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.
Here are some screenshots of World 1-Castle and levels that have been improved for now:
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?
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!
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.
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