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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - SMWR demo release!
  
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Alastor the Stylish
Posts: 851/7620
Originally posted by Juggling Joker
Yes, I do believe this is the first successful sprite hack, unless we are terribly mistaken. Good job on that, at least.


Agreed.

Oh, and, if you can find the hex value/values that control whether Lakitu is killed by getting something thrown (IE, a shell, or something) and can give the values required to make it not killed by that, but still can be killed by having a bob-omb explode on it, I would be greatly appreciative. And would credit you in my hack. I already have collected the other data I need for a particular lakitu edit... Those who know what I mean know what I mean, BTW.
Kario
Posts: 344/2082
I played through all the levels, at least I think I did. Went every path. I like how it branches off. I also like how the levels are named. Mine of Chuck for example. Good GFX and such. Definitely one of the good ones.
Juggling Joker
Posts: 176/1033
Yes, I do believe this is the first successful sprite hack, unless we are terribly mistaken. Good job on that, at least.
Clockworkz
Posts: 989/2002
Actually the red goomba follows you too. Probably integrated the Dino-Torch data into it. Also, I placed a shell right near it, expecting it to jump in andbecome invincible... It walked right past the shell.
Alastor the Stylish
Posts: 850/7620
Nice job on making it seem like you added sprites.

Goombas: ExGFX'd small koopas. I almost didn't catch this, nice job. The fact you used a small blue koopa in the same level made it even less obvious. But when I saw a goomba jump over a kicked shell, I knew, as only yellow small koopas do that.

Shy Guy Ghost: Wavy eerie. You keep the straight eerie alone so it's rather obscure, though. Nice job on making it vulnerable, though.

EDIT: No I just saw a wavy eerie... But how did you expand the sprite data? Nice job.

That's all I've noticed so far, I've gone through only the alternate paths and I'm not too far in to the forest route.
Aioria
Posts: 323/1567
i guess he used the code of the yellow invencuible koopa for the jumping over effect, and decreased the enemies spped.
but i realised that the ghost goomba doesnt die in that lava

very neat asm
Smallhacker
Posts: 188/2273
Originally posted by Clockworkz
What I wanna know is what enemy he used for the Ice Goombas and how he got a thwimp in with Cave sprite sets... ASM hack?


ExGFX?
Clockworkz
Posts: 986/2002
What I wanna know is what enemy he used for the Ice Goombas and how he got a thwimp in with Cave sprite sets... ASM hack?
KT
Posts: 5/8
>all
Thank you for playing

About difficulty
I agree with Kyouji .
The difficulty is not always designed for you.

As for SMWR,it is not impossible to beat because I tested levels again and again.

BTW.In Crystal Mountain2 there is a small help .
Alastor the Stylish
Posts: 847/7620
As someone who has beaten Viewtiful Joe in Ultra V-Rated, and also Super Mario World + 3, I must say, the difficulty is by no means too much. It's just not accessable to all. It's just a hack, you pay nothing for it, you shouldn't complain about *that*. I quite like a tough hack now and then, so long as it's not just overwhelming.
Aioria
Posts: 319/1567
Originally posted by Juggling Joker
Some of the later levels are WAY too hard, especially the one where you gotta bounce off of the ghost goombas or whatever they are.


Agree,

again, the bad point that always make a game bad to play, is the excessive difficulty level.

Juggling Joker
Posts: 175/1033
Some of the later levels are WAY too hard, especially the one where you gotta bounce off of the ghost goombas or whatever they are.
Alastor the Stylish
Posts: 846/7620
Huh. Wonder how I missed that.
Aioria
Posts: 318/1567
the level design is kinda good, the ow is not good though, it is too squarish and bland. but the paletes are fine.
Alastor the Stylish
Posts: 844/7620
I just beat Castle of Thwomp. I must say, this is very, very difficult. Luckily, it's not even close to savestatingly difficult.

Your ExGFX. I don't like them at all. But, your very creative level design more than makes up for anything any graphical problem ever presented. Good job.
Clockworkz
Posts: 984/2002
...Not for me. I guess you are not meant to play it =P
Alastor the Stylish
Posts: 843/7620
I tried with Lunar IPS, I tried with the vastly superior ipsXP, I tried with the default ZSNES auto-patch... That patch is broken.
Clockworkz
Posts: 979/2002
worked fine for me. You using Lunar IPS? And yes, Aioria. The graphics and asm rule out the level desgin. And Craw, the level design is superb. It's just really hard. And some traps are cheesy, but that's no big deal.
Alastor the Stylish
Posts: 841/7620
So now graphics, the occasional ASM, and a handful of good ideas overrule awful level design? That's a new one. *goes off to play* I'ma decide for myself.

EDIT: Broken patch. The graphics (At least for the intro) are broken. Same thing happened when I applied it to an edited ROM.
Aioria
Posts: 316/1567
i guess its coz of the awesome graphics, all the neat level ideas and some really nice asm
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