(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-18-24 01:33 AM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - How can I balance SMW's gameplay? New poll | |
Add to favorites | Next newer thread | Next older thread
User Post
Glyphodon



 





Since: 11-18-05

Last post: 6339 days
Last view: 6319 days
Posted on 07-22-06 01:57 AM Link | Quote
1ups are pointless. You can go back and grab a few from an easy level whenever you need to and it's set to 5 every time you reset anyway.

Powerups are messed up as well. In the days of the SMB, the point of powering up was giving you an extra hit, and the fire ability was just a special bonus. Now with reselectable stages, abundance, and scrolling both ways, powerups kind of suck.

The cape alone is a mess in and of itself: flight over levels is a terrible ability. Yoshi allows you to get hit an infinite amount of times if you're fast enough, spiked and firey enemies are completely avoidable with the Spin Jump, coins just lead to the ever-useless 1up... continue ad nauseam.

Why am I complaining about this yet again? With Sprite Tool it's more possible than ever to rewrite these things I dislike. I want to make SMW right... I have the skills and the tools but not the plan.
Sparx

Waddle Doo








Since: 11-18-05
From: San Diego

Last post: 6310 days
Last view: 6298 days
Skype
Posted on 07-22-06 02:24 AM Link | Quote
Even if you find a plan, what could be done about savestates?
Glyphodon



 





Since: 11-18-05

Last post: 6339 days
Last view: 6319 days
Posted on 07-22-06 02:28 AM Link | Quote
This isn't about preventing cheating, it's about fixing the game so it's a more fun, balanced experience. Preventing cheating is a battle nobody can really win, anyway... The emulator that runs the game decides what goes, and any attempts to subvert it will likely end in a glitchy game incompatible with many emus.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6299 days
Last view: 6298 days
Posted on 07-22-06 02:47 AM Link | Quote
You can probably kill savestates by adding thed real-time clock chip onto the boar dby changing headers. then read from it, and never let it change by more than one second at a time. It'd be a little harder to do, but it would work, wouldn't it?
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6298 days
Last view: 6298 days
Posted on 07-22-06 03:02 AM Link | Quote
Oh, it'd be very easy. Have the game constantly write to SRAM and read from it, and if it detects a change, restart the game.

It'd be a lot more trouble than it's worth, though.
x1372

Goomba








Since: 07-03-06

Last post: 6316 days
Last view: 6298 days
Posted on 07-22-06 03:12 AM Link | Quote
Well I'm pretty new at SMW hacking, but there's a few ideas that might work. Note that most of these are pulled from various hacks of different mario games I've played.

1) Completely remove lives. Honestly, would anyone miss them? The only real penalty for dying is restarting the stage and possibly lost powerups. Do something completely different with the 1up mushroom, for example have it be worth 10/20/50 coins. Have coins end up being spent on power-ups or something or for some sort of side game (for 1000 coins, get a chance at a boss battle to gain a yellow yoshi or something). In fact, as a balancing tool, the drop down item might be useable only when winning minigames - normally collected powerups simply overwrite whatever you're using. ~ pulled from mario adventure, a SMB3 remake

2) Drastically alter the spin jump, possibly making it only useable by small mario, only useable by super mario, or require a seperate power up. This would put the threat back in a lot of enemy sprites. I know this was mentioned somewhere but I can't recognize the source. As a potential alternate method, add new sprites that act similar to the old ones except still hurt mario upon spin jump (palete swapped spinys or some such).

3) Have some levels (possibly the vast majority) where cape flight is disabled. I know at least one hack demo included this- if you attempted to fly, you would have the initial flight animation followed by normal cape falling once you reached your normal max jump height. Alternately, one could completely remove the cape or make it function more like the SMB3 raccoon tail which had far more limited flight. ~ super mario returns EX demo

4) Give yoshi a life meter. Have his first hit send him into the "panic" run he normally does. Have the second hit repeat that, except have yoshi run faster. Third hit yoshi vanishes in a cloud of smoke.

5) force players to revert to regular mario at the beginning of every level. That way only powerups collected in level A can be used in level A, and level B which isn't designed around the cape doesn't have to deal with it.

I don't know if any of these might prove truly useful, but they're at least a few small ideas on dealing with the problems you mentioned.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
Last view: 6298 days
Skype
Posted on 07-22-06 07:51 AM Link | Quote
Originally posted by x1372
4) Give yoshi a life meter. Have his first hit send him into the "panic" run he normally does. Have the second hit repeat that, except have yoshi run faster. Third hit yoshi vanishes in a cloud of smoke.


Hm... That's an interesting idea.

Originally posted by x1372
5) force players to revert to regular mario at the beginning of every level. That way only powerups collected in level A can be used in level A, and level B which isn't designed around the cape doesn't have to deal with it.


I made a HP system once. There was no Small Mario. Super Mario was the default state. Getting hit by an enemy caused Mario to lose HP, but not his powerup. However, the powerup was reset between levels.
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6312 days
Last view: 6298 days
Posted on 07-22-06 08:56 AM Link | Quote
Nerf bunny hopping and conc-jumping!

Oh... wrong game.
ShadowTails

Grizzo








Since: 11-20-05
From: C:\My Documents\ShadowTails\My House\My Room

Last post: 6320 days
Last view: 6298 days
Posted on 07-22-06 10:50 AM Link | Quote
Originally posted by x1372

1) Completely remove lives. Honestly, would anyone miss them? The only real penalty for dying is restarting the stage and possibly lost powerups. Do something completely different with the 1up mushroom, for example have it be worth 10/20/50 coins. Have coins end up being spent on power-ups or something or for some sort of side game (for 1000 coins, get a chance at a boss battle to gain a yellow yoshi or something). In fact, as a balancing tool, the drop down item might be useable only when winning minigames - normally collected powerups simply overwrite whatever you're using. ~ pulled from mario adventure, a SMB3 remake

I've seen something similar to that, but not quite exact to it, it made it so mario had 5 lives all the time but he never lost any when he died. but otherwise, yeah lives are pretty useless so they should just give mario infinite lives... it'd make more sense....

2) Drastically alter the spin jump, possibly making it only useable by small mario, only useable by super mario, or require a seperate power up. This would put the threat back in a lot of enemy sprites. I know this was mentioned somewhere but I can't recognize the source. As a potential alternate method, add new sprites that act similar to the old ones except still hurt mario upon spin jump (palete swapped spinys or some such).

I never really abused this ability in the game, I know what you're saying about it and I agree to it not being fair, but I think mario should have the spin jump react like in super mario land 2 where it would actually hurt him if he landed on a spiked enemy

3) Have some levels (possibly the vast majority) where cape flight is disabled. I know at least one hack demo included this- if you attempted to fly, you would have the initial flight animation followed by normal cape falling once you reached your normal max jump height. Alternately, one could completely remove the cape or make it function more like the SMB3 raccoon tail which had far more limited flight. ~ super mario returns EX demo

I never really liked the cape's flight ability, I mean it was nice and acted like the racoon tail we all know and love, but it just gave mario too much freedom from actually trying to complete a level, and nothing in super mario world is that hard that you need to fly over the entire level.

4) Give yoshi a life meter. Have his first hit send him into the "panic" run he normally does. Have the second hit repeat that, except have yoshi run faster. Third hit yoshi vanishes in a cloud of smoke.

Nice idea, that'd work fine I bet, sorta like in Super Mario Sunshine when yoshi runs out of juice, or hits water (I know how many people hated when he died hitting water instead of being able to swim) he reverted back to the egg form, but in a hack, I'd say... that'd actually be better, I always ended up losing yoshi, I never had him too long, he's kinda annoying in super mario world...

5) force players to revert to regular mario at the beginning of every level. That way only powerups collected in level A can be used in level A, and level B which isn't designed around the cape doesn't have to deal with it.

I kinda like this, but not that drasticly, I think that Mario should only revert to super mario, but still there are things where this change in what form mario is in can help/hurt the user, like frog mario, if you used that suit in the wrong level... it got kinda messy, I think that also you could make it so you don't get so many hits, like if you have cape mario and get hit, you'd revert to small mario, like in Super Mario Bros. and Super Mario Bros. the lost levels, and japan's Super Mario Bros. 3


every thing for me is in bold if you are too stupid to understand what I did.
mikeyk

Shyguy


 





Since: 02-22-06

Last post: 6461 days
Last view: 6306 days
Posted on 07-22-06 01:11 PM Link | Quote
There are two things that I've done the the past that I think are pretty important. I have the technical information if you'd like to use it.

The cape is way to powerful in that it often allows you to fly over the entire level. I just removed the ability to get an upwards boost while Mario was holding his cape. This was done by setting rom 0x5AA6 to 80.

Making ths spin jump not make you immune to spiny enemies was the other one. This the in the code responsible for that awesome ability:

$01/A8D0 AD 0D 14 LDA $140D
$01/A8D3 0D 7A 18 ORA $187A
$01/A8D6 F0 0E BEQ $0E

You can change that BEQ to a BRA. Or if you want yoshi to still be have that power, something more like:

EA EA EA NOP NOP NOP
AD 7A 18 LDA $187A
F0 0E BEQ $0E
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6299 days
Last view: 6298 days
Posted on 07-22-06 02:42 PM Link | Quote
Alastor, that wouldn't work. new version of ZSNES (I don't know about SNES9X) also include the SRAM i save states. I know, I lost a bit of data on Kirby Super Star by loadin gan old sve state
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6298 days
Last view: 6298 days
Posted on 07-22-06 05:37 PM Link | Quote
Thinking about it, I knew that, too... I guess I somehow forgot. Too bad.
Bloodstar

660
blue boar boobies
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42


 





Since: 11-17-05

Last post: 6298 days
Last view: 6298 days
Skype
Posted on 07-22-06 05:43 PM Link | Quote
Originally posted by x1372
5) force players to revert to regular mario at the beginning of every level. That way only powerups collected in level A can be used in level A, and level B which isn't designed around the cape doesn't have to deal with it.


This could easily be done just by placing a couple blocks that change Mario to his standard form where you begin in the level, couldn't it?
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6359 days
Last view: 6298 days
Posted on 07-22-06 06:32 PM Link | Quote
First of all, spinjump allowing you to avoid spiky enemies would be good if one jump avoided spikey enemies and pressing the other jump allowed you to avoid/hurt normal enemies, who would hurt you if you were using the other jump. That would be cool. I have no idea how to make that make sense, though.

Infinite lives is good. I like it.

No powerups, yeah, because frankly, firepower and cape (especially cape) are pretty overpowered. Do what someone else said with the "start small every level", that works pretty well. Then you can make it so no matter what size/power you are/have, you die in one hit when you hit stuff and make it so you can only spinjump when you're big so you can have fun games of "get the mushroom" or something. That works. But really I dunno.

Make it so Yoshi only has a set amount of hits or you can't jump on him again when he decides to run off. Or maybe he dies instantly. Whatever. Yoshi's not that overpowered, except for blue shell and rainbow shell.

Anyway. Using that system, you can have a bunch of long, fun levels involving the cape (toning it down) and the fireballs (I dunno how you'd underpower this, probably make it so it acts like you jumped on things so you can knock stuff around but not really kill any of the super-tough enemies) without just flying through the entire level and not getting hurt because you're flying. Also if you make it so you can kick out koopas and knock their shells with the fireball, knocking the shells around aimlessly could be kind of dangerous if you made it so the koopas were on a bridge only enemies can stand on. And you were like one thing below that. And you were supposed to hit something else. I dunno.

Anyway. Glyph Phoenix, you're a cool dude and I appreciate how you realize that SMW has many flaws. High five for that and trying to approach it in a reasonable manner so I can't go back to Top Secret Area every other level so I can become omnipotent.

also make it so if yoshi eats a bob-omb he explodes

I totally want to see that.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6298 days
Last view: 6298 days
Posted on 07-22-06 06:51 PM Link | Quote
I offered a very reasonable* approach to how this would work before. Like, MONTHS ago. It's very complicated and implemention it would take a lot of grief, though.

The general gist of it is this... Once you start a new world, you're set to 5 lives and no powerups, no Yoshi, and no powerups in reserve. No bonus stars, too, while we're at it. Until you clear it, you cannot go back to previous worlds, and you cannot go back to completed levels unless you took a secret exit which lead you down a path that does not lead to the castle, in which case you just can't take that secret exit a second time and you cannot start+select out of that level... And you cannot save. Once you beat a world, though, free travelling throughout it and previous worlds, and you can save any time you want. Sane powerup placement throughout worlds and a fix for Yoshi and the spin jump mean playing through the first time is balanced, and you can pretty much play however you want afterward.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6298 days
Last view: 6298 days
Posted on 07-22-06 11:32 PM Link | Quote
Good level design with the occasional small tweak. Flying through levels can be prevented by putting obstacles in the air; maybe you could make Mario still take damage if he gets hit in flight, and just put a lot of enemies in the air. Fireballs could be hacked to not spawn coins when you kill things, and stronger enemies such as Chargin' Chuck prevent players from just running full speed smashing Y. Making only Super Mario capable of the Spin Jump, using stronger enemies, or putting Mario in crowded areas that make it difficult to use, would help stop that from being abused. Finally, Yoshi can just be made harder to get and/or easier to lose (lots of cliffs for him to fall off, or disable the Process When Off-Screen flag so he disappears when he gets away). You could even do it like in Donkey Kong Country where you lose him at the end of the level, using No Yoshi Blocks.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6299 days
Last view: 6298 days
Posted on 07-23-06 04:52 AM Link | Quote
One of BMF's patches woudl stop you from using the cape; it sets mario's Y position to $10 while checking for collisions with blocks. makes anything on the top row act like it's reapeated upwards forever. nullifies part of the cape's powers.
Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - How can I balance SMW's gameplay? |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.014 seconds; used 448.76 kB (max 572.24 kB)