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Acmlm's Board - I3 Archive - - Posts by FPI
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FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-09-07 06:45 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by sergio

Thanks but no, isn't the save prompt, the last level i play is hotel horror, but i also have a8 T.T this is a lot frustating for me, is the one of the first hack i can't pass at 100%


But you've got a save prompt after Hotel Horror, right?

Let's see what could be missing:
Spoiler:
-You sure you've entered and cleared all the EXTRA-level's?
-You have beaten the two fortress levels in World 6?
-In "Powercats Train" & "Funhouse Deluxe" have you found both exits?
-You have found both exits in "Green Greens"?
-You've completed "Tet-Retropolis"?
-You've completed "We Are Pirates"?
-You've completed "Old Aquaria"?

If I haven't missed something that are levels where you could missing something. I still would like to know, if you remember which levels you've played at last. Normally the two last points in the game would be the "Zycloboo"-level and "Cursed Fountain" and you will get a save prompt after both of them. So it has to be maybe a level you've played after that. As I said before, most of the secret levels have save prompts, but Old Aquaria and Green Greens don't have a save point for example.



(edited by FPI on 01-09-07 03:32 PM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-14-07 06:55 PM, in Odd sprites in SMA2: SMW Link
So, that means Yoshi can eat the Dolphins? That could be rather unwise.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-14-07 10:07 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Yeah I think it's about time for Nintendo to make a remake for SML2...

Originally posted by Joshua368
My favorite level so far would have to be Hotel Horror. It was very atmospheric and fun to explore.


I'm glad you say that, because I wasn't really sure about that level. I thought a long time that it would be better to leave the level out of the hack, because it was a really "unusual" level... just a house with many, many levels and rooms and no clue on what the hell is the player supposed to do there. In addition, most of the level was done with the "standart"-SMW-GFX. But in the end, I decided to let the level in the hack nevertheless, but it wasn't an easy decision.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-15-07 05:37 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by xZeaLitYx
Ah, I'm on the hotel right now. I figured out how to access level 5 and go beyond that room, but I'm not really sure what to do next.

Edit: Oh hey, a P-block. If I could just figure out where to use it.


Spoiler:
You need to go to the lowest level in the hotel with the well in it. (You need also a Fire Flower for that.) Hit the switch and enter the well.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-19-07 09:24 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Wow, what a find. But you're right. It will be fixed, thank you!

About Old Aquaria: I would like to know how far you've come there. Have you found the room with the diagonal Bullet Bills yet? Because... that's probably the most important room in that level.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-20-07 05:24 PM, in New Smw Beta Screens found! Link
I agree with pikaguy900 about the Overworld. The overall design may be cool, but the Overworld for itself is really blend and have hardly any details. It also looks very small, when you look at the overworld on the Title screen image. Just a round small island, and that's it. In the "final" Overworld, they put much more details in it, which makes the whole thing much more interesting.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-20-07 10:42 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by Kailieann
hmmm... I did some debugging of Hotel Horror on an older version of the ROM.
It looks like the bug with the locks might be ZSNES-specific, it wouldn't happen at all in the debugger.

I did notice, however, that the code for the locks was being executed twice when you had the key, as if it didn't realize you had the key the first time.
Very strange..


Hm, that's weird. But I'm very sure, that the same thing would happen on Snes9x, too, because I tested the hack a very long while in Snes9x, mostly because of the 7k-m16-problem which appeared on ZSNES 1.4*. I had also trouble with the "+10" & "+"50"-blocks, but since the problem with that was much more dominant than the key-problem in Hotel Horror, I was never able to make a level with them. At the time I ripped the Labyrinth-Zone-GFX from Sonic, I always wanted to make some kind of "inspired by Scap Brain Zone 3"-level, and I had a special idea for it. I wanted to recreate that "Sonic gets out of air and need the bubbles"-feeling and the best thing to do that was using the +time-blocks with some airbubble-GFX. But it never worked right. Sometimes yes, sometimes not. Crappy. But I think, it's a very similar problem in "Hotel Horror" with the keys.
(The "inspired by Scrap Brain Zone 3"-level is still in the hack, btw, but without the bubbles. It's "Death Trap Zone" actually, for the most time I replaced the bubbles with Yoshi-Coins or normal coins, so, if you play the level, I think it's really easy to figure out, on which places the bubbles would have been. Too bad that it never worked, I would have liked that. )


Sooo.... How exactly do I get to Old Aquaria? I've been waiting to learn that... but no one seems to be answering...


Huh? You said, you were in world 3 at the moment. Don't you think it's possible that Old Aquaria MAY BE a later level? Besides that, it IS possible to skip that level. You have to find 2 secret exits to get to this level, but from what I've read so far, never had really a problem with finding these.)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-23-07 05:18 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by xZeaLitYx
*Tempted to start whining about the exit for Ruined Ruins...


Hm, I can give you a hint:
Spoiler:
The P-Switch at the beginning is not only there to make coins appear...


Originally posted by funguy10
I need a walkthrough of all 109 exits because I'm starting a TAS of this game.


I assume that playing the hack would help a lot.
Besides that, I wouldn't start with it right now. I'm working on some kind of final bug fix release, and the TAS you will make on version 1.2 will not work on version 1.3, I'm very sure of that.
...and yeah, I intend to expand the FAQ on my website a bit, since so far there are mostly Q/A's for my first hack. But at the moment I haven't the time for that, so the best thing you can do right now, if you have some trouble with a particular level, ask me about it, but it would probably help more to play the hack and try for yourself instead of using some kind of walkthrough from the beginning.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-23-07 09:08 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by Joshua368
Also, in the sun/moon level right before the final Zycloboo fight, the tube out of the second room didn't seem to work. I had to use Lunar Magic to fix it, and that wasn't fun...


With "Sun/Moon"-level you mean "Starlight Road", right? If yes, what exactly happenend? And what did you make to fix that?
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-24-07 05:35 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Hm, weird. But I guess you are right that something went wrong during the ips-patching process. ( you've used version 1.2 of the hack, right? ) - At least I tried it by myself with v1.2; I used the patch and a clean rom, patched it and openened the particular level, and everything was looking right.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-26-07 10:36 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by funguy10
Well, I'm currently getting the folks at TAS videos to accept this hack before I start my TAS so I don't wind up with my work being wasted.


In that case, you should forget about it. I doubt, that you would complete it, anyway.


They are currently leaning their intrest to another hack called Super Challenge World which is less widely known than this one.


If a hack is less widely known doesn't mean automatically that it sucks.



I say that's because Super Challenge World has no new graphics while this one does.


If you prefer TSRP2 only because it has new graphics, you've understood nothing.



That's why this thread is "HOT".


Every thread get's hot, when enough replies are posted. It doesn't have to do with the topic's quality.


...but there's always someone who won't like something.


That's absolutely right.


Which do you like better: Super Challenge World og TSRP2?


What is that? Only one or another? Can't they coexist? Play the hack(s) you like and avoid the ones you don't like. It's that simple. And since there is a huge amount of SMW-hacks it shouldn't be too hard to find something.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-28-07 09:02 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Uhm, you know I'm working on Version 1.3 for some time now to get some of the latest bugs you've found out of the hack, but I'm having some weird problems with that, but I'm not entirely sure.

Because of the changes, I was betatesting the hack again, and I noticed some slowdown problems in levels, that don't had slowdown problems before, so I checked version 1.2 one time more, and yeah it's much better there but maybe it's some kind of coincidence or whatever, so I want to be sure.

The best example to check at the moment would be "Koopa Hill #2", the first half. So I would like to ask the ones who played the hack or that particular level: Have you noticed any slowdown problems, and if yes, how big are they?

The answers would help me a lot.
At the moment it seems to me that no matter what I'm doing that I'm just adding slowdown all over the hack, and I don't want that.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-29-07 04:01 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by Madman200
...even blowing up ZyCloBoo with GARBAGE TILES?
Unfortunately, his death is made of garbage tiles. It will only happen once, but it will happen.


You mean the Overworld-event, right? If yes, there is nothing I can do about it. The Overworld is made of ExGFX, and during the events you always see the "normal" GFX first before it gets replaced with the proper ExGFX-tiles.


I haven't really noticed any slowdown at all.


Hm. Maybe I will find a way to edit the few glitches without screwing up the hack, but if not the best thing I can do is stay with Version 1.2. I certainly don't want to replace a slowdown-free version which has a few minor glitches with a glitchfree-slowdown-version.


(edited by FPI on 01-29-07 10:03 AM)
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 01-30-07 05:06 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Have you find the message box near the end of that level? It will give you a few hints. Besides that...
Spoiler:
you can go through a lot of walls in that level
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 02-01-07 05:36 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by Madman200

Level S-2 = Fun House Deluxe
That was a real nice touch with the cats moving keys into keyholes and moving on. What did you use for that?



Megamoles.



Level 7-2 = Area 16B
That was vile and rude. Large circle or no, you could've had some warning in there for hidden stuff.


I don't think so. The Lost World is just a additional bonus world, you don't need it to complete the game. I did that for the players who cares a bit more about a game than just completing it as soon as possible, because sooner or later they would find out.
Besides that, I wanted to have some hints in the hack, but I putted them in the Zycloboo-level. Later, during the testing, I noticed that the text in the message box wouldn't show up. I guess it had something to do with the transparent level mode, but I'm not sure. Either way, I skipped the idea with the hints and removed the message boxes.




Level 6-5 = Tricky Temple
Fact overlooked. I went in with a feather in my storage, and skipped two levels in speed. Would a BlockTool stoppage work? No items in inventory or else no passage past some blocks.



Yeah, after I did the level, I noticed that, too, but it didn't bothered me. I think there aren't that much places in the hack, which you can skip with some tricks, so it's not that bad if you have a level which you can actually skip. Who cares anyways, since the level leads to nothing else on the OW-map.



Level 2-5 = Whispy Woods
Really, Whispy wasn't there. He was just background. But if the ground didn't move...


I had a lot ideas for that one. If I would be a better hacker, that would be a "real" boss fight. I thought about some custom blocks and wanted to put Whispy on Layer 2 and all that but one of the reasons for putting him on the BG was mostly the slowdown. You know during making the hack the hack had huge slowdown problems, mostly in Layer2-levels, so I don't wanted to find out how much a layer2-Whispy-level would lag with all the additional sprites on the screen.



Level 8-2 = ZyCloBoo
Guts. Does the finish hurt his heart, soul, body, or eye?


Obviously everything but his eye, I would guess.



And I still got the secret non-exit areas to find...


I can help you a bit:
Spoiler:
with some exceptions they aren't THAT hidden, and you can find them mostly very near the beginning from the actual level. Besides that, Top Secret Area #1 is in World 1, Top Secret Area #2 is in World 2 and so on... the only exception is Top Secret Area #8, which is in World 7 as well, but you already know that, I would guess.




I never did find that message block. Care to share what it said?


It's shortly before the goal point, where the birds are flying around.
It says:
"Some flames in this level are hidden. And easy to avoid.
No risk, no fun!
But before taking any risks, hit the switch first!"

The way I hide the secret road was very much inspired by the secret stuff in "Alfred Chicken", preferable the GB or Amiga-version. (The GFX is from the SNES-Version, but besides the fact that this game has awesome GFX, it really sucks compared to the GB/Amiga-version) In this game they had a lot of places with spikes somewhere and you would be really really stupid if you would get hit by them, because they are placed in locations which you can avoid very easy. So why put some spikes in areas, if no one would be stupid enough to jump on them and die because of that? Very easy: Because there is a secret! XD
"Alfred Chicken" for GB was actually my third Videogame I've ever played and still one of my all-time-favourites. I loved especially the way the hide all that secret stuff, because it was really fun to look for it.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 02-03-07 10:44 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by BooUrns
Plus, forcing a player to complete nearly all of a level a second time to activate the secret exit becomes tedious.


That was the main reason why I did it that way.

Besides that, with all the discussion about TASing it, I was a bit curios, and tried it for myself. I never thought playing the game in slow-motion would be any fun at all, but now I think I was wrong.

So, I made a little video. I choosed "Rhino-Oil" for my very first test. Since I'm a total noob when it comes to speedruns, don't expect any TASing-tricks or anything special at all. Maybe I will make more Speedruns like this, but surely not the whole game. The levels I will probably make anytime soon would be "Death Trap Zone" and "Mario's Castle" (on the secret exit-route), because I would like to see them.

Here you can see my noobish attempt, lol:
http://www.youtube.com/watch?v=DUyiqbkcFiM
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6331 days
Last view: 6342 days
Posted on 02-16-07 01:54 PM, in Super Mario World: The Second Reality Project 2 - Zycloboo's Challenge Link
Originally posted by Madman200
Originally posted by specialkoopa
i can't find the secret exit to kamek's hideout.

Yheesh...

Guy, just use Fire where there's a "gap" in the wall.


He's talking about Kameks Hideout, not Kameks Magic Castle.

You can enter the last pipe shortly for the Midway point. The pipe is blocked by two upside-down-flames, but they are both falling down when you come near them. Enter the pipe and get the P-Switch. Take it to the Vertical level part and you can't miss the wall of blocks, which will transform to coins by hitting the P-Switch. Follow the path until you reach another pipe. Enter the pipe.
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