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SMW DLCR: A Basic Collaboration >> ALL CLAIMS CLOSED
Forum Index - SMW Hacking - Works in Progress - SMW DLCR: A Basic Collaboration >> ALL CLAIMS CLOSED
Pages: « 1 215 16 17 18 1936 37 » Thread Closed
If we use Sa-1 I might make some changes to Ludwig's castle, since I didn't make it with that in mind and I had to remove some sprites.

Also, if we split the front/back door, I'll claim a room for it.
I'm nervous about having mutiable versions of levels floating around in the same thread. If people wana get a little crazy with sa-1 we could do it in a separate thread? I don't know to allow idol for back door or split it up, I kind of want everyone to walk away happy with the project.
Originally posted by Najeraldo
If we use Sa-1 I might make some changes to Ludwig's castle, since I didn't make it with that in mind and I had to remove some sprites.

As I said earlier the point of SA-1 use is only to destroy lag, not to allow for more sprites.

Originally posted by zacmario
I'm nervous about having mutiable versions of levels floating around in the same thread. If people wana get a little crazy with sa-1 we could do it in a separate thread? I don't know to allow idol for back door or split it up, I kind of want everyone to walk away happy with the project.

Regarding Bowser's Castle, I think it'd be best to separate the whole thing in 3 groups:
- The front door areas (aka the sublevels with the numbered doors) would all be handled by the same person for consistency
- The back door area would be handled by one person
- Each "door sublevel" could be claimed individually

But again all of these are opinions so do as you please.
I think it's better to split front door into sublevels, and make player enter back door after those sublevels, y'know, like in SMW.

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I had already gave Gbreeze the claim not thinking of situation like this. I'll speak to him and see if the idea Mathos has proposed works for him.
well would the gba version even work? i mean, we are using that one patch that fixes level 24 so i'm not sure if it'll be compatible anyways

also i'm not entirely opposed to an sa-1 version of the hack, but it seems a bit needlessly complicated to have multiple of the same hack with only slight differences between each especially if one of them doesn't work on the real snes
SA-1 is a ridiculous idea. This hack should be made for console players because it's emulating the original smw.

I had very little slowdown in my Donut Plains 1, but if y'all are so crazy about slowdown, then feel free to remove one flying koopa from the ending section (it's supposed to be the climax of the level though).
SA-1 being an inherent "this will never work on console" factor is what's actually ridiculous. SA-1 is a completely fine piece of official hardware and our SA-1 implementation is proven to work on hardware.

That being said, smacking on SA-1 after half the hack was already made is a bad idea, given that a lot of levels could likely have done more interesting/different things with it implemented and now they'd just kind of be stuck there.

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Your layout has been removed.
I think myself it's fine that gbreeze is working on the final level. This way, the level could stay consistent in terms of its design, instead of say having one room being 3 screens long and the other one being 15 screens long due to misunderstanding what the level is supposed to be. And from what I asked, the level is in progress, last time I checked 3 rooms were done (but that was a day ago or so).

Back door is literally one room in SMW (yes, I know there is Bowser fight, but what can you really do to modify it), I'm not entirely sure what you want to obtain by "splitting it up". And from what I'm aware, Gbreezesunset is collaborating with idol in terms of making final level to keep Back Door consistent with Front Door (over Discord).

SA-1? Like, isn't fast ROM like fast enough (if it's needed)? I don't think there is much value in having SA-1 version, especially if the levels that were already submitted weren't designed with it in mind. And you won't take advantage of more sprite slots because a) it would involve modifying level settings to use sprite memory setting 10, b) because it wouldn't work on GBA (although I sorta doubt SMW DLC would work on GBA anyway - and even if it did, the levels aren't really designed with GBA screen in mind from what I have played - note that SMA2 did plenty of changes to SMW level design to fit on smaller screen).

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Legacy ports zip (now that those went down because Dropbox)
These were just suggestions because zacmario said he didn't know how to proceed with both idol & gbreeze claiming the same thing, please calm down I didn't know they were collaborating at all 👀

Also after testing it appears FastROM doesn't eradicate lag but reduces it decently ? I'm sorry to have proposed anything "ridiculous", that's just the first method I thought of to get rid of lag that lots of people don't appreciate. 😖

Also OUTRAGEOUS is done. Pic here.
Level 11E is done

http://bin.smwcentral.net/u/29232/Level%2B11E.bps

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Userbar made by Green Jerry




@toad64 It's a decent level, the secret exit was a gimme though. What's with the 666 level and the red screen though?
@alexandrite I posted earlier an idea for making another level 24 for the GBA edition.

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b
I'm not worried about slowdown and the real version will be just the regular rom like the original working on real hardware, I would be willing to offer a secondary version that uses sa-1 if people don't like any slowdown. But that is just considered a by-product and Wouldn't be released officially. The real version uses nothing more than the original as intended from the beginning of the project. In fact I didn't even intend on using fast rom, of course the rom will be unlocked, and users are more than welcome to make that check mark in Lunar Magic if they desire :)


I never really played the gba version I don't how well our levels will fit the screen. Level 24 can't be included in this version because of the new gimmick. I consider a GBA version more of an experiment.

I was also unaware gbreeze and idol are working together on discord so we better just let them do there thing.
Thanks Mathos and toad 64 for finishing up your levels.
Originally posted by Mathos
Also after testing it appears FastROM doesn't eradicate lag but reduces it decently ? I'm sorry to have proposed anything "ridiculous", that's just the first method I thought of to get rid of lag that lots of people don't appreciate. 😖

Just remove some sprites in the sections that still have slowdown after using and that should be enough. I don't think the level design will drastically change for removing a few sprites.
Roy's Castle is done.

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Forest Ghost House should be done tomorrow. I'm excited to show it off!
SMWC members who have helped make Ganymede the hack I want it to be
My level will likely have to wait untill Thursday untill I can start. Hopefully that is no problem.

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Hack progress: 6/8 exits
Play the demo right here!
@ AbuseFreakHacker Nice thanks.
@ Ten Cool, I'm currouis what you have planned.
@ Minuy600 That's quite fine, thanks for telling me.
yes me and idol are collabing #smrpg{y} I got your PM's zacmario, we'll be able to get a bowser's castle out soon enough

edit: also concerning SA-1, it would be really dumb to use it. It would be cool to port them to GBA though
you guys don't have to rush it, there are still claims hanging out there.
Pages: « 1 215 16 17 18 1936 37 » Thread Closed
Forum Index - SMW Hacking - Works in Progress - SMW DLCR: A Basic Collaboration >> ALL CLAIMS CLOSED