the death counter, I agree with MrDeePay, it's not a much of a reward for doing so much work and at the same time most people don't really care about how many times they died unless you're doing a save stateless run. The crossover thing is weird too because Oracle Of Seasons/Ages have at least some form of a connection between each other. Both A2MT and SMWCP2 really have nothing in common with each other, other than they use the same physics mechanics and side-scrolling style.
Also, if I must ask when the idea is decided, who's going to code all of this stuff?
No idea but we got some idiots to make 117 levels for us so maybe we'll find someone to do this too?
And the stuff with OoA/OoS wasn't cheats, it was part of the game, I guess the connection between SMWCP2 and A2MT is the fact that we know of each other's game and think it's a neat idea I guess.
Your layout has been removed.
And the stuff with OoA/OoS wasn't cheats, it was part of the game, I guess the connection between SMWCP2 and A2MT is the fact that we know of each other's game and think it's a neat idea I guess.
Your layout has been removed.
I think people are misunderstanding the whole connection thing with SMWCP2 and A2MT - the "connection" isn't necessarily tying the two hacks together, but merely an easter egg and nothing else. We don't have to have Norveg somehow having an affiliation with The Artist - it'll be silly and isn't worth the thought; it's more of a knock on "hey we're the main English Collabs". And cs, there's no harm in discussing unlockables.
I am against this whole password thing being necessary to the game, mind you. (And a little bit with SMWCP Coins)
I am against this whole password thing being necessary to the game, mind you. (And a little bit with SMWCP Coins)
Originally posted by cstutor89
Also, if I must ask when the idea is decided, who's going to code all of this stuff?
Demo/death counter is already made. It just would need to be worked into SMWCP2's status bar. As for the "cheat" codes, we could just use the snippet of code I'm using for the existing password in A2MT; integrating the code itself is easy. The only real thing remaining would be to actually put the codes somewhere in the hacks, along with a patch for an alternate player graphic.
Also I agree with everything GSG said.
Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.
Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki