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SMW: Endless Night (Demo 3 in 2042)
Forum Index - SMW Hacking - Works in Progress - SMW: Endless Night (Demo 3 in 2042)
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I’m currently redoing some old levels (like W-1-1, W-1-3, and maybe W-1-Tower), improving the aesthetics of some other levels, and making 2 new levels for World 1. So, World 1 will now have 6 levels instead of just 4.
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Here are some screenshots of World 1-Castle and levels that have been improved for now:


Title Screen:



World 1-A:



World 8-4:



World 1-Castle:



World 1-1:



Ah yes... and if you want to see what LVL105 has become: Link
Summer C3 2020 Thread
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Haven't exactly been following this thread, but your newest set of screenshots really deserves some commenting on.

Things look really polished overall! I like the visuals in 8-4 and 1-castle best. 8-4 especially has a really nice palette and atmosphere.

The title screen looks neat as well. (I think you could do HDMA trickery to make the text gradient a lot smoother, but that's pretty annoying to get to work.) Have you tried moving the "A" up a little so the firstline doesn't look too off-center?

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Originally posted by WhiteYoshiEgg
Have you tried moving the "A" up a little so the firstline doesn't look too off-center?


You mean like this?

Summer C3 2020 Thread
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Yeah, that's an option! Looks pretty good that way. I meant kind of to the top left of the word Super, but that would probably look more wonky than anything after all.

All I was saying is if the A is on the same line as the Super, the line as a whole doesn't look centered. It's a really minor point though, don't worry about it.

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Really liking the aesthetic choices here, excellent graphical style going on.

The fat Yoshi level reminds me of an ancient Sonic fangame from 2000 I used to play.

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HackPortsASM"Uploader"

Aesthetics are gorgeous.
I'll be interested in seeing how Mini Mario is utilised. #smrpg{y}
level

I haven’t shown anything new for this hack for several months now
(since i was working on 2 other hacks)
so here’s a preview of a level from world 2 (as i have anything else to show).
Summer C3 2020 Thread
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SMW: Endless Night


I'm practically done with a level so I'm gonna make a video of it soon
(please don't take the word ''soon'' too seriously)
.


So for now here's a title screen update (again).

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Originally posted by Ralshi02
(see last post)

As I said, please don't take the word ''soon'' too seriously.



instead, go see this funny penguin room

https://youtu.be/uju147B8xZA
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I really dig the atmosphere of that Tower.
The aesthetics are really impressive to such as the rainy effect when your scaling the walls outside the tower. It's a really nice touch.
The way the Cloud Flower can really help traversing the tower is done well as I've seen people use Custom Powers and not really build levels around theme.
Mario having an Idle Animation also makes thing feel more lively too.

I don't have much left to say other than Great Work Ralshi! #smrpg{y}
Preview of World 2-1 Part 1
https://twitter.com/Ralshi02/status/1434319941021413386?s=20

and World 1-1 Part 2
https://twitter.com/Ralshi02/status/1446684584876335105?s=20

(yeah my levels are so long now that I have to divide them in parts)

And speaking of parts, World 1-Tower and World 8-4 still needs their part 2 to be done, then I will start preparing a demo/level sampler for the hack (probably for C3 2022).


Originally posted by 1UPdudes
See the last post


Thanks.
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Hi, I've seen a few videos of your hack around and I gotta commend you for how much effort seems to have been put into it. This seems like a project with a lot of passion!


With that said, the actual reason I came here:

May I know why you made the choice of making this hack require emulator overclocking?

I've been in the community in the era of ZSNES, so I've seen most people not care about real SNES compatibility, but that was generally not on purpose - rather, the technology at the time wasn't good enough to allow people to make console-compatible hacks easily unless they went full on vanilla. Since the release of AMK, there has been a huge move to make things work on a real SNES, and I feel like the community nourished a very healthy mindset for a hacking/modding community: to make something under the real limitations of the system we're working with, rather than arbitrary emulator-imposed limitations.

Due to maybe being spoiled by that sort of mindset throughout the years, the choice this hack makes rubs me off in a quite strange way. This may be a personal gripe that I have, but I feel it's against the spirit of ROM hacking to make something that only works under very specific emulation conditions.

In a more practical note, it is quite incovenient for people who are not comfortable with bsnes specifically, and especially incovenient to people who play on console, who are essentially cockblocked from playing your game.

If you allow me to take a guess, you probably have a lot of content in your hack already, and converting it all to SA-1 looks like a huge undertaking. It probably is one, but I'm sure the community would assist you with it, so if that's all that's happening, I think you should give it a try. I just think you ended up in a strange comfort zone by relying on an emulator feature that makes your hack work. I'm not sure how the hack mods will feel about it, but considering the rules, I don't think this hack could be accepted.


Of course, you're free to do whatever you want! For all I care, you could create your own build of bsnes and make a hack that only works in that. I would just find that very strange and against the spirit of our hobby, and I don't see it getting a lot of acceptance in the community (but I could be wrong). Those are just my thoughts, and I'm curious about yours.
Originally posted by Koopster
If you allow me to take a guess, you probably have a lot of content in your hack already, and converting it all to SA-1 looks like a huge undertaking.

It was for this very reason. I don't know asm so the only way I can convert stuff is with this tool, which doesn't work half of the time.

I tried porting the hack to SA-1 today and surprisingly, not a lot of things were broken.
I fixed some problems but there`s still some visual glitches to fix.
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Originally posted by Ralshi02
I tried porting the hack to SA-1 today and surprisingly, not a lot of things were broken.
I fixed some problems but there`s still some visual glitches to fix.

That's really nice to hear. I hope you can make it!
Ok so the overclocking was actually hiding a very big problem.


Can't use parallax scrolling with Layer 3 anymore.




I will find workarounds for that though. The real problems are:

these 3 sprites that are not converted to sa-1:
Bomb blocks (Only the sprite included in it)
Aftertouch Shatter (Only the sprite included in it)
The sprite used in the cutscenes that is actually a grrrol

If anyone could try to convert them it would be very appreciated
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Ok so

1- everything works on sa-1 now
2- i'm way too lazy to update Demo 2 to work with sa-1
3- i don't really care about this hack anymore. So expect Demo 3 in 10 years from now. (very funny)

meanwhile here's an new overworld map

(btw the hack isn't canceled, I still work on it sometimes)
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SMW: Endless Night




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