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Awesome hacking ideas
Forum Index - SMW Hacking - SMW Hacking Discussion - Awesome hacking ideas
Pages: « 1 2 3 4 556 57 »
Here's another idea, this time, for level designing. Anyone remember level 24 (where the amount of coins or time remaining determined which levels the exit-enabled pipes would take you to)? Well, what if there was a variant of the exit-enabled pipes or doors (or a script that alters the screen exit) that looks at how much time you have left and takes you to one of several levels depending on how much time there is left?

The script could, for every 100 ingame seconds over 100, tell the game to add, say, 10 (in hexadecimal terms, which I believe would be 16 in traditional counting?) to the value that's used to determine which level or secondary exit to transport the player to. For example, if there's an exit-enabled pipe that leads to level 24, and the script is active, then at 100 seconds or less, the pipe would transport the player to the entrance to level 24, whereas at 100-200 seconds, the pipe would transport the player to level 34, at 200-300 seconds, the player goes to level 44, etc. We'll finally be able to use a feature (that's similar to the one that level 24 uses) in our hacks, only we'll also be able to control what each and every one of the alternate exits lead to.

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I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
Originally posted by Shadow Wolf TJC

Find a certain amount of exits to gain access to new levels/areas:

What if new levels or areas could only become accessible depending on the number of exits that you've already passed through? There could either be a setting for the overworld that causes events to play out (and levels to be revealed) depending on the amount of exits that you find in the game. Alternatively, there could be blocks that are either solid or "ethereal" (passable, but not interactable) when the total number of exits found in the game is less than a designated value (like, say, 30 exits), and uses their "acts like" tile settings when the total number of exits found in the game exceeds said value.

These kinds of features could allow for the creation of very non-linear games (as non-linear as Super Mario 64 or Super Mario Galaxy).


Actually, these blocks already exist, in the form of simple blocks. When the amount of exits are found, they're passable. If not, they're solid. Not to mention I requested that it be made into a sprite so that I would be able to insert it, and maybe add some aesthetic effects. Golden Yoshi also made me a door that works like this, since putting arbitrary blocks in the way and telling someone they need exits to get through doesn't look as good as having a door that does such a thing. You may want to PM him if you want it.

I also hid some Power Stars (complete with spinning ExAnimation) on certain levels, but when I tried to place these in a level with no secret exit (in hopes of getting the exit counter to increase by one), they didn't count, hence the help link in my sig. However, I remember that there's a block that activates event+2 and event+3, meaning you could have up to 4 exits (Power Stars) per level. One would use the normal exit, one with the secret exit, one with the normal event +2 and the other with event+3. Using the level requirement, you could have a door that leads to the REAL level exit, opening up the new level (Making it 3 Stars per level). However, for this to work, you'd have to find a way to make a secret exit count, even if they don't have an event for it.

If anyone takes up this idea, I'd be happy to help with it. Maybe it'll be the first SM64-type hack. Almost all the elements are there.
Two ideas:

Density Based Hacks

One hack where your character could pass through certain places depending on density, like, gas can walk over water and pass through certain wires, wile can't pass through water, and walk like in the water on the gas. Liquid would let you pass freely underwater, and enter pipes, wile you cannot walk over wire and other non-massive floor, and solid give you normal mobility.

Color Based Hacks

One hack where your character would make through certain places in diferent ways wile in certain color, like, red in red turn you invisible and untouchable, but you can't hold red things, certain passages in the floor or walls only could be passed while you are in the same color.

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Little looser in the programing but a master in the spriting, a machine of ideas, ask me, i help you in your hacks.
Originally posted by berserkx33
Two ideas:

Density Based Hacks

One hack where your character could pass through certain places depending on density, like, gas can walk over water and pass through certain wires, wile can't pass through water, and walk like in the water on the gas. Liquid would let you pass freely underwater, and enter pipes, wile you cannot walk over wire and other non-massive floor, and solid give you normal mobility.

That is quite possible if you change your powerups to grant you these abilities. As for the objects that you talked about (like wires, water, etc.), there are custom blocks that only allow Mario to pass if he's at a certain powerup state (like if he's Fire Mario, Caped Mario, etc.).

Alternately, you could just switch in-between levels for Mario's different density states (and assign unique palettes to Mario to make him look more solid, viscous, or gaseous). There are also blocks that can turn Mario into Luigi (and vice versa), and still more blocks that are solid for Mario, but passable for Luigi (or the other way around).
Quote
Color Based Hacks

One hack where your character would make through certain places in diferent ways wile in certain color, like, red in red turn you invisible and untouchable, but you can't hold red things, certain passages in the floor or walls only could be passed while you are in the same color.

May be possible with the usage of various powerups and passable-with-various-powerups blocks, as well as with blocks that change Mario into Luigi (and vice versa) and blocks that only allow a certain character to pass through. However, some parts of this hack (like becoming invincible while blending in with a matching color, or being unable to interact with objects of the same color as you) may require some serious programming knowledge.

Say, since the density-based hack is quite possible, would you like to develop it?

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I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
yeah, i only need one guy with ASM knowledge to my projects, i'm first making Teo: The New World Savior, but i could change mind if someone look interested in the other 4.

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Little looser in the programing but a master in the spriting, a machine of ideas, ask me, i help you in your hacks.
Here is my thoughts...

With major (and I mean MAJOR) system hacking, would it be possible to do that, then make a program to insert midi or MP3 (I know how much people wonder that XD) in a rom, but you must keep a folder or program containing all the music files. It's been done with Sonic the Hedgehog, so who knows? I know alot of scripting and now that I understand ASM I'm very good at it, but I doubt I would be able to figure this, the sonic 1 mp3 inserter took the guy a little more than a year O.O

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Follow me on Hermitscape for random bits of game design talk and pixel art, or even request something for me to draw.
Latest Post: Wayra Devpost #2: "A Little New"
I've got 2 more ideas.
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1st Idea:

You know how there are a total of 512 (200 in hexadecimal terms) different areas that you could edit, yet you're only allowed to immediately access a little less than 100 of them as soon as you select a level from the overworld?

Well, what if the ROM was hacked so that you could place whatever area you wanted to place as you start a level? If such a hack was done, then you could have up to 512 levels in total and no 2 of these levels would start in the same area.
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2nd Idea:

You know how there can normally only be as many unique messages in a hack as there are twice as many levels in a single hack (2 messages per level)? Well, what if you wanted a heavily story-based game, but don't want to set aside some areas for text and stuff? What if, for some reason or another, you wanted well over 200 different messages in your hack? Unfortunately, you could only access a bit less than 100 levels to edit your messages.

What if you could assign unique messages to play for the other 400 or so areas in a hack? You could, theoretically, have up to a whopping 1024 different messages to use in your hack!

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I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
You know i have an idea for a hack
here's the story:
Mario is sick and grabs his cellphone and calls Megaman on speed dial
Megaman get's the message and goes of to save the princess and blah blah blah A whole new Adventure!!!

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A bullet may have your name on it, but a grenade is adressed "To whom it may concern"

Progress in Super X World demo= 60%
Progress in Super X World sprites= 40%
Progress in Super X World, World 1= 70%
Total= 170%/300
getting closer!
From what I imagine, this hack will look exactly like the original game, with a few exceptions:
1. You play as Megaman. (now easy thanks to jimmy's patch)
2. There's a cutscene at the beginning telling the story.
That's it. Maybe you should get another idea.
Here's my idea (I hope to try this one day)

Mario in 21XX A.D.
It would start off in Peach's Castle. Bowser is once again trying to capture Peach. When Mario makes it to Bowser, right as Bowser is about to capture Peach, Mario and Bowser are sucked into a time hole (like the ones in Mario and Luigi: Partners In Time)

There would be cutscene where Mario and Bowser are traveling through time, either like in Mario and Luigi: Pit or Chrono Trigger.

When the two come out of this warp they are dropped in the middle of a fight between Mega Man X and some mavericks.

Mario takes the side of X, Zero, and the other Maverick Hunters.
Bowser goes to Sigma's side.

Each time before going to the map screen you choose the character you want to play as(Mario, X, or Zero)

There is a maverick boss at the end of each level(some of my own creation, some from the actual MMX games)

Just like in MMX5 and X6 it doesn't matter who destroys the boss, everyone will get the power.

After defeating Sigma you will be transported back to Mario's time for a final showdown with Bowser.

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faithless pile of filth
Say, anybody know about this "Layer 4" thing that you can enable or disable on ZSNES? (I think that it might work for other emulators too.) Well, I don't think that Super Mario World takes advantage of that layer at all. However, what if it did?

It could be used for, say, background effects (much like how Layer 3 is used), which would, in turn, allow for message boxes (which use Layer 3 as well) to be placed in those areas without causing the background to disappear. (It could also be done the other way around, with the message boxes using Layer 4 while the background effects use Layer 3.) Another use that I can think of would be similar to Layer 2, with an extra layer for the player to interact with that moves differently from Layer 2.

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I'm currently taking an indefinitely long break from ROM hacking to play World of Warcraft again. Anyone may check out my user bio for more information on what I'm planning for Rainbow Legends: S********'s Adventure.
I am making a hack where once your finished the main game you can go back to Dinosaur land.


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I admit, I pity the "mere mortals" for missing out on such a great site.
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:) jennybaby, welcome to this site :)

I had an idea about using all 6 Ghost Houses and combine them into a huge ass mansion, I'd put that mansion somewhere near Bowser's Castle. But I gave up on it, and I sure would love to see someone make such a huge Ghost House, err I mean mansion.

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How about a SMB hack based on the Labyrinth movie?

Thank you, Sarah, but the baby is in another castle!

And instead of a bridge, staircases fall down
Originally posted by Christmas STRiPES
How about a SMB hack based on the Labyrinth movie?

Thank you, Sarah, but the baby is in another castle!

And instead of a bridge, staircases fall down



brilliant idea!(:
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Haha, thanks. I'm a big Labyrinth fan and I'm actually looking to commission someone for this! ^^
Originally posted by Christmas STRiPES
Haha, thanks. I'm a big Labyrinth fan and I'm actually looking to commission someone for this! ^^


Gee, I gotta watch that movie someday. I seen Pam's Labyrinth, I had to read subtitles though, gay.
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Hum...have anyone tried to do A super mario bros 2 hack?It shouldn't be too hard, so, what you think?

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My SMW hack Thread

Mario The Seasons Chaos
http://www.smwcentral.net/?p=thread&id=10594

LV 9 PARAGOOMBA!
Originally posted by Beuli
Hum...have anyone tried to do A super mario bros 2 hack?It shouldn't be too hard, so, what you think?


Alex NO made a SMB 1 and 2 ROM Hacks. The hack is still waiting to be moderated...I think..I only played the first level of SMB 1, and it's ok, but it has a few cut off bushes.
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