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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 - General SMW Hack Questions | |
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GCNMario

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Posted on 09-04-04 08:16 AM Link | Quote
1 - Why when I play new hacks, the name and status bar usually have wrong/bad palette. Is that an issue, or is it because people don't think about changing the color of the status bar when they change the palette around?

2 - On the map screen, what's the difference between a small dot and a big dot?

3 - Could you make a hack to confuse people on the map screen, ex, yellow dot may/may not have key hole, and red levels may or may not have key holes?

4 - Is it possible to make a level a maze, where you had to go in certain order? Example, the NES SMB final castle level?

5 - Is it possible to make an enemy swallow Mario? Ex, Boss Bass fish from Mario 3 water levels.

6 - Is it possible to change what the castle bosses (koopa kids, renzors) do?

7 - Is it possible to change the castle being destroyed scenes? The scenes where Mario saves the eggs and destroys the castle? I'm talking about the scene itself, not the text below it.

Lastly, do you think it would be really worth my time if I tried making a full hack?
Not saying I will, but asking if it's worth it.


(edited by GCNMario on 09-03-04 11:19 PM)
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 09-04-04 08:21 AM Link | Quote
1. People, when making backgrounds, accidentally overwrite the colors of the status bar that draw from the last eight parts of the background palettes.

2. Nothing.

3. Yes. Yes you could. If you did, however, I personally would run over to you and stab you over and over again.

4. Yes, with strategically placed warp blocks.

5. Yes, with heavy ASM.

6. Yes, with heavy ASM.

7. Yes, with heavy ASM and a good tile editor.

Lastly, if you have to ask, probably not. I just work on mine when the thought occurs to me "Hmmm, I should really work on this more." If you want to know, the answer is probably no - if you have the free time, go for it, but if you have to make time for it, no.

Edit: I sure did, Kario.


(edited by Kratos Aurion on 09-03-04 11:21 PM)
(edited by Kratos Aurion on 09-03-04 11:33 PM)
Kario

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Posted on 09-04-04 08:23 AM Link | Quote
General Answers
(This probably should have been posted in the questions thread, but anyway)
1-Yes
2-In the original, a big dot was a bigger level than the small dots, now it doesn't seem to matter
3-Sure. Seems kind of evil though...
4-If there is a custom block that keeps the screen from scrolling to the left, then yes. Check around if there is one.
5-Possible? Yes. Has it been done? No. How would you do it? ASM. Technically, you would make enemy GFX that their mouth opens when close to Mario. When they hit mario, instant death, and make his sprite disappear. (Thats all it really does in mario 3)
6- Once again, ASM makes anything possible, but there is no editor for it specifically.
Last thing- Depends, if you suck then no, it would be a waste of time and people would insult you. Mys suggestion. Make a demo of what you want your game to be like, show it to the people here, go off the feedback. If it isnt that great though, don't just quit, work harder.
EDIT2: Q7- ASM Sure. Don't think anyone has yet. You can edit the GFX if you find them.

EDITamn, Kyouji beat me to it....


(edited by Akmlm on 09-03-04 11:24 PM)
(edited by Akmlm on 09-03-04 11:26 PM)
Aioria

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Yes I will!! ;D

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Posted on 09-04-04 08:31 AM Link | Quote
Originally posted by GCNMario
Why when I play new hacks, the name and status bar usually have wrong/bad palette. Is that an issue, or is it because people don't think about changing the color of the status bar when they change the palette around?



People who don't know how or are too lazy to deal with paletes or forget to avoid overwriting the satus bar and messages paletes, by not making the appropriate palete changes at the tile editor (instead of making it directly at lunar magic by choosing any palete from rows 0 and 1, some of the colors there will affect the status bar and the texts), have these palete changing problem.
I noticed that many smw hackers are correcting this problem now (hidden mario is his hack, for example, was very careful on these palete changes. He didnt have any level w/ palete problem at the status bar), and thats good.


Originally posted by GCNMario
Could you make a hack to confuse people on the map screen, ex, yellow dot may/may not have key hole, and red levels may or may not have key holes?


yes, but it'd suck

Originally posted by GCNMario
Is it possible to make a level a maze, where you had to go in certain order? Example, the NES SMB final castle level?


Yeah, but you would ahve to be very smart on seconday exits stuff and use lots of levels

Originally posted by GCNMario
Is it possible to make an enemy swallow Mario? Ex, Boss Bass fish from Mario 3 water levels.


by ASM you can change an enemie's function. Like, you could use the porcu-fish (that spiked fish that follows mario). Then, you could change his gfx to Boss Bass gfx (Anikiti made this on Luigi Adventure 1). Then you could use extended animation to make the Boss Bass open and close his mouth. After that, use ASM to make Boss Bass kill mario directly- itd seem that he swalled it



Originally posted by GCNMario
Is it possible to change what the castle bosses (koopa kids, renzors) do?.


yeah, by ASM. and that goes for enemies in general also.

Originally posted by GCNMario
Lastly, do you think it would be really worth my time if I tried making a full hack?
Not saying I will, but asking if it's worth it.


NO!! ITD SUCK!!! U WOULD DESTROY TEH HONOR OF TEH SMW HAX0RING COMUNITY COZ U R A MORON!!!111111

Hey, only kidding

Sure, you should start it as soon as you wish, with effort you can make great hacks, just be creative and learn how to use all the features LM and the other programs (tile editors, etc...) will offer to ya.


(edited by Aioria on 09-03-04 11:33 PM)
asdf

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Posted on 09-04-04 08:58 AM Link | Quote
1: There is usually no way out of this, save heavy recoloring (which takes decades) or using a different Palette. I prefer the latter.

2: One's big and one's small. Other than that, nothing.

3: Of course! But if you're gonna do that, it'd be nice to tell them about it.

4: Yes, use warp blocks combined with 1-way blocks.

5: Hardcore ASM.

6: Besides changing the HP of Morton, Roy and Ludwig, there is little you can do. However, you can edit the Lemmy/Wendy clones to look exactly like the real one, and get rid of their animation code. Otherwise, hardcore ASM.

7: It is indeed. Try this. Play through a hack or the original game with the PAR code that affects your jumping on (00D7A6??). Some numbers won't work, but 01 will and it works great (makes Mario jump more than thrice as high). Now, trigger either castle scenes number 1, 2, 4 or 5. Notice how Mario's jumping is affected in the cutscene? Now, put on the PAR code that allows you to hold the jump button to hover (try 00D7A6C7) and watch one of the afformeted cutscenes.

In 1, 4 and 5, Mario will attempt to jump onto the switch, but fails and proceeds to duck. This proves that the cutscenes may be button-recording based! However, since you never hit the switch, the castle doesn't explode, and you're left with a motionless Mario standing there.

In 2, something even weirder happens. Instead of jumping up onto the walls of the castle, he goes halfway into the ground and does a slide kick into the castle!
GCNMario

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Posted on 09-04-04 09:25 AM Link | Quote
Okay thanks.


So now, if there is no difference between a big/small dot on the map, then why do they even have it? The only theory I can give is how long the level is.
- small dot are short levels and do not have a mid-continue point.
- big dots are longer levels with a mid-continue point.

Does that sound correct?


Another issue I seem to notice in SMW hacks is at the end of the level. When the background fades out during the score, some of the other custom backgrounds do NOT fade. Is that also an issue with the palette, new backgrounds using some of the palettes that don't fade, or because the people didn't use colors used to fade with the background?


Another question. You know how you need to have certain amount of coins to get the 1-up from the green star [*] block? Well could you make it so you would need a certain amount of coins or meet certain conditions like that to gain the Key?


Also, what's ASM mean/stand for? Assembly? And how would people go about doing a heavy assembly to edit/change the enemies & bosses?


BTW, does anyone notice the color changing pipes at the second water level after the 1st castle in the original SMWorld? The part of the water level where you go in the pipe some point and appear in a cave-like level with a ? block containing P balloon, and a 1-up at the very top. When you go all the way up, and fall down, the orange pipes become green.
Is that a palette bug in the system, or was that intentional?


(edited by GCNMario on 09-04-04 12:29 AM)
(edited by GCNMario on 09-04-04 12:30 AM)
(edited by GCNMario on 09-04-04 12:34 AM)
(edited by GCNMario on 09-04-04 12:39 AM)
(edited by GCNMario on 09-04-04 12:44 AM)
Keikonium
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Posted on 09-04-04 09:29 AM Link | Quote
Originally posted by GCNMario
Okay thanks.


Another issue I seem to notice in SMW hacks is at the end of the level. When the background fades out during the score, some of the other custom backgrounds do NOT fade. Is that also an issue with the palette, new backgrounds using some of the palettes that don't fade, or because the people didn't use colors used to fade with the background?


This has bothered me in alot of hacks also. Its not just the BG, but sometimes the FG aswell. I think its just the use of palettes that the game wasn't going to use for FG or BG palettes, so the game didn't program them to fade. I think its the palettes farther to the right that make this happen but I may be wrong...

BTW, all these questions were great, I had wondered about all of these my self. Especially the castle destruction sceens. You can edit those thru a tile editor so if you just want to change the look you can. But what mario does would require some asm...
Alastor the Stylish
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Posted on 09-04-04 09:36 AM Link | Quote
The colors that don't fade at level end are those that draw from colors 9-16 in whatever they are. The game wasn't originally programmed to have 4BPP graphics, so there was no reason for them to program in the other 8 fading out.
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Posted on 09-04-04 01:51 PM Link | Quote
ARGH. Yes. I've had to make somewhat extensive changes in the past because of a FEW LOUSY STINKING COLORS that didn't want to fade out.

That's just one reason I've avoided using the status bar palette for anything but the status bar. That, and it just looks better having the same colors up there in every single level.
GCNMario

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Posted on 09-04-04 09:43 PM Link | Quote
Thanks again for the replies, but can someone answer my other questions, from my last reply?

So now, if there is no difference between a big/small dot on the map, then why do they even have it? The only theory I can give is how long the level is.
- small dot are short levels and do not have a mid-continue point.
- big dots are longer levels with a mid-continue point.

Does that sound correct?


Another issue I seem to notice in SMW hacks is at the end of the level. When the background fades out during the score, some of the other custom backgrounds do NOT fade. Is that also an issue with the palette, new backgrounds using some of the palettes that don't fade, or because the people didn't use colors used to fade with the background?


Another question. You know how you need to have certain amount of coins to get the 1-up from the green star [*] block? Well could you make it so you would need a certain amount of coins or meet certain conditions like that to gain the Key?


Also, what's ASM mean/stand for? Assembly? And how would people go about doing a heavy assembly to edit/change the enemies & bosses?


BTW, does anyone notice the color changing pipes at the second water level after the 1st castle in the original SMWorld? The part of the water level where you go in the pipe some point and appear in a cave-like level with a ? block containing P balloon, and a 1-up at the very top. When you go all the way up, and fall down, the orange pipes become green.
Is that a palette bug in the system, or was that intentional?

Thanks in advance.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 09-04-04 10:02 PM Link | Quote
Originally posted by GCNMario
Another question. You know how you need to have certain amount of coins to get the 1-up from the green star [*] block? Well could you make it so you would need a certain amount of coins or meet certain conditions like that to gain the Key?
Yes. In fact, it wouldn't be too much trouble, I don't think. Of course, it would take some ASM.


Originally posted by GCNMario
Also, what's ASM mean/stand for? Assembly? And how would people go about doing a heavy assembly to edit/change the enemies & bosses?
Yes, ASM is short for Assembly Code, I believe. When someone says ASM is required, they mean it's possible but yuo'd have to code it yourself. There are various tools you could use to edit this; I'm not exactly the person best qualified to talk about ASM.

Originally posted by GCNMario
BTW, does anyone notice the color changing pipes at the second water level after the 1st castle in the original SMWorld? The part of the water level where you go in the pipe some point and appear in a cave-like level with a ? block containing P balloon, and a 1-up at the very top. When you go all the way up, and fall down, the orange pipes become green.
Is that a palette bug in the system, or was that intentional?
Probably a palette bug. I would assume that it doesn't load properly for one reason or another; I've seen similiar things happen in NES games, but I doubt it's for the same reason, what with the higher power.


(edited by Kratos Aurion on 09-04-04 01:02 PM)
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