Banner
Views: 789,806,138
Time:
8 users online: Aguni_, Eminus, Flippn'Fences, Infinity,  MarioFanGamer, niko, Nowieso, oderjunks - Guests: 24 - Bots: 188 Users: 41,234 (1,512 active)
Latest: Dr. Drebbles
Tip: Create a fair "difficulty curve" - that is, start off easy and then get gradually more difficult as the hack progresses.Not logged in.
Awesome hacking ideas
Forum Index - SMW Hacking - SMW Hacking Discussion - Awesome hacking ideas
Pages: « 1 2 3 455 56 »
This is where we post awesome hacking ideas that "mere mortals" shouldn't see, due to the ideas being too awesome for them.

Unless you state otherwise, the ideas you post are free for anyone (read: staff) to use.


Now for my idea: A two-part hack

Well, splitting a hack into two parts is barely a new idea. However, allowing the two parts to interact with each other is.

Now, this assumes that less than half the SRAM is used by SMW, but I don't know if that's the case. If not, one or possibly two save files could be sacrificed to make room for this.

(Note that when I say "save file", I mean one of the three files you can choose at the title screen, not the SRAM file. The same applies to the rest of the post.)

Basically, the idea is to make two hacks that can use the same .srm file (or whatever extension the SRAM file your emulator uses).

The first half of the SRAM would be used for the first hack. The second half would be used for the second hack. An additional section (which, technically, means that the two above parts aren't "halves", but whatever) would be used by both hacks.

The first hack would be playable right from the start. When you reach a certain part of the story, a few bytes are set, allowing that save file to be opened in the second hack, continuing the storyline.

This idea can be expanded further. For instance, at some point in the second hack, it would unlock a new path in the first hack with some extra levels. This can be taken even further to being able to do something in the second hack which unlocks items that can be collected in the first hack, which would then also be usable in the second hack. (Stop 'n' Swop, anyone?)

Also, to make things more logical, maybe one could use a train station / port / airport / something to travel between hacks. When you visit it in the first hack, it locks access to that save file in the first hack and opens access to it in the second hack instead. The player would be shown a screen containing instructions on how to "swop" the save file. This screen wouldn't go away (to prevent one from continuing to play after the hack has been locked). The same procedure would be used in the second hack to return to the first one.

That could also be used as a plot element. One needs to retrieve a story-related item from the first hack, but a thief in the second hack steals your train/boat/plane ticket, making you unable to return to the first hack until you've found and caught the thief.

It can also be used for logical reasons. If a part of the story is to be trapped in a certain world for a while, it would be impossible to get to the train/whatever station and thereby impossible to return to the other hack until you've escaped from that world.

The general idea could be expanded further into a three or four part hac- ...wait, I'm pretty sure that the SRAM can't hold that much information. ...but a third hack could still be used for, for instance, bonus material. As you progress through the two main hacks, you can also load the SRAM file into the bonus material hack to see various things you've unlocked. Imagine something like a trophy system from Super Smash Bros. Melee and Brawl. The bonus hack could also contain information about characters and places you've met/been to in the main hacks, provide hints about how to proceed with the story and possibly even contain a password system that allows you to activate some otherwise inaccessible places/items/cheats.


Using this two (or three) hack idea, one could make an enormous hack (well, technically two) with nearly 200 levels, a very complex storyline and tons, tons, tons and yet again tons of possibilities.
you could technically have two hack in one .smc file by using SA-1 bank switching(just switch all the bank to their conter-part for the second ROM). also SRAM size can be changed to 128 kb, wich give you the same ammount of SRAM than the ammount of normal RAM, but I don't renember any SNES game using it, the highest I saw was 64kb

also, what with the recent staff elitist, this is the third thread I see being there only for elitist reason
That idea sounds amazing. I'm sure I wouldn't be able to pull it off, seeing how my I fail so much at ASM at the moment. However, if anyone were to start such a hack, I'd be willing to abandon all my other projects and design levels, graphics, etc. for it.

I myself have had a few odd hack ideas come into my mind. I have to leave right now, though, so I'll post them later today.
Fine, should I turn this into an all-user thread?
This reminds me a lot of the Oracle Zelda games and how they worked together. The idea sounds amazing as said.
Originally posted by Smallhacker
Fine, should I turn this into an all-user thread?


Nah. it's better to keep things under wraps. That way the general public won't know what hit them when the next awesome hack comes out.
Originally posted by Smallhacker

If not, one or possibly two save files could be sacrificed to make room for this.


This would be a great idea. Have one save file, and the option to delete it. Perhaps a 3rd tab could have game options, such as set starting lives, control config, sound test?...

DOOM Wads work a similar way with wad setup. One WAD file can store a max of 32 levels (More with editor work). While DOOM Wads and SRAM files are totally different, with a bit of work, linking two, three, or even FOUR hacks could be possible.(Correct me if I'm wrong, since I've come to know that ANY computer file can be expanded to any size you want through Programming 101) (Although it's creation would be best as a team effort, and the actual creation time would be quite a timespender, which further defines the need for more efficient, timesaving ways of editing)


Originally posted by Smallhacker
The first half of the SRAM would be used for the first hack. The second half would be used for the second hack. An additional section (which, technically, means that the two above parts aren't "halves", but whatever) would be used by both hacks.


Even more of a similarity with DOOM Wads. As well as the amount of data for 32 levels worth, there is excess data available for graphics, music, and objects for the said WAD that are shared for each level within the wad. For the SRAM file, if said SRAM can be expanded to any size you want (1MB, 5MB, even 10-12 MB if you're up to it), you can add a LOT of things to the SRAM that can be shared with both hack setups.


Originally posted by Smallhacker
This idea can be expanded further. For instance, at some point in the second hack, it would unlock a new path in the first hack with some extra levels. This can be taken even further to being able to do something in the second hack which unlocks items that can be collected in the first hack, which would then also be usable in the second hack. (Stop 'n' Swop, anyone?)


Some things that came to mind with this idea:
-Creating new Switch palaces (8, or 12 total)
-At a point in the second hack (Assuming the hack only allowed for use of fire flower), is a point where a feather is needed, and the feather is in the first hack, unlocked by a switch palace in the second hack.
-Beating a hidden level/castle/fort in first hack opens a path in second hack, and vice versa

...if this idea is possible, SMW hacking will change forever. It really will be truly flexible.

Originally posted by Smallhacker
Also, to make things more logical, maybe one could use a train station / port / airport / something to travel between hacks. When you visit it in the first hack, it locks access to that save file in the first hack and opens access to it in the second hack instead. The player would be shown a screen containing instructions on how to "swop" the save file. This screen wouldn't go away (to prevent one from continuing to play after the hack has been locked). The same procedure would be used in the second hack to return to the first one.


...SMW: The Platformer RPG. Travel to Seven different islands to find their respective treasures, to open an eighth, ominous island, where the riches await within.

Make the swop level an autoscroller, where it just shows mario off on said vehicle to hack 2. The possibilities are endless.

Originally posted by Smallhacker
That could also be used as a plot element. One needs to retrieve a story-related item from the first hack, but a thief in the second hack steals your train/boat/plane ticket, making you unable to return to the first hack until you've found and caught the thief.


Beat Bowser in the first hack, trail a thief in the second, defeat some other boss back in the first, and defeat the grand, main boss back in the second. My head is swelling with the possibilities.

Originally posted by Smallhacker
It can also be used for logical reasons. If a part of the story is to be trapped in a certain world for a while, it would be impossible to get to the train/whatever station and thereby impossible to return to the other hack until you've escaped from that world.


Somehow, for some reason, FPI and TSRP come to mind for this one.

Originally posted by Smallhacker
The general idea could be expanded further into a three or four part hac- ...wait, I'm pretty sure that the SRAM can't hold that much information.


Hopefully. It probably could, but then again, if a project like this were to come out, we're looking at a 5MB-8MB SMW hack. (A good damned idea)

Originally posted by Smallhacker
...but a third hack could still be used for, for instance, bonus material. As you progress through the two main hacks, you can also load the SRAM file into the bonus material hack to see various things you've unlocked. Imagine something like a trophy system from Super Smash Bros. Melee and Brawl. The bonus hack could also contain information about characters and places you've met/been to in the main hacks, provide hints about how to proceed with the story and possibly even contain a password system that allows you to activate some otherwise inaccessible places/items/cheats.


...PERFECT.
Definitely possible with a good set amount of time and coding.


Originally posted by Smallhacker
Using this two (or three) hack idea, one could make an enormous hack (well, technically two) with nearly 200 levels, a very complex storyline and tons, tons, tons and yet again tons of possibilities.


This could be a grand damed creation if implemented.

However, in order to do something like this, a LOT of time will be needed. (Something around 4-5 years WITHOUT a bonus material hack, AND with a team).

This, if there were a grand scheme behind SMW, would be priority #2. #1 would be to implement efficiency with level design and ASM, so that, if this monumental idea were to be implemented, instead of 6 years, it would take 2. 2 is a reasonable amount of time.

Other than that, this is DEFINITELY...a possible thing that can be made. (Will take a lot of time, sanity, and imagination, but it is VERY possible)


--------------------
This isn't as much a "hacking" idea dealing with actual hack design, it's just an idea that would be helpful to hacking in general.

Making a program that auto-labels ASM.

Basically, it has the RAM map stored in it, and when it finds one of the addresses, it comments with the what the address is:

An example:

LDA $19 ;Load player powerup into the accumulator


The program would recognize LDA and output: Load (address) into the accumulator

And then it would recognize $19 as the powerup byte and replace (address) with player powerup.


A program like this would be very helpful to not have to comment your ASM to know what you are doing, and also it would help you understand ASM from other sources.

Plus, you could stick the SMW dissasembly in it and not have to figure out each individual routine on your own, it'll tell you what's happening in a plain understandable comment.




--------------------
Your layout has been removed.
@spigmike: I like that idea. An asm parser would definately help me. Might just have to dust off my .net cds and take a crack at this. I'll start a suggestion thread if anyone else thinks it would be worthwile.

Edit: no dice? Meh, aint gonna do it just for me. P.s. This thread looks doomed for failure. ;)

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


Feel free to PM me if you have any questions.

Sounds cool, but it will doubhtfully be made. The easiest way to do it in my head is re-program SMW. O.o

--------------------
Red text...
what if u make it so u as the creator is a custom boss

--------------------
Your layout has been removed.
then you would have to insert and rip exgfx from
a picture of you.

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


Demonic intentions rising....
blood pressure raising....
I want to eat you....
Cause I'm a possessed freak.

Don't know where to put this, seems like an apropriate place. Would in not be possible to some way lock all previous levels and paths, to then replace an entire sub map, or even overworld in an event?
I don't want to waste a thread in SMW Hacking, so I'll just post here. I came up with these ideas in my spare time, and put them all into Notepad. After bottling up so many ideas, I wanted to share them. So, here they are:

Copied from Notepad.

---------------------------------------------
SMW Hacking Ideas
-----------------
uNkNowN5642

Shooting Game
1: Use the ShootEmUp Patch with Tatrion's coin wallet and the Fireball Ammo Counter (Coins),
and you got a basic shooting game!

Run, Mario!
2: Mario is in a cave. Bowser's Bowling ball's graphics have changed into a boulder. Nuff' said. In fact, it could also be a great idea if Mario was in a pinball machine! Just change the bowling ball into a pinball, and add Spigmike's Mario Kart DS - Waluigi Pinball song.

Groovy, Space Man (TimeSplitters F.P Reference)
3: Use KPhoenix's Spacesuit, add the Space Gravity (and maybe the Super Mario Galaxy Spin),
along with the HP Patch (After making a few adjustments such as instead of Big Mario, always be Spacesuit Mario. Also, even though you're on your last health, you're still Spacesuit Mario.), and last, some Good Egg Galaxy Music. What do you get? A space themed hack.

Sudden Death
4: Found this in the ROM Address.
077D7 - Change this to 80 to have Mario die when touched, regardless of powerup status.
Now, even when you're big, you still die within one hit! Goes great with some frantic music.
Also, if possible, change the lives to infinite so you won't have to keep restarting.


Can you Survive?
This can be used in many ways.

5a: Keep killing enemies until the time runs out!
Suitable for: Shooting Game, Groovy Space Man, and Sudden Death.

5b: Defend NPC! Use Mario to kill all enemies that threaten the NPC as he walks by. Three hits kill the NPC. Also, be careful not to get killed yourself!
Suitable for: Shooting Game, Groovy Space Man, and Sudden Death.

5c: Wow, it's hot in here. Mario is avoiding all sorts of indestructible hazards!
Enemies:
Fireballs and Inverted Fireballs
Blarggs
Reflecting Fireballs
Layer Two Scrolling Lava, both going up and down.
Survive until the time runs out.
Suitable for: All but "Run, Mario!".

Time's Almost Up!
6: Mario must get through the level while his time between 10-50. He must go through exits into new levels, and the time restarts in each level. Also goes great as one big, nonstop level when adding hourglasses.

Hide n' Seek
7: Simple, Mario must find the way out of the maze without being seen by Koopas, which are actually Warp NPC's (Thanks goes to WhiteYoshiEgg.). Basically, it goes like this.

1: Mario starts in a maze. He must find the way out.
2: While he goes through the maze, he must sneak by Koopa NPC Warps.
3: The warps will chase Mario if-
3a: the koopa NPC sprite is facing Mario's direction.
3b: Mario gets too close to the sprite.
4: When Mario is touched by a Koopa, he gets warped back at the start.

I'll come up with more ideas later.

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

Anyone can use these ideas (unless they don't give me credit -_-").
I like these ideas
Originally posted by kidicarus3point0
I like these ideas

Why do your posts always have between 1-4 words?
Who remembers Perfect Dark?

I'm mentioning this because of my genius idea. Perfect Mario.

Basically you go through the main storyline and enviroments as Perfect Dark, but with Mario characters. No guns, just fire flowers and capes. And of course, the health bar patch.

Bits of original ASM hacking may be required here and there, but I think it'd be great.

But it's just one of my crazy ideas.

--------------------
I made a standalone game once, look for Seabug Stampede on Google Play.
Originally posted by Unknown5642
Hide n' Seek
7: Simple, Mario must find the way out of the maze without being seen by Koopas, which are actually Warp NPC's (Thanks goes to WhiteYoshiEgg.). Basically, it goes like this.

1: Mario starts in a maze. He must find the way out.
2: While he goes through the maze, he must sneak by Koopa NPC Warps.
3: The warps will chase Mario if-
3a: the koopa NPC sprite is facing Mario's direction.
3b: Mario gets too close to the sprite.
4: When Mario is touched by a Koopa, he gets warped back at the start.

That sounds good! May I use it?

--------------------
Currently doing ExGFX Requests, please send me a PM, and i'll TRY to do what you want.
What about this:

The main charakter is Anonymus and he is a big question mark.
Who the hell are you and why do you keep spelling anonymous wrong?

--------------------
Your layout has been removed.
Pages: « 1 2 3 455 56 »
Forum Index - SMW Hacking - SMW Hacking Discussion - Awesome hacking ideas

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • SMBX Community
  • ROMhacking.net
  • MFGG