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Banzai Mario World RELEASED
Forum Index - SMW Hacking - Works in Progress - Kaizo Hacks - Banzai Mario World RELEASED
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EDIT: Banzai Mario World is officially complete!

DOWNLOAD HERE

This is copied from the submision:
Banzai Mario World is a full length easy-difficulty Kaizo hack with lots of ASM. This hack is designed for players of all skill levels, regardless if you have played a Kaizo hack before. In fact, Banzai Mario World works perfectly as a first Kaizo hack! I hope you enjoy playing this!

Banzai Mario World features:
-Tons of levels and secret stuff, for a total of 40 exits! That makes it one of the longest Kaizo hacks ever made.

-Plenty of custom music, sprites, blocks, and graphics.
-An easy, beginner friendly difficulty level that should be able to introduce players to Kaizo. No more frusturation over not being able to beat something!

-There's a unique ASM gimmick in virtually every level!

-Six themed worlds and one special unlockable level, making it a truly full-length Kaizo hack.

-Ninety-nine lives given in the beginning of the game, so no more game overs (hopefully)!

-A hidden moon in every single level for the completionists out there.

-A difficulty level that can work as a perfect first Kaizo hack, although the hack fits well for players of all skill levels.

-A fully playable credits level (credit is also included in a text document).

Good luck and enjoy!















EDIT 2: Here is a text file with a a guide for all the levels. It helps a lot for some of the more puzzling levels.

Level Guide
looks reasonable. good job

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



Looks pretty good so far! I enjoyed your other semi-savestateless hack, so it's nice to see you working on a new one. Judging from the screenshots and level ideas, it seems like it'll be a pretty fun hack.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
This. Is. Awesome.
I barely see hacks that use ASM gimmicks, and kaizo ones are even more rare. I've always liked that idea, and you're creative with it, so great job. I also found that your old "easy" hack was hard (well, I still sux at kaizo hacks) but this looks easier. Hoping to finish this..
Originally posted by Thomas
Looks pretty good so far! I enjoyed your other semi-savestateless hack, so it's nice to see you working on a new one. Judging from the screenshots and level ideas, it seems like it'll be a pretty fun hack.


Thanks! I'm trying to correct some things I did poorly on with HMW, like adding midway points and making the invisible blocks outlined. I'm also working on a better difficulty curve, since the difficulty was all over the place in HMW (especially level 2).

Originally posted by S.R.H.
This. Is. Awesome.
I barely see hacks that use ASM gimmicks, and kaizo ones are even more rare. I've always liked that idea, and you're creative with it, so great job. I also found that your old "easy" hack was hard (well, I still sux at kaizo hacks) but this looks easier. Hoping to finish this..


Thanks! This one will definitely be easier than HMW, but still difficult of course.
Awesome so far! I can't wait to see more.
Wow, a lot of your palettes are just 10/10. I don't know much about kaizo level design, but from the screens you've shown your levels look pretty solid. The video recording level certainly is interesting.
as i mentioned in your c3 thread, the palettes and level design are fantastic! i don't often play kaizo hacks, but this one seems to be more interesting than the rest i have seen. hopefully, the hack will be fun and i'll beat able to beat it without savestates.

i will definitely be willing to see more progress; keep it up!

--------------------
Currently: Starting college!
Oh my God, I'm so anxious
Thanks for the replies!

Here are two of the four switch palaces. I will replace the cement blocks with switch palace graphics later.



Also, I hex-edited the number of lives from 5 to 99, since this is a savestateless hack and players will probably lose a lot of lives.
I've made a few more levels, but I won't spoil them here. I'm up to about 30 levels now, but this may change.

Also, this may be a dumb question, but where can I find the custom on/off blocks used in this level?
Everything's looking pretty nice so far, including two of the switch palaces you just showed right now. Pulling off that P-balloon trick along with certain castle enemies is news to me.

Btw, the ON/OFF switch blocks are here and they're called switch_act.asm. You have to replicate it afterwards considering that it's one block and you'd need another one with its conditions reversed. Just tweak it as the comments say and you're good to go; don't forget to set up the correct ExAnimation slots for them.
Looks super Kaizo!

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Originally posted by Katerpie
Post


Thanks!

So I started using YY-CHR to have a greater variety of enemies in some levels, such as these next two levels.

This level uses the same gimmick as Koopa Cooperation, where you change the pow status by spinjumping. It's a completely different type of level though.



The lava rising layer 2 gimmick has definitely been used before, but I tried to use it in a more unique way with some unique combinations of enemies. The second part of the level is like Valley of Bowser 2, except the layer 2 is slippery ice.



I also redid the hammer bro level and updated the palette.

The screenshots look very good

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

So here's a minor update. I changed the gimmick of "Poor Mario" so that the goal is now to collect 50 coins in the level. I also updated the palette and graphics of the hammer bro level again, and I started working on the overworld. There is also going to be a total of 30 levels, counting the 4 switch palaces.

The switch palace graphics have been updated with new graphics (credit will be given). I have been trying to steer away from using ExGFX, but using cement blocks just looks bad.



This is the only entirely water level in the hack, and I think it uses a pretty unique concept. You have to race a blurp fish. This "fish" is actually a graphically edited koopa, since koopas move faster and the blurp fish wouldn't cooperate with custom blocks.



This level is the "Move slower pokey" level I showed earlier, but I updated it a lot.

Gbreeze you have any estimate of when will come the first demo or the game's release?
Originally posted by Darkguii
Gbreeze you have any estimate of when will come the first demo or the game's release?


I'm not exactly sure when it will be finished, but progress is pretty decent. Testing it is taking a while though, since I'm trying to do the entire thing savestateless.

So, here's a really small update, and more of a question for everyone. Does the palette and background change of "Poor Mario" look weird? Is it even better than the version with just the pink sky? I also changed it to be more purple.



I also have a question about layer 2 for anyone. Is it possible to have layer 2 priority for all objects, but not for sprites? I'm trying to recreate the same affect as in blackout basement of DKC using exanimation, and it works great, except I'd rather have the player be able to see Mario instead of this:

It looks lovely now. I've never really disliked it, but it looks better than it was.
I have no idea about your other question, though. I've never really played with layer 2.


I'd personally recommend using color math instead of layer 2 to do the blackout effect (pretty sure that's what DKC used, too). If you use levelASM, use these levelINIT and levelMAIN codes, and it should do the effect for you.


However, if you'd really prefer to use Layer 2, then this code should work:

Code
level###:
	LDA $64
	ORA #$30
	STA $64
	RTS

This will give all sprites maximum priority, meaning they'll be visible on top of all layers (including layer 2 with priority). However, this also includes Layer 1 with priority, and it won't work with any sprites that mess with priority, such as piranha plants or items rising out of boxes.

[disclaimer: neither actually tested in levelasm yet, but they work with blocks at least]

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Originally posted by Thomas
post


Thanks!! I'm probably going to just use the code. Color math seems tedious and I don't really know how to do it. I don't think there should be any problems, since there are no items in the level.
Pages: « 1 2 3 4 »
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