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Super Mario World Central Production 2 - Reloaded, Revamped, Reinserted! (Demo available!)
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - Super Mario World Central Production 2 - Reloaded, Revamped, Reinserted! (Demo available!)
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I have been given permission to do this from Blind Devil.



For those of you unaware, Super Mario World Central Production 2 (SMWCP2 for short) is meant to be a sequel to An SMWC Production when it was released back at around 2008 or 2009. Then came when people wanted to make a sequel project, calling it SMWCP2. The game has been in development for a while, but all of a sudden...the hype and development died down. It was never released, or finished.

But now...it's time...to bring interest in SMWCP2 back once again! I have become one of the project managers, joining Blind Devil and idol to help revise SMWCP2, polishing levels, and revising dated graphics to bring it up to our usual 2019 standards, but keeping the classic 2012-vibe of not having Lunar Magic 3.00's 'vertical level' mode.

If you guys need a recap on the plot, it's relatively simple: A rat named Norveg and his goons working for Norveg Industries are expanding their industrial business machines all over the world, and the Mushroom Kingdom is one of those very places that will be affected. That's why some levels have industrial/mechanical themes to them, and not just at Grassland and Factory levels. So in the end, Mario needs to do something to stop Norveg Industries from destroying the ecosystem of the Mushroom Kingdom.

Here's some screenshots for all of you:





The new Reclaimed Refinery, Crumbling Catacombs, and the first Oriental tileset (in Akarui Avenue) were drawn by Dr. Tapeworm. The new background in Ice-Floe Inferno and Shivering Cinders is by me.

And speaking of me, I think it's time I show what I've done to improve the graphics and aesthetics in this hack. Here's what I've got:


This is my Oriental tileset, not assembled. It's got pretty much everything necesary to put the "Oriental" in the Oriental world. It's planned to be used in Onsen Overhang, Togepuku Tussle, and maybe in Tropopause Trail, too.





I also improved the Oriental mountain background. That goes for all four versions of this set in Akarui Avenue and Onsen Overhang. As you can see, I've added some pagodas, and some industrial/modern skyscrapers as well, to industrialize the background a bit, due to Norveg taking over the world.


If you didn't already see in the SMWCP2 thread, I've also redesigned these Elite Koopas from the factory levels to not just be ugly cyborg Koopas, but instead, Koopa robots.

And I also touched up on the KooPHD's as well.




Here's a better look at those Fire/Ice backgrounds I made. The last one is actually just reskinned to just be a Fire-themed background, upon FPzero's request to use it in his Fire level, Volcanic Panic.


Last but certainly not least, here's something that's a work-in-progress for SMWCP2: A new Sky background, similar to the one in Tropopause Trail, trying to replicate how Magi wanted do his background back then, but never got around to finishing it. I hope you guys will like this background when it is fully complete!

Now, how about we give you guys a chance to try out SMWCP2 and beta test what we've got so far?

DOWNLOAD DEMO (BlindEdit - updated link)
Notes: Shemni-Frica Sea is not implemented, so don't play it. Levels past Coral Corridor are not implemented in the game yet, so don't play those either. The only exceptions are Crumbling Catacombs, Shivering Cinders, and Ice-Floe Inferno.

Are you interested in helping improve SMWCP2? To save the project from development hell? To finally release it and cross it off the list like we should have long ago? Then feel free to! We have a Discord server discussing about SMWCP2, and if you want to help out by beta testing, or revise levels along with Blind Devil, or draw new graphics and assets like Dr. Tapeworm and myself, feel free to shoot me or Blind Devil a PM on Discord! The point of this thread is to get everyone's attention and interests in SMWCP2 back once more, after all. Hopefully we'll also figure out what to do in the SMWCP2 thread that's just sitting there collecting dust in the Group Projects forum, too.

If anyone has any questions, feel free to ask!
R.I.P. eXcavator... You will always have a place in our hearts...
Wow. This is super exciting. Kudos to you guys for picking it back up, really excited to see what will be done with this.

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

Imagine finding a bug in the first minute of playing a demo

Quote
but keeping the classic 2012-vibe of not having Lunar Magic 3.00's 'vertical level' mode.

Except the ROM clearly has been edited by LM 3.00 (why 3.00 and not 3.04 tho) and uses its spawning/despawning settings in some levels


--------------------
Check out Team Hack Fix/Translations' thread full of fixed and translated SMW hacks!

Not difficult. Learn ASM.
Now that's a great project and i hope it does well because this is a hack that has been in developement for a long time and not much has been made to continue it. I'm also loving the new graphics, they look absolutely beautiful. Later i will see if i can help now that i'm not working on any hack.
I'm looking for experienced testers to help me polish my hack so it can be acceptable

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Super Maks 64

Imagine finding a bug in the first minute of playing a demo


What's the bug in that screen?
Edit: Derp, I caught it now. (Status bar shenanigans.)

Quote
Quote
but keeping the classic 2012-vibe of not having Lunar Magic 3.00's 'vertical level' mode.

Except the ROM clearly has been edited by LM 3.00 (why 3.00 and not 3.04 tho) and uses its spawning/despawning settings in some levels



Please re-read all of what Falconpunch said in their post.

Originally posted by Super Maks 64
(why 3.00 and not 3.04 tho)


LM v3.00 because incompatibilities with certain resources and performance issues lol

Originally posted by MrDeePay
Originally posted by Super Maks 64
(coin bug)


The bug is the fact that the SMWC coin respawns on level loading even though it's collected. Easy fix. Guess what I did again? Yep, forgot... to do a Conditional Map16 check! *applause*

Anyway, back to the LM topic, we kinda agreed that LM3 features were acceptable when it comes to minor enhancements, but no drastical design changes being involved such as using extended height. You may also notice that there are now warp pipes a la SMB3 - they use the screen exit OW warping feature. But it's something possible to achieve with ASM as well so yeah.

Anyway I've just updated the base ROM again to include Hydrostatic Halt and Coral Corridor, as well as fix all the Map16 errors left over from the previous update and the SMWC coin issue pointed by Maks. Here you go!

--------------------
MK2TDS
Originally posted by Blind Devil
LM v3.00 because incompatibilities with certain resources and performance issues lol


From lm3 to lm304 we only got bug fixes. Nothing in it should cause performance issues. The tool itself got features and all, that could cause performance issues for the tool, but I doubt that too.
As well, from what I can remember, the bug fixes we got from lm3 to lm304 are all important, some of them even crucial. That said nothing says you can't fix them yourself. I did, but that was up to when Fusoya fixed them and released a new version.

I didn't notice any performance issues from lm3 to lm304. Also all the incompatibilities from LM3 to LM304 would've been from said bug fixes which is unlikely (not impossible) to happen.

I'm not in your shoes, so I can't really say that's a bad idea. I would be more than happy to help you look into this matter though, just DM me on discord.
Hoo boy it's back baby!! this is exciting!

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Current Projects:
Super Kekcroc World 2
Hell yeah!
fp, blind devil and i are happy to bring this to you guys! maybe next c3 we'll have the whole thing to present 😉
PGP song revamp link
Pink Gold Peach has already submitted his first revamped SMWCP2 song, Six-Eight Sorrow, from the Abstract world. While it hasn't been ported yet (that'll be tomorrow), what he has sounds a lot better compared to the original version of this music. Thanks for taking the time to remake this song, Pink Gold Peach. I'd say you did well.



Meanwhile, I'm still working on this Sky background, but at the very least, I've finished the left continent, decorating it with a bunch of hills and trees, and added the gradient and layer 3 clouds (copied over from a previous level).

If you guys are wondering why this is set at night and not at day, this is because I had a night time version planned, to be used in the level Cumulus Chapel (the sky ghost house). I think it will fit there perfectly.

Next on my agenda with this background is adding the right continent (to represent world 8, the fire/ice world), then decorating the sky with stuff.
R.I.P. eXcavator... You will always have a place in our hearts...
Oh. My. God.

This is a godsend. I never thought that after all these years, this project would have an actual chance of completion.

Wishing you guys all the best with that. This looks super good already!

This sky background is done.

And Pink Gold Peach finished porting his revised version of Six-Eight Sorrow. Click to listen.
R.I.P. eXcavator... You will always have a place in our hearts...
With blessing from MrDeePay, Falconpunch is now working on a brand new tileset for Stormy Stronghold. It is a castle level which originally doesn't feel like one. So there's an attempt to change that.



Link of the very WIP level in LM

And I've implemented the revised background for Akarui Avenue and Onsen Overhang, with HDMA, layer 3 and parallax scrolling.



And finished making my revision of Seaside Spikes as well. The BG is temporary but here it is:



And I've talked to Tattletale. I've gotten some better direction when doing my tests and we found the solutions to all problems. This means that the next base ROM update will use LM v3.04. So thanks Tattletale for the help.

Last but not least... no one has ever mentioned Lui37 and HuFlungDu in here or in the most recent SMWCP2 progress thread. I'd like to give huge shoutouts to them for keeping and maintaning the old repo for so long! If it wasn't by them, we'd never be able to pick things up to try and get this project done.

--------------------
MK2TDS
Lets end ASMWCP2 this time, pls folks...
This project is so old that is kinda a shame that isn't ready yet...

I wanna live the time where I can say, that I played it and loved it.
I'm looking forward to see it making some progress again #smw{:TUP:}
I never thought this day would come. I know this is only a demo and there are a few glitches here and there, but I'm glad this is still getting the attention it deserves! Thanks Falconpunch and others who have brought this back from the dead! #tb{D'X}
Recent Hacks:
- Hazardous Halloween
- Sweet Land
- Super Mario Colors
Other SMW Playlists

I am so, SO SHOCKED about this because the project is still alive! You guys did a great job on reworking the collab, doods. Keep up!
“I told you to leave… Now you leave me no choice.”
“PREPARE TO BE ROCKED!”
This song is DOPE.
“Well, don’t think you can beat us just because we’re women.”Sheena, Tales of Symphonia
Originally posted by Falconpunch
And Pink Gold Peach finished porting his revised version of Six-Eight Sorrow. Click to listen.

That sounds pretty good, although I really don't like how he changed that C note in the original's intro to a B (channel 2), it changes the feel of that progression. Everything else after the intro sounds very nice.

Also, props for all the revamped graphics and the sky background especially, it's really something else!
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - Super Mario World Central Production 2 - Reloaded, Revamped, Reinserted! (Demo available!)

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