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Acmlm's Board - I2 Archive - - Posts by GCNMario |
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GCNMario Red Paragoomba Level: 12 Posts: 1/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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1. Is there a way to get access to the test level in the original SMW? I'm asking because I found a save state of the test level, I'm wondering how they managed to find it, or if they just hacked the saved state to access it. Does it have anything to do with the unused switch at bowsers valley, when I opened the SMW rom with Lunar Magic? 2. What is the total % or exits in Super Demo World-TLC? I only got up to 119, and I heard there are 120 exits? 3. Has Luigis Adventure #2 (SMW Hack) been released yet? If not, any plans for release date? I saw screen shots and info about this in another possible older topic. 4. Are there any english translations of the first Luigi's Adventure (SMW Hack)? Because I can not understand that Japanese text. Will there be an english translation for the 2nd one? 5. What's the possible total % for Luigis Adventure (SMW Hack)? 6. Since it's possible to edit the Levels, Sprites, Title Screens, etc with Lunar Magic, I'm wondering, is it possible to edit the bosses of SMW? I'm assuming it's not because in the full edited hacks, they are all the same from the original SMW. 7. Why must you input the two codes you type in to Lunar Magic to access the bonus features, such as recording the demo and editing the title screen and credits? Why couldn't they be a main feature like the other ones? BTW, I noticed a few glitches in Luigi's Adventure. One of them being the bad colors used in the status bar display. Another one is that all the graphics are screwed up at the credits/ending screens, after defeating Bowser. Is this planned to be fixed in the second release? |
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GCNMario Red Paragoomba Level: 12 Posts: 2/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Forget the percentages, I just want to know the final number you get in the file name for the hacks, whatever you call them... I replayed SDW, all the red levels all the minor/major castles, all the graphical (unknown color) levels with keyholes. I'll see what I can find. - "There is 120 exits. What about the secret in water world leading to sky world?" Remind me where/which one that is? I have found the secret path from the Water Secret Mushroom House, did Star Road in order from normal exit to secret exit, completed Big Boo's world, found all the ' ! ' blocks and most of the obvious secret areas for alternative paths if that helps anything. However, I found this in the FAQ about SDW, which helped me quite a bunch. - Ship Graveyard Secret Exit: There is no secret exit here. The key is an accident. Ignore it. Is that really an accident accident, or is this a clue on the water secret exit leading to sky world? Anywho, can someone remind me or put link to the creators site that has Luigi's Adventure for progress? I already have the first hack, I'm just wondering if the author is continuing the project with the second adventure. EDIT - N/M, I found it. But the download link for Luigi Adventure #2 is unavailable. Assuming it is still under WIP. (edited by GCNMario on 08-23-04 03:47 PM) (edited by GCNMario on 08-23-04 03:48 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 3/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Okay, but can you tel me about the water level exit leading to sky world you were talking about? | |||
GCNMario Red Paragoomba Level: 12 Posts: 4/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Oh, I already knew about that secret, but you're wrong about the location. The pipe takes you to pipe world, not sky world. Still stuck at 119. Care for me to show my zst and/or srm file to help me locate the final one? EDIT: Here's my Save states at 119 goals out of 120 goals. REMOVED, thanks for helping Sergeant Billakov. (edited by GCNMario on 08-24-04 02:06 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 5/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Good job. It's a lot of fun! (edited by GCNMario on 08-23-04 09:23 PM) (edited by GCNMario on 08-23-04 09:30 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 6/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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There are 3 exits in Bowsers castle? Assuming the first exit is where you fight Bowser. The 'super' secret exit is where you go through some wall to collect a star. The normal secret exit is with the key & keyhole. I think I forgot that one. Let me go back and check that out. EDIT: Yup the key hole exit, that's the one I missed. But what is the point of 2 secret exits if they lead you to the same alternate path? (edited by GCNMario on 08-24-04 02:09 PM) (edited by GCNMario on 08-24-04 02:10 PM) (edited by GCNMario on 08-24-04 02:16 PM) (edited by GCNMario on 08-24-04 02:20 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 7/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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The big piranha plant is misalligned from the way it's perfectly alligned in SMW2:Yoshi's Island. I don't know if this has anything to do with the way SMW alignments are, or if that's just an accident. Also, wouldn't Mario be able to destroy it with a fire flower or star powerup like all the other piranha plants? LOL, I 'LOVE' the start+select to go to next level glitch! I love the way the Underground Ruins level ends, with a pit hole. But you did a nice job on the hack nonetheless. Very impressive! Nice work! (edited by GCNMario on 08-24-04 02:45 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 8/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Oooh, Nice. I didn't think about that. Okay, well this maybe a dumb/stupid question, but using the original SMW rom alone (not all stars+world), is there a way to change/hack Luigi 2nd player into his own sprite instead of the Mario into Luigi recolor? Or is that only a new thing for the All Stars+World? (edited by GCNMario on 08-25-04 06:02 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 9/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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LMAO, I like the radish powerup, but not very useful. I prefer the fire flower. Some of teh levls are extremely hard though. Especially the castle levels. LOL, Some of the castle endings remind me of Super Mario World's castle endings where different things happen to the castle each world. |
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GCNMario Red Paragoomba Level: 12 Posts: 10/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Originally posted by Neko54123Originally posted by GCNMarioThat's not a glitch. It's an intentional debugging feature that was left in the ROM, but disabled by Nintendo, just like the Up + Select powerup changer. Then how come the code(s) doesn't work in my original SMW rom file before completing a level? Is that an option to change that debug codes in Lunar Magic? |
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GCNMario Red Paragoomba Level: 12 Posts: 11/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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If it's possible to change sprites of bosses, here's an idea. Get SMB3 Bowser sprites from All Stars. Use them on Ludwig Koopa, the one that can throw fire and spin its shell. I think this could make a perfect Bowser alternative. Change the boss area to Bowser's final castle theme. There, we have a new Bowser for SMWorld hacks. What ya'll think about this idea? That is, if it's even possible to do that, assuming so. |
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GCNMario Red Paragoomba Level: 12 Posts: 12/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Oh, you can't change the size of them, let alone sprites/coding of the bosses, can you? I was pretty sure you can change background images and level design layouts and enemies, pipes, etc, but I guess bosses are another thing. Am I right? (edited by GCNMario on 08-25-04 02:35 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 13/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Well, if Ludwig is too small, or too wierd for size, tell me. Who else throws fireballs and/or jumps around? I used Ludwig because it's the only one that's different from the other koopa kids. The others are just copies of the other bosses, floating moat on lava, wack a koopa-kid, and walkin up walls closing in battles. Whch I can't imagine seeing Bowser fitting into any of these in a SMW hack. | |||
GCNMario Red Paragoomba Level: 12 Posts: 14/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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It was mentined in the readme that came with SDW-TLC. However, there are only 2 versions I can find on the official website, yet there are 3 versions? Is the second unofficial version just the same as the first release but with modified music to SMB3 music? I don't see why that would be considered a major, since it's just the same game hack other than music change. ----------------------------- Taken from DW-TLC ReadMe ----------------------------- Demo World is a hack to demonstrate how well Lunar Magic can modify Super Mario World. There are 3 major versions of Demo World that have been released to date. The first version of Demo World was released on September 10, 2001. While it only contained a few short levels, it's primary purpose was to serve as an example for how to do custom block ASM. To this end, it was the first hack to implement the animated "breakable brick" from Mario 3. The brick could be broken only when Mario hit it from below when big or from the side with a cape. It would also turn into a coin when a POW was hit. There were a few other custom blocks as well, such as a block that would break only when Mario hit it with a fireball, and a Mario 3 style frozen coin. A second unofficial version of Demo World was later released by Bouche, called "Demo World 3". It was identical to Demo World other than the music, which was replaced with Mario 3 tunes. The third version of Demo World was released on September 21, 2003. Called "Demo World : The Legend Continues" (DWTLC), it's a full hack of Mario World that's complete right to the end. It showcases many of the features in Lunar Magic, including the new tile and palette animation feature included in version 1.60. And as with the original Demo World, it has new custom blocks such as screen-scrolling type pipes that are similar to what you'd see in Mario 3. A version 1.1 update was released about a month later to fix a few bugs. ------------------------------ I'm sorry if this is old news. But I'm just wondering if the third (2nd unofficial release?) is still around/available and/or if it's even worth keeping, if it's just a music change hack of the original first release, or if there's more to that version. |
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GCNMario Red Paragoomba Level: 12 Posts: 15/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Here's a better way. Use ZSNESW (Windows version) Use SnagIt to record your video w/ record sound option. ZSNES movies are unaccurate. They stop being accurate after 5 minues of the movie is passed..... After that, the .zmv movies go haywire and you see players get killed and stop moving and doing n00bish-like things, lol. That is if that happenes to all ZSNES versions, or if that's just me. (edited by GCNMario on 08-25-04 05:48 PM) |
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GCNMario Red Paragoomba Level: 12 Posts: 16/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Originally posted by Kratos AurionOkay, thanks. Any WIP status, release date, screens, anything to show the progress of it? Is it windows based, or DOS based? This sounds interesting, and could possibly change the way we make SMW Hacks. I've already ntoiced the music/sounds being changed/modified in Super Mario's Quest by Hidden Mario. So I know that's possible. |
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GCNMario Red Paragoomba Level: 12 Posts: 17/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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MMmmoohkay, this shouldn't effect our savestates will it, assuming the overworld is the same? | |||
GCNMario Red Paragoomba Level: 12 Posts: 18/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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http://tsgk.captainn.net/dld.php?s=gameboyadvance&f=metroidzeromission_miniboss-crocomire_sheet.png Dude, Cracomire is NOT in Metroid Zero Mission, but the website claims it's from Metroid Zero mission.. I'm thinking someone either edited him from SNES to look like Zero Mission style, or if someone really hacked Zero Mission to get these. Was this boss in some graphic table database in Zero Mission or what? Can anyone confirm this? (edited by GCNMario on 08-28-04 12:32 AM) |
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GCNMario Red Paragoomba Level: 12 Posts: 19/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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Wow, these are some great information of hidden/unused objects! Yoshi, A TREE??? HAHAHAHA! |
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GCNMario Red Paragoomba Level: 12 Posts: 20/50 EXP: 7379 For next: 542 Since: 08-23-04 Since last post: 391 days Last activity: 324 days |
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No offense, really. But the Dr. Mario sprite looks ugly, so is the Wario-Mario makeover. I've seen better sprite edits from Mario into Wario. He's not just a pelette swap and evil grin. |
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Acmlm's Board - I2 Archive - - Posts by GCNMario |