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05-25-24 04:32 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Super Challenge World Released! New poll | |
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Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6308 days
Last view: 6307 days
Posted on 10-06-06 11:14 AM Link | Quote
Eeeeeeek! The last patch I submitted was made from an unclean ROM. Sorry about that!

Well, after several months I have finished my hack, titled Super Challenge World. I didn't know any ASM at the time, but I did put in some minor graphics hacking. There are nine worlds in the game, four mini-worlds that can be accessed by secret exits (mostly from the castles), and a total of 120 exits. The switch palaces are fiendishly long puzzle levels, but very entertaining. You can download and play it from SMW Central, or you could just click here: http://www.smwcentral.net/download.php?id=141&type=hack.

Please tell me what you think of it!









(Yeah, I kind of went screen shot crazy, didn't I...)


(edited by Kiwisauce on 10-06-06 10:17 AM)
(edited by Kiwisauce on 10-06-06 05:49 PM)
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6350 days
Last view: 6350 days
Skype
Posted on 10-06-06 11:51 AM Link | Quote
1) Nothing new
2) Blah. Whats with the timer?
3) Whats the geen column dealy?
4)I'm not too fond of that hill...
5) Originalish, which is good
6) Looks like a screenshot from my old hack with a different background
7) What is this?
8) Fishies
9) Pretty neat
10) Has potential
11) Hmm
12) Dangerous
13) Does mario swim through the lava?
14) Same question
15) Is the Goomba wearing glasses?
16) Looks tricky
17) Pretty original
18) Suicide on a platform
19) Crazy, but it works
20) Blue! Is this like a winter ghost house?
21) Nothing special

Pretty good. I'll download it later.

However, I reccomend not using high timer settings unless you have really long levels.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6312 days
Last view: 6312 days
Posted on 10-06-06 12:07 PM Link | Quote
Hmm... It's extremely glitched up for me. All the graphics are junk, it freezes if I watch the opening demo for too long, and no message comes up in the intro level, so I'm stuck there forever. Am I applying the patch wrong, or is anyone else getting this?



I like that you've used a custom palette to give lighting effects to the sprites. I really hope that's not supposed to be a Spiny, though.



I'm OK with the hill, (looks like you used existing tiles to put a face on it, which is neat) but the shoreline on deserty area is all wrong.
Ramon

Bullet Bill


 





Since: 11-25-05

Last post: 6305 days
Last view: 6305 days
Posted on 10-06-06 12:36 PM Link | Quote
Well, I think it goes downward if you go down the desert area...
I can see some issues too...
And, why are there two ways from the caste to Bowsers castle? Just curious _¬
And the pipes in the Overworld are somehow... plain (I mean the color)
Rain Man

Paragoomba


 





Since: 11-18-05

Last post: 6440 days
Last view: 6440 days
Posted on 10-06-06 01:00 PM Link | Quote
Completely garbled graphics for me. I even re-downloaded and re-patched. ?
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6350 days
Last view: 6350 days
Skype
Posted on 10-06-06 01:27 PM Link | Quote
I haven't downloaded this yet. Maybe he accidentally mase it so that you have to apply it to a SMW rom that has a 200 byte header? Maybe not.

If that isn't it, then Kiwisauce, you need to recreate the patch and upload the new one.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6314 days
Last view: 6306 days
Posted on 10-06-06 02:15 PM Link | Quote
He may not have created the patch with a clean ROM. I got the same garbled mess.
3.14159265358979323846

Red Paragoomba








Since: 05-30-06
From: China

Last post: 6314 days
Last view: 6315 days
Posted on 10-06-06 04:48 PM Link | Quote
If there are really 120 exits, this hack will take a LONG period of time to play. But when I download it the ROM only shows up lots of garbage instead of what it should be. Please check that if you have made the patch from a clean SMW ROM.
Or please reupload it.

Note: It is 3:50 am here(Why do I stay up so late is because of the damn homework)
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: 6305 days
Last view: 6305 days
Posted on 10-06-06 05:21 PM Link | Quote
  1. I'm sure this title was used before, and it's not what you called it in the thread. I like the amount of action going on here though.
  2. Meh. That seems like a pretty generous time limit for a challenge hack, as do many of these.
  3. Not bad, what's the big green thing?
  4. Glitched tiles and perspective illusions galore. Some interesting work with the bridges.
  5. Nice.
  6. Also nice. Love the background, even if it's just a recoloured SMW background. (Those can look pretty damn good sometimes.)
  7. WTF
  8. Not much going on here.
  9. Neat! I like the palettes here; looks like you're in an underground volcano.
  10. Not the best graphics ever, but looks interesting.
  11. Isn't this in the original SMW?
  12. Cool.
  13. Good except for the steps placed randomly at the edge and the green in the corners. If these are supposed to look like footholds, well, they don't.
  14. Red water?
  15. Black blocks, and a Goomba with huge eyebrows or something? Not that great. Also this pic isn't very interesting and the camera is too low.
  16. Sweet. What's that junk at the right, though?
  17. Meh.
  18. Ooooh. Those spikes don't actually come down do they?
  19. Interesting, looks like a prototype "hub" world I designed but never used. The castles have glitched paths though.
  20. Nice palette, boring image.
  21. Looks difficult. Yay for Yoshi actually being used in a hack.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6307 days
Last view: 6305 days
Posted on 10-06-06 05:28 PM Link | Quote
Originally posted by HyperHacker
Not bad, what's the big green thing?

My spider senses tell me it's a pipe.
Shiryu

Gungun








Since: 02-24-06

Last post: 6307 days
Last view: 6305 days
Posted on 10-06-06 05:58 PM Link | Quote
The screenshots look very good ^^ (the red one is awesome)

Anyways I'm getting the same glitch thhat everyone, I get messed up graphics and levels...




(edited by Shiryu on 10-06-06 04:58 PM)
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6308 days
Last view: 6307 days
Posted on 10-06-06 06:52 PM Link | Quote
Yeah, I made the patch from an unclean ROM. (It said "Super Mario World (Originaloriginal)". I kind of assumed that it was, you know, the original.) Sorry for making you all look at glitchy graphics! I've updated it now.

In response to some of you:

The time limits may seem generous, but you haven't played the level yet, now have you? Also, I didn't really want time to be an issue for this hack (except certain levels). I think it's more fun if you have time to explore.

My hack does require knowledge of glitches or little used properties for certain secret exits. You can beat the game without knowing these, though.

Mario DOES swim through the lava on the overworld, but not in the actual level (i.e. the reddish water). I'm not that nice...

That goomba is a mutant in the nuclear waste area. BEWARE!!! (In that level I made nearly every enemy into a mutant goomba of some sort.)

Bowser's castle does have two paths that lead to it.

Hyper Hacker: Notice that it's a RED yoshi. The red yoshi is required for that level. BWAHAHAHAHA! (Translation: Good luck finding the red yoshi!) And no, the spikes don't actually come down. They're just for decoration. I'm not that mean, either...

You all seem to dislike my hill. Oh, well. It's not like you'll be staring at it very much.


(edited by Kiwisauce on 10-06-06 06:09 PM)
(edited by Kiwisauce on 10-06-06 06:10 PM)
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6307 days
Last view: 6305 days
Posted on 10-06-06 06:59 PM Link | Quote
I wouldn't trust a ROM called "Super Mario World (Originaloriginal)". Seriously.
"Super Mario World (U) [!]", on the other hand, sounds less suspicious.


(edited by Stifu on 10-07-06 04:35 AM)
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6308 days
Last view: 6307 days
Posted on 10-06-06 07:09 PM Link | Quote
Yeah, you're right. But it's fixed now, and that's what really matters.
Kailieann



 





Since: 11-18-05

Last post: 6305 days
Last view: 6305 days
Posted on 10-06-06 08:33 PM Link | Quote
Hm.
I can't remember the last time I saw a hack release that I was actually immediately interested in trying.

Which I think says more about me personally than it does about the hacking community..

Edit: Found a slight oversight in the first level..

Edit 2: Okay, I cleared out the first world. So far it's a very promising hack. The level design is good, and the graphics -- while still the original SMW graphics -- are very well put together.

The only part I'm not impressed with is your sprite memory index settings. So far I've had enemies disappear, I've had platforms disappear, I've had item boxes that didn't spawn any items, not to mention all the sprite lag in the part with the Splittin' Chuck.

Now, the lag part I can deal with. Even the original SMW had it sometimes. But randomly disappearing sprites -- sprites that may, in future levels, potentially be critical elements to solving a puzzle.. that's just never good.

I would suggest playing around with the memory index and re-testing, see if anything works better. Maybe see if you can de-clutter a couple enemy-intense sections. Hopefully you'll be able to improve on an already good Hack.


(edited by Kailieann on 10-06-06 11:56 PM)
(edited by Kailieann on 10-07-06 12:15 AM)
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: 6305 days
Last view: 6305 days
Posted on 10-07-06 02:24 AM Link | Quote
Hah, my SMW ROM is named "Super Mario World ORIGINAL UNHACKED DO NOT EDIT.smc" and is read-only because I kept editing it.
3.14159265358979323846

Red Paragoomba








Since: 05-30-06
From: China

Last post: 6314 days
Last view: 6315 days
Posted on 10-07-06 02:40 AM Link | Quote
Dude, your hack is really worth playing, but do you know it is VERY TERRIBLE to place 2 Layer 1 Mario Paths tiles one next to one? Mario's walking will become scrambled.
There is another problem that Layer 2 event tiles doesn't look correct on some places, please connect them together.

Thanks.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6308 days
Last view: 6307 days
Posted on 10-07-06 03:37 AM Link | Quote
Originally posted by Kailieann

Found a slight oversight in the first level..



Eh? That's... very odd. Maybe it has something to do with the sprite loading problems you're having. That hasn't ever happened to me on any computer I've tested the game on. Could you list some specific areas where the sprites don't load? I agree, it's not good to have important sprites mysteriously vanish, but it is kind of hard for me to fix it if I don't know where it's happening. Is anyone else having this problem?

Originally posted by 3.14159265358979323846

do you know it is VERY TERRIBLE to place 2 Layer 1 Mario Paths tiles one next to one? Mario's walking will become scrambled.



Err... do you know of any places where this happens in the hack? I've tested it pretty thoroughly, and I think I've fixed all the paths. I assume you just used RLM to open it, and viewed my overworld. Please let me know if you find anything wrong, though.

Originally posted by 3.14159265358979323846

There is another problem that Layer 2 event tiles doesn't look correct on some places, please connect them together.



I'm not sure I know what you mean. As far as I know, all my events work properly. Could you post a screenshot or just give an example?
Kailieann



 





Since: 11-18-05

Last post: 6305 days
Last view: 6305 days
Posted on 10-07-06 11:27 AM Link | Quote
The screenshot I posted has nothing to do with disappearing sprites. It's at the end of the first level. You neglected to stretch the ground behind the goal all the way to the end of the last screen.

As for areas with disappearing sprites.
Mushroom land 1, on the first screen, if I have Yoshi, and I trigger the popup mushrooms but don't collect them, half the koopas on top of the hill don't show up.
Alternately, if I DO kill all the koopas on the slope, but don't kill the ones on top of the hill, the goombas at the bottom won't show up.
And, if you follow one of the sliding blue koopas back to the beginning, it will slide right through the pipe.

Really, I could keep going with this, but I think the problem is that you did your level design and testing based on the assumption that most people would go out of their way to collect most if not all of the powerups and kill most if not all of the enemies.
The mushrooms are particularly bad, because unlike most enemies, they don't get cleared from RAM when you go off-screen, not until you get a fair distance away from them.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6308 days
Last view: 6307 days
Posted on 10-08-06 03:12 AM Link | Quote
Okay, I tested Mushroom Land 1 again doing the same thing you did, and I can see what you mean about disappearing sprites. I think I stopped doing things that would cause this problem in later levels as I got better at level design, so I don't think any puzzles will be unsolvable due to this, but I'll try to unclutter the first few levels.

As for the ground past the goal post, I beat the level and watched the ending closely, but it seemed perfectly normal to me. I guess I'll stretch the ground out anyway.

If anyone else finds something wrong with one of my levels, please tell me about it so I can fix the problem in my next release. Thanks!


(edited by Kiwisauce on 10-08-06 02:19 AM)
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