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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 - Bowser's Return Complete | | Thread closed
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ExKay
Somebody set up us the bomb!
Level: 50

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Since: 03-15-04
From: Hannover, Germany

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Posted on 09-04-05 08:20 PM Link
Finally! It's finished and you can play up to World 8, but before you download it, look at these few screens and get amazed by this beatiful hack, which took me one year and some months to finish it.









And now get the hack, Because It's Hot!.

Edit: If you find bugs or glitches, which shouldn't be the case, just inform me.

Edit2: The screens on the hacks page are a little bit outdated, just to let you know.


(edited by Ice Man on 09-04-05 11:21 AM)
(edited by Ice Man on 09-04-05 11:25 AM)
(edited by Ice Man on 09-04-05 11:37 AM)
Ghettoyouth

Paragoomba
Level: 13

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Since: 03-18-05
From: Herford, Germany

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Posted on 09-04-05 08:21 PM Link
I LOVE YOU
fabio

Chuck
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Since: 07-02-05
From: Somewhere in Texas

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Posted on 09-04-05 08:26 PM Link
Wow, that was quick. I must download this now. I'll let you know how good it was.
XPeter

Fuzz Ball
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Since: 01-24-05
From: South Ireland

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Posted on 09-04-05 09:27 PM Link
Amazing Ice Man, this is excellent! I've just finished world 2 and it's been awesome so far. This is probably the best hack I've ever played! Keep it up.

...hmmm, now that this is out, d4s will probably release the HDMA features soon.
LizardKing
..of The Carnival Creation

Armet
87/94
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Since: 03-15-04
From: Norway

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Posted on 09-04-05 11:05 PM Link
It might be that I suck at playing SMW, but I can't say I appreciate the trick with the red and green paratroopas in the first two levels.
Dylan Yoshi

Paragoomba
Level: 11

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Since: 08-31-05

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Posted on 09-04-05 11:09 PM Link
OH. MY. GOD. THIS. IS. THE. GREATEST. HACK. I'VE. EVER. PLAYED.

Heck, this even outranks Super Mario Odyssey.

I've currently played up to Piranha Island 1 (that level is HARD). I noticed in Piranha Island 1 that the midway point isn't lined up right with the diagnal pipe. Might want to work on that.
SoNotNormal

Fuzzy
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Since: 07-01-05
From: Canada, eh?

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Posted on 09-04-05 11:50 PM Link
Awesome . . Awesome job! But I noticed a sprite problem - in Morton's Factory, near the beginning with the conveyors, dry bones, and fireballs, it gets very, very laggy. Better take a few sprites away. That's all I've played so far, and it's been awesome!

EDIT: In Crystal Mine 1, near the very beginning, the ledge is messed up. The left edge doesn't meet the middle - just play that level and look at the edges near the beginning and you'll see what I mean.

EDIT 2: Actually, I noticed all the left edges in that level are like that - you gonna try and fix them?


(edited by SoNotNormal on 09-04-05 02:56 PM)
(edited by SoNotNormal on 09-04-05 02:58 PM)
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

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Since: 03-15-04
From: Blame my parents, Eddy

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Posted on 09-04-05 11:59 PM Link
Hmmm... been interesting to see these screens this whole time. Now that it released, I guess I should download it and play it...

Well, at least I'll have time on the way to and from work to play it on my laptop. Looks very good for a lot of rips, but then again, I'll have to see how fun it is before I can make judgements.
*waits for download to finish*
*finishes*
*tries level 1*
*tries level 2*

Pretty neat, I guess. I'll have to play it more.
Dark Ludwig

Red Paratroopa
Level: 21

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Since: 09-17-04
From: Georgia

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Posted on 09-05-05 12:06 AM Link
I have gotten pretty far into the game as of now, and I decided to do a little glitch reporting!

In the first ghost house, I presume that the secret exit is directly to the left of the part where you get the key? The gaps between the blocks that you have to jump across are just too big. Please make them a bit smaller.

In Crystal Mine 3, the downwards-facing pipes with pirahnas in them need layer priority. I can see the pirahnas through the pipes.

Lizardking, those koopas are very easy to get past compared to the twice-as-long-and-farther-spaced paratroopa chain in Crytal Mine 2. I consider myself to be very good at controlling Mario. I had to rewind, slow down the framerate, and even savestate many times to get past it. Paratroopa chains are NOT cool, and they never have been or ever will be cool. You are the level designer, so design some more level for that part.

Over the lava area just past the pipes with pirahnas in them in Crystal Mine 3, the last rotating platform is rotating around a block that is one space off to the right. Move that.

In Crystal Caves 3, you have another paratroopa chain. It is not cool and hard to get past, so please remove it.

In the first two levels (thanks for reminding me Lizardking) there are paratroopa chains. They are not cool and hard to get past, so please remove them.

In Crystal Mine 4, when you get to the part with the big pool of water that you have to jump over on little pieces of land (just after the waterfalls), the land is just out of Mario's reach, so he is stuck, and cannot get out if he falls into the water. Trapping Mario is cruel, please lower the land.

There was a similar problem like this in Pirahna World 1, where I fell into the water at a point near the end of the level and was stuck. Please lower the land a bit there, too.

In Pirahna World 1, if one of the flying fish near the diagonal pipe manages to land in the water inside the pipe, it gives all these glitched graphics for where he lands.

In Crystal Mine 4, enable layer priority for the exit-enabled vertical pipe in area two, because I could see Mario go up the pipe. Also, fix the FG/BG initial position of the entrance to the third area in that level.

In Crystal Mine 4, in the third area, the two waterfalls a bit after the entrance were WAAAAY too spaced. I had to make and use a PAR code to get a cape and pass that part.

In Crystal Mine 4 in the third area, just after where I needed the PAR code, there was a dolphin jumping in the water, wit hthe secret exit above him. You shouldn't have vertical scrolling enabled in levels with dolphins, because people might get the screen to scroll up, and see the tail of the dolphin, floating a screen above where it is. That's what I saw. Remove the dolphin.

In Crystal mine 4 the second area, the vertical scrolling is on and I can see the lone tails of the vertical-jumping dolphins just off the top of the screen again. Turn off vertical scrolling, and make this part of the level smaller, or enable priority for the cave's dirt tiles.

The red switch in the red switch palace is a bit pinkish before you squish it, but then it turns true red. Fix the FG palette for the switch tiles.

The red switch palace has another paratroopa chain. Even though it is much smaller than the previous ones, they are hard to get past and not cool, so remove it and think of a different way to have Mario collect coins in that level.

You have the layer priority problem with the vertical pipes again in Crystal Mine 6.

This is as far as I have played. There are many, many problems you need to correct. Please do so. I know that's alot, but meh, you said to report them, so there ya go!
SoNotNormal

Fuzzy
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Since: 07-01-05
From: Canada, eh?

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Posted on 09-05-05 12:07 AM Link
Argh, I didn't really find a mistake, but that one part in Crystal Mine 2 is way too hard - the one where you have to jump across like 25 green paratroopas. I'm stuck on it since the jumps are waaay to big. I had a savestate thing going there, so you might want to tone it down a bit. Maybe others can beat it, but I really can't
BabyBowser

Paragoomba
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Posted on 09-05-05 12:14 AM Link
The level design isn't very good...
The 'paratroopa-chains' are annoying and the levels are pretty straight-forward!
fabio

Chuck
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Since: 07-02-05
From: Somewhere in Texas

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Posted on 09-05-05 12:19 AM Link
Originally posted by BabyBowser
The level design isn't very good...
The 'paratroopa-chains' are annoying and the levels are pretty straight-forward!


I only found the paratroopa chains annoying. I had to use savestates because I screwed up a lot on the paratroopa chains. Everything else is pretty good. I've past Morton's factory and entered the Crystal Mines.
SoNotNormal

Fuzzy
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From: Canada, eh?

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Posted on 09-05-05 12:28 AM Link
Hmm, I still can't make it past the chain in Crystal Mine 2. It's impossible. There's one part I just can't reach the next Koopa, I land as close to the next one as I can, but I can't reach it. Your level design is great, but the chains aren't. Please, for everyones sake, take them out.

Did anyone else beat Crystal Mine 2?
Dylan Yoshi

Paragoomba
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Posted on 09-05-05 12:56 AM Link
Originally posted by BabyBowser
The level design isn't very good...
The 'paratroopa-chains' are annoying and the levels are pretty straight-forward!


Firstly, the level design is awesome in my opinion. Sure, it could be better, but I overall enjoyed it. Secondly, I enjoy Paratroopa chains. They seem easy to get past.

And lastly, I have a glitch report. In Piranha Island 1 (I still haven't beaten it...), if you jump out of the water on the right side of the diagnal pipe, this might happen:

You can easily get out, but you might want to work on it.
fabio

Chuck
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From: Somewhere in Texas

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Posted on 09-05-05 01:00 AM Link
Originally posted by SoNotNormal
Hmm, I still can't make it past the chain in Crystal Mine 2. It's impossible. There's one part I just can't reach the next Koopa, I land as close to the next one as I can, but I can't reach it. Your level design is great, but the chains aren't. Please, for everyones sake, take them out.

Did anyone else beat Crystal Mine 2?


How many Parakoopas did you kill before dying? I died after getting 8,000 points from the last paratroopa I killed. Looks like I have to use save states again.
SoNotNormal

Fuzzy
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Posted on 09-05-05 01:08 AM Link
Originally posted by fabio
Originally posted by SoNotNormal
Hmm, I still can't make it past the chain in Crystal Mine 2. It's impossible. There's one part I just can't reach the next Koopa, I land as close to the next one as I can, but I can't reach it. Your level design is great, but the chains aren't. Please, for everyones sake, take them out.

Did anyone else beat Crystal Mine 2?


How many Parakoopas did you kill before dying? I died after getting 8,000 points from the last paratroopa I killed. Looks like I have to use save states again.


I died after getting about my 9th 1-up from them - theres this one paratroopa i can't cross - I tried at least 150 times by reloading save states, until I just said @#$% it, and gave up.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 09-05-05 01:29 AM Link
Originally posted by Dylan Yoshi
Originally posted by BabyBowser
The level design isn't very good...
The 'paratroopa-chains' are annoying and the levels are pretty straight-forward!


Firstly, the level design is awesome in my opinion. Sure, it could be better, but I overall enjoyed it. Secondly, I enjoy Paratroopa chains. They seem easy to get past.

And lastly, I have a glitch report. In Piranha Island 1 (I still haven't beaten it...), if you jump out of the water on the right side of the diagnal pipe, this might happen:

You can easily get out, but you might want to work on it.

Heh, yeah, that happens if you let the player get in there. Hence why Nintendo put in those small pipes.
Tatrion

Red Cheep-cheep
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Posted on 09-05-05 01:33 AM Link
In mountain valley 6, at the very end... if you miss the goal star the auto scroll pushes you past it and traps you. Since there's no time limit in that level (or any for that matter) it's impossible to escape or die to escape and you are forced to reset.

In volcano plateau 4, the secret exit doesn't seem to exist, and I looked really hard (Or I thought so). Is there a hint anywhere or something?

And, I wasn't sure if you were trying to make your hack cape-free or what, but there's a feather in 1-1 winter edition that you can get, and once you get it, you can take blue shells through goal posts and they transform into further feathers.

In the cutscene after you beat castle 4, Mario becomes glitched up if you have a fire flower (haven't tried small, cape or big)

Finally, there are various layer-priority bugs in scattered places.

Otherwise, it is a great hack, the graphics are wonderful, I totally enjoyed it to the end.
asdf

Cukeman
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Posted on 09-05-05 02:51 AM Link
Bugs LOL


Look at the pretty yellow line!


HDMA effects cancel upon completion of the level. Although it looks cool here, the underwater effects could get screwed up.


Hmmm...this is an underground section fourth level if I remember correctly. Take a Buzzy Beetle...


It screws up as you go up


And comes out like this.

Screenshotless bug : I could provide one, but it'd be redundaunt. You tried to get rid of the Mario Start screen. But if you look closely, you can see a faint outline of it when starting a level.


Underground ruins, grass does not fade out correctly.

Pirhana Island levels annoyance: Some of the plants instantly kill you, while others simply harm you. There is no graphical difference. This just pisses me off.


Screenshot of the dolphin bug in Crystal Caves that dark ludwig mentioned (taken from the demo version, but it still serves the same purpose). NOTE: There were capes in the Demo version, that's why I have one


(edited by asdf on 09-04-05 05:51 PM)
(edited by asdf on 09-04-05 05:52 PM)
(edited by asdf on 09-04-05 05:54 PM)
(edited by asdf on 09-04-05 08:08 PM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 09-05-05 02:57 AM Link
Alright, well I actually decided to play a hack for once, and so far I've finished world 1. I'm making some notes and screenshots as I go... SPOILERS AHEAD! Scroll with caution!

















  • Your title screen pwns. But title music on the overworld?
  • Difficulty level is just a smidgen high. Mostly because the levels are very crowded (too many enemies) and there are way too many one-block jumps and bounce-off-Koopas stunts. It's certainly tolerable, but it does get frustrating. I found myself making a lot of save states, but only having to actually use them once or twice. (I do try to avoid it. I did lose a lot of lives, but I'm not the kind to save and reload every time I screw up. ) Of course it didn't help that I wasn't paying attention to the level names and played level 2 before level 1, and wound up thinking those big piranha plants were in the background (hey, shells don't phase them).
  • Noticed the lack of a time limit. Cool.

  • Bad coin placement. One of the golden rules of platformers is that if you don't know where to go, follow the trail of coins/rubies/bananas/whatever. When I was on that platform at the top, I couldn't see down, so I assumed it'd be safe to jump onto the coins. WRONG. Speaking of coins, I found a few invisible ones, was that intentional?

  • See that area circled in red? When I jumped down through it, I got hurt. I wasn't able to reproduce it though.

  • What is that thing, a bat? Whatever it is, it's very hard to see flying around, which makes for a lot of unexpected death. This area is kind of annoying as well... when you find a secret path in a platformer it's generally supposed to be like a bonus or something, like n 1-1 in SMB. This path, however, seemed designed to ensure my demise. Which it did.

  • This is a huge problem. In a previous level, those red things - which are supposed to be background objects, mind you - were FG objects and I could jump across them. I didn't have that kind of luck here, finding out the hard way that these ones are in the BG and can't be jumped on. I can only hope I won't see this sort of thing repeated.

  • Love how the egg says 'thanks man'. In the message, that 'to' shouldn't be there. The lava is just where Iggy belongs, not where he belongs to. That doesn't even make sense.


Overall I'd rate it a 7.5/10. Very good (the special effects in particular), but not such great level design (far from bad, just not really good). Of course, I have yet to play beyond the castle.

ASDF, I saw the yellow lines too, but they were green. I think it's a ZSnes bug. Some of them didn't show up in screenshots.


(edited by HyperHacker on 09-04-05 05:59 PM)
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