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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 - Unused Layer 3 image? | |
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leonardompd

Micro-Goomba
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Posted on 08-29-05 03:09 AM Link | Quote
Smallhacker posted that one.
Now, back to the first topic subject...
I've just noticed that if you add sprite 88 without layer 3, it still acts like the cage's walls are there, but they're invisible! Then perhaps there could be a way of making some sort of vehicle in layer 2 and add one of the Layer 2 scroll sprites with the Auto scroll level sprite and we may have a level where you ride a vehicle. Not sure if it will work, though...
Wirtzzz

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Posted on 08-29-05 03:32 AM Link | Quote
In some levels when set layer3 on ''tileset specific'' i can see the cage thing when I play...
I put it in a one screen sub-level , designed the graphics(kinda like BMF) and put some grey cement blocks where the hard parts of the cage should be and because in my level that layer 3 goes over layer2 and 1, they dont appear but still you walk on em...
So why trying to figure out what is it for when you can have fun seeing your sprites with steel bars over em!?! It can be a nice spot for your storyline, like having two persons to save and stuff!!!!!!! It wont be in any of my hacks so feel free to use this idea...


(edited by Wirtzzz on 08-28-05 06:41 PM)
leonardompd

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Posted on 08-29-05 03:36 AM Link | Quote
Wow, I just tested that thing I said before... and it worked! But instead of a layer 2 scroll sprite, you can just change layer 2 horizontal scroll to none by clicking the fish button.
Someguy

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It seems as though the girl you've fallen for is also a pyromaniac.
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Posted on 08-29-05 06:56 AM Link | Quote
Try sprite E7, it's a type of autoscroll that wasn't used apparently. It's Auto Scroll Special 1, if you move it down it'll become 1-A, 1-A doesn't work perfectly with the cage but 1 does. Layer 2 even moves up and down, possibly meant to be like the movement of the cage, and nothing moves too fast to make Mario act odd in the cage! 1-A however is kinda odd, it makes things move quite fast somewhat, especially the BG layer. It's not that far of a comparision to say it may of been a prototype for the one level in Forest of Illusion's scrolling...
Dark Ludwig

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Posted on 08-29-05 09:01 AM Link | Quote
I noticed the collision error when I stuck a non-moving train on layer 2 and tracks on layer 1, and an autoscroll sprite.... Mario kept getting pushed to the left inside the train. I got around the problem by making it a layer 2 level and sticking the tracks on layer 2, putting the train on layer 1, sticking the fast BG scroll sprite in the level, and then I put that sprite that starts the autoscroll under Mario, and I used ExGFX to make it invisible. Since Mario was on layer 1, the collision was fine. Hmm, with a little work, it might be possible through PALASM to fix the collision so that Mario can be on layer 3, although I can't give any guarantees. I will try this in the near future, though.
Smallhacker

Green Birdo

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Posted on 08-29-05 10:04 AM Link | Quote
Originally posted by leonardompd
Smallhacker posted that one.


Look closely. The screenshots aren't the same, but probably from the same level.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 08-29-05 11:03 AM Link | Quote
Originally posted by dark ludwig
Hmm, with a little work, it might be possible through PALASM to fix the collision so that Mario can be on layer 3, although I can't give any guarantees. I will try this in the near future, though.

Doubtful. The game isn't programmed to even have level data on layer 3, just an image.
stag019

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Posted on 08-29-05 03:07 PM Link | Quote
Originally posted by Smallhacker
Originally posted by leonardompd
Smallhacker posted that one.


Look closely. The screenshots aren't the same, but probably from the same level.
If you look even closer, you can tell they are from the same area only mine's cut off. The reason I posted it is because there is some text in threre. The first two lines say: Super Mario World was just one of the games that were pleyed(?) during the… Anyone want to take a shot at the rest?
Yoshi Master

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Posted on 08-30-05 03:26 AM Link | Quote
Some of the stuff I found was on The Mushroom Kingdom's mailbag. It's hard to look at every piece in the mailbag in one sitting. We should look there more.
LocalH

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Posted on 08-31-05 03:08 PM Link | Quote
I seem to remember some much bigger versions of those SMW proto shots in an issue of (I think) EGM. I definitely remember the one with a Troopa underwater, without a doubt. I don't have that issue, unfortunately, but someone must have it somewhere.
Yoshi Master

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Posted on 09-01-05 03:55 AM Link | Quote
Is there a site that shows previous issues of different magazines. That could uncover some serious screenies.
andrés

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Posted on 09-01-05 07:33 AM Link | Quote
I find screens of some products of Super Mario Bros 4:


Look the Yoshi´s Island overworld!






(edited by BMF54123 on 09-01-05 05:51 AM)
andrés

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Posted on 09-01-05 07:33 AM Link | Quote
More:






(edited by andrés on 08-31-05 10:38 PM)
(edited by BMF54123 on 09-01-05 05:52 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 09-01-05 08:33 AM Link | Quote
Wow, I didn't know the original SMW contained so many red Xs. (Hint: Freewebs blows.)

Such small images are of little use. The 4th one appears to be an NES pirate multicart on which they've stuck the Super Mario Land label. ( @ 'Push select get game'.) The last image looks interesting but is also ridiculously small.
Yoshi Master

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Posted on 09-01-05 09:04 AM Link | Quote
Andrés, I missed your pics and now they are not viewable. I must see them or else!
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 09-01-05 03:09 PM Link | Quote
You're not missing anything. They're just pictures of the Japanese SMW box (front and back), the cart, a pirate NES cartridge, and a "Super Mario Bros. 4" game watch (I had one as a kid, pretty neat, though not incredibly fun).

I don't see what any of these pictures have to do with the current topic...
LocalH

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Posted on 09-01-05 07:28 PM Link | Quote
The only connection I can see is that the logo on the box is identical to the logo seen in the "early" intro video (the one with the "flat" ground). As far as I know, the final Japanese SMW has the same logo as the US version, with a difference in the shadow.
andrés

Red Paragoomba
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Posted on 09-02-05 03:05 AM Link | Quote
I´ve find Super Mario Bros 4 ROM, it´s in [yoink]. The game it´s the same than SMW, but it´s not in english...


(edited by HyperHacker on 09-01-05 06:22 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 09-02-05 03:23 AM Link | Quote
Oi! No ROM site links. And if it's the exact same as SMW, then all you found was the Japanese version of SMW.
PaintGamma

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Posted on 09-02-05 04:25 AM Link | Quote
If you guys are looking for information on the Pirated Cart, here's a link.
http://nesplayer.com/pirates/smw.htm

Some Noticiable Changes:
Iggy is replaced with Renzor.
The Game is incomplete, it ends at about 19 levels.
3 Fireballs replace Banzai Bill
All levels are in there, but the farther the level the more incomplete it is. Bowser is just a thing of garbled graphics.
The spikey gear things are replaced with Fuzzies.
2 Yoshi houses, one of them gives out a One-Up


(edited by PaintGamma on 09-01-05 07:30 PM)
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