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| Acmlm's Board - I3 Archive - - Posts by Phazorite |
| Pages: 1 2 |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| I am new to ROM hacking but a 15-year player of videogames, and I caught the ROM hacking bug sometime this year. After playing many lame mario hacks, I would very much like to bring life back into the decaying art of SMW hacking. I am not a "l33taSs h4x0r" by any means, and I don't know ASM (yet), but I've experimented with Lunar Magic and derived inspiration from the vet hackers on this board, as well as my favorite videogames. It will take time, but I am interested in learning hex editing, using Spritetool and Blocktool, ExGFX, etc etc. I am a 1-year member of GameFAQs and have diligently followed their ToS.
I don't believe in spamming, trolling, flaming, and all that crap. I believe in fully unlocking the potential of a true classic starring the most memorable video game character of all time. I am already working on an SMW hack that I got back to after focusing on other things for awhile. It is still very much in the preliminaries, but it will someday be a full-sized hack with lots of original graphics, custom blocks, and level designs that put fun first! Anyways, could you please approve me? Thanks. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| Well done Icegoom. I've gotta say, this is the best looking hack I've ever seen. Even over Panic in the Mushroom Kingdom, Stranded, and SM Odyssey! As far as the coral castle goes...fantastic job. I still think the blue stuff should be toned down a bit to make it look less foregroundy, and the clouds/hills need an overhaul. The palettes also clash a little. And the donuty coral looks better IMO. Your level design is also great. Can't wait for the demo!
Your sprites look awesome. I prefer SMB3-style dot-eye mario, but as you said you'll probably find something better. A few questions about the hack (it just reeks l33tness and we're all dying to know more!) Do you have any idea when the demo will be released and how long the final game will be? Will there be a secret world? |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| Temple palette with crimson--sounds like a "volcanic shrine" more than coral to me. I think color schemes should complement the feel of the level...like no bright colors in a cave and avoid bright reds and oranges in water levels.
I really like the sunset effect though...just need to clean up that backdrop. A lot of the graphics are a bit too detailed, if that's possible. Icegoom, are you thinking about making a volcanic world/level? The whole tropical/prehistoric theme wouldn't be complete without a volcano area. Hell, no platformer would! |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| Glad to hear that Icegoom. I feel your pain...stomach flu totally sucks. And you gave me the inspiration to start working on my SMW hack again with this cool hack of yours.
I like the new coral even better, but it's still not quite there. If you can leave that pattern as it is, but make the texture stand out just a little bit more, it would look great. So 5 worlds will be the whole hack? If you don't count the star world, sounds a bit short...I've always preferred many short worlds to a few long ones. Just my opinion--feel free to make your hack your way. Do you have an idea how many levels there'll be in all? Now if you excuse me, I'm gonna fire up Lunar Magic and get cracking on my first world again. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| While I was working on my hack I found something really weird going on in some of my levels. I'm making a ghost house level with those big green ectoplasm balls, and whenever they appear on screen, Mario disappears!! Jumping cheep-cheeps do the same thing! One of my question blocks has a green shell in it and the shell looks like a white smoke dot when it comes out. What's going on?? | |||
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| I tested the same level again and one green ecto-ball is all it takes to make mario disappear. Having several Boos doesn't do anything.
In the same level, I have a door that takes you to a ledge with a circling Boo group around it. For some reason, Mario dies as soon as he appears there. WTF? Also, how do you get the moving ledge hole sprite to work right? You know, the moving hole in the floor in some ghost house levels. Oh...and how do you prevent tidal water (layer 3) from scrolling up with the background if Mario flies or bounces high into the air? I'm making a lake level and have been having this and the disappearing Mario problem all in one. Please bear with me, this is my first hack. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| Couple of ASM and custom block ideas:
I've been doing lots of work on my hack lately, and I have a cool idea for the Special World. In a DKC2-ish sort of way, the game won't let you through unless you have a certain number of Dragon Coins (I'm thinking 30 per level). Is there any way to make this "tollgate system" with ASM hacking? Also, I plan to have instant kill electricity (think Anikiti here) that can be turned off with a custom block in some my "underground base" levels, and acid that becomes harmless and swimmable with the Starman (or else it damages you). Sorry, I don't know ASM at all, and I'm not quite ready to learn it yet. Just how hard can working with a hex editor be? And it's not really a request, since my hack is still very early (World 1 levels partially done) and don't need it right now. NOTE TO IMPATIENT HACK PLAYERS: Don't expect a demo for at least a couple of months. I am a perfectionist and this is my first hack. (God, now I sound like icegoom.) |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| Thanks! I fiddled around with the sprite memory, and 0F was what it took to support 5 eeries in wave motion + a moving hole, an info block, AND a reflecting boo group about 2 screens apart. And no more problems with ectoplasm balls or Big Boo.
Another problem came up--I want to use a P-Balloon in the last room of the ghost house, and the sprite comes out glitched. Mario still floats normally though. Can I use it at all in that tileset? The room has Ghost House and Ghost House 1 object and sprite tilesets, with the dark room/transparency effect (so the ectoplasm balls look more ghostly). I used maximum (?) sprite memory (0F), as that room is very sprite-heavy. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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I've been working on a hack for a while now called Super Mario Alchemy: The Mushroom Elements. Don't expect a demo anytime soon, I'm still very early on and believe in having a life.
The story is that Bowser has found a way to break into the Mushroom Kingdom's parallel spirit world where all the elements and forces of nature are controlled, and he plans to use them to rebuild the world his way. The spirits appear to Mario in a dream and the next thing he knows he's been sucked in as well! He has to explore this new world and find the four Element Temples, and protect the legendary Mushroom Elements from Bowser. Then he has to find Bowser's hideout and defeat him. And no, he hasn't kidnapped Peach. She plays a different role in this hack... As of now, about 5 levels are more or less complete. Don't expect a demo for a few months at least, since this is my first hack and I'm a bit anal about it being good. In all, I plan to make about 72 levels and 9 worlds. Here are some of the worlds I have in mind: Spirit Isle: This is the first world. Like Yoshi's Island, but a little more...spiritual. The final level is a ghost house with a Big Boo boss. Trial Rock: Depending on which exit you find, you can go left or right here. Both lead to elemental worlds. Ocean of Elemen: Water-based world, found to the right (normal exit) of Trial Rock. You'll find the Water Element Temple here. Forbidden Peaks: Go left from Trial Rock to get here. Shorter than the Ocean of Elemen, but harder. The subworld Gaia Caverns is also found here, and the Earth Element Temple is at the end. Either way, you end up at the Tower of Trials in the middle of Trial Rock. That's all I'll reveal for now... Here are some screenies. Sorry if they look plain, I haven't yet put in ExGFX (believe me, I will) and even the designs aren't quite fleshed out. Any praise or constructive criticism would be great. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| XD! Sorry about the screenies...they didn't display properly when I made the thread and the board made me wait till someone else replied to fix it. So, here they are!
Title screen. Don't mind the black stuff around some of the text, I'll fix that eventually. Screenshot of Spirit Isle 4. This level's not finalized, so never mind the bland screenie. A crate maze in Spirit Manor. Not as hard as it looks. Hmm...how do I get up there?? Looks like the grand staircase has rotted away over the years. P-Balloon to the rescue! (A little knowledge of tileset editing brings awesome results!) It's a cave. And it's under the forest. I believe in a good atmosphere and logical continuity--makes the game more immersive. Frigidia 1. This is the ice world, which is pretty late in the game, so it's hard Look out for Frigidium pools, which are just as lethal as lava!
Another shot of Frigidia 1. Yes, it's possible to get past here without getting hit. Timing is everything. Hope it works this time. Again, nitpick as much as you want. More coming soon! |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| Whoa guys, I get it. *sigh* Another site I need to start an account with.
And now a few more ideas to leave you hanging till I get those screenies up... There will be a Star World (it's called the Nexus) and a Special World. There will be a new bonus game that's soon to be in the works. I will eventually have a full set of ExGFX, including some hand-drawn by me. For now, I have the original GFX as placeholders. There will be a Time Attack Mode! Well, not exactly, but some levels will have a custom block at the end that gives you a prize if you beat the level fast enough. This is the only way to get some keys *hint hint* There is a "1-UP farm" stage somewhere in the game. You can only enter it once, it's very, VERY well hidden, it's timed, and there are 25 extra lives in all, so it's as balanced as a 1-UP farm can be. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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Finally! Screenies are here!
The title screen. Very incomplete, as you can see from the black stuff around the letters.
Spirit Isle 4. There are camouflaged pits in this level, although you can't see them in this screenie. This level needs an overhaul.
Cave bonus area under the forest.
Crate maze in Spirit Manor. Looks hard but it's actually about precise jumping and sliding more than getting lost
Hmm...how do I get up there??
A sneak peek at Frigidia 1. Don't fall in that purple goo--it'll freeze you solid. I plan to replace the cloud background with stars, once I get better at YY-CHR. The hills will get a more "jagged" look as well.
Later on in Frigidia 1. If you avoid getting hit, you'll be Fire Mario at this point. Without firepower, the second half is very hard.
The grand staircase has rotted away over the years. Use the P-balloon to cross the huge chasm. So what do you think so far? It's about time I got those up ![]() |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| I've been slaving away in front of Lunar Magic for about 3 hours now, making Spirit Isle 2. I'm a bit of a perfectionist--1 level (with room for overhaul) per day is good in my book.
As far as camouflaged pits go, they're pretty easy to see. If you see a spot where the ground has no solid upper edge ("green frosting" as I call it), don't land there! I might remove them entirely if they're that unfair. A few screenies of Spirit Isle 2, which is about half complete:
Custom palettes and ExGFX will be added later. There's an upper route and a lower route in this level. It's easier if you stay to the top, but all the goodies are on the bottom route.
You'll need the Starman here to find a cool secret...but you'll need a shell to get it out. And again, those graphics are placeholders. More screenies coming soon! If you're wondering why there aren't any OW screenies...I haven't done much work on it yet. I'm still learning
PS: Frigidia would be world 6 in my hack (it's the third to last world if you don't count the Star and Special Worlds). So it's not supposed to be easy, y'know?
SOON TO COME: Screenies of the volcanic/fire world (Kaustos Island) and the Spirit Isle submap. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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Originally posted by Link2006 I will be adding ExGFX later. Those normal graphics are placeholders. P-ballooning isn't that hard, since there are a few footholds on the grand staircase and the ghosts aren't too hard to avoid. My hack is medium-hard overall, with the real challenge coming in the last few worlds. The rest is about PITMK hard or a little more. The Time Attack custom block? I'll make it myself Once I learn a little ASM that is.
And now I gotta my sprites look normal again...I accidentally screwed up their palettes, I need to find out which swatch is which. NEXT: Screenies of Dragon Lake--this is where Yoshi ended up and you need the secret exit in Spirit Isle 4 to get there. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| Very cool idea there. I especially like all those custom blocks...not many hackers go for that much 1337n355. The only dings are the backgrounds...make them a little darker. Those pipes look a bit foregroundy.
Are you using several different pipe backdrops in the first world? Silver pipes on a blue background will get old very fast. Screens 1 and 2: XD. Looks like you got some inspiration from Anikiti and Ghettoyouth with the pipes and poison shroom. Screen 3: Good, just "fade" the pipes a bit to make them look farther away. A lot of people have trouble with SMB3 waterfall ExGFX... those look good. Wooden blocks look a bit out of place though... Screen 4: Awesome-looking silver pipes! Very, very original. Keep up the good work, this hack could get repetitive so vary things a bit with each level. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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Gee, it's been getting a little quiet around here...since the last post, I've been working on Trial Rock. Screenies ahead!!
Trial Rock starting point--it's in the middle of the level! To go east or not to go east, that is the question.
West side of Trial Rock. Much harder than the east side. Gives you a little idea on what to expect in the mountain world.
West end of Trial Rock. If you've found the Blue Switch, you can fly up to the key without the feather in the ? block. I'm probably gonna scrap the super koopa generator--makes it too hard.
East side of same level. A good place to soak your toes until the Ocean of Elemen. I'll do Dragon Lake later...it's a really short, simple level that's really just for plot. Oh, and getting your buddy Yoshi back ![]() |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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| I've been doing a lot of work on my hack, and finally I've been working on my ExGFX. For my Element Temples, I plan to use Ancient Castle ExGFX (an original set, courtesy of smwcentral.net. I saved the graphics as ExGFX80.bin and hit the red poison mushroom to use them...and they came out as a garbled mess! What's going on!?! I redownloaded the tileset and reinserted it with the same hex number...same thing happened!
BTW I extracted and reinserted my GFX first so they wouldn't get all garbled and got the warning that all existing ExGFX would be corrupted if they weren't extracted. I had no ExGFX in the ROM then, so it's not the problem. Or is it? I know this makes me sound like a total n00b but this is my first hack, and I'm too lazy to leaf through all the technical stuff and tutorials about inserting graphics. Once this issue is over with, screenies of the Water Element Temple are on their way. And my progress so far: Spirit Isle levels: All but one partially or almost done. Trial Rock: Done with a little room for tweaking (and ExGFX later) Overworld: Barely started--right now, it's more a debug system for my levels than anything. I like to do the levels first anyway. Frigidia 1: Almost done. Background tiles and custom pallettes will be added. Water Element Temple: Just starting now. I'm kinda doing things in a random order, and I like to jump the gun on my favorite ideas. If all goes well, you actually might see a 2-world demo by the end of next month I guess I'm faster than I thought. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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I'm finally back!! Yes, I'm still alive My modem crapped out about a week ago and I'm still waiting for the new one to arrive. I had to post from my grandparent's computer No joke!
I've been working my butt off with my hack. As soon as my modem arrives, I'll post some screenies: Tower of Trials: About half done and fully planned out. Nexus Alpha is almost done, and I'm working on two more Nexus levels. Spirit Isle 3: About 75% complete. The Layer 2 cave section takes forever to make. BTW all the Spirit Isle levels are now at least 50% done. I've also fixed the palettes in some of my levels and made a custom background with the original GFX for Spirit Isle 3. (I'll add ExGFX when I feel ready.) Merry Christmas and Happy Hanukkah, Acmlm'ers. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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At last! The modem is here! I've got screenies for all to see. FINALLY! They're all of Nexus Alpha. I've made way more levels since, but a couple of file moves on my computer have caused a lot of headaches with Lunar Magic. "CANNOT OPEN ROM FOR READING blah blah blah" and disappearing data have plagued me for a while, and I still can't get the original ROM to open in ZSNES. All isn't lost...feast your eyes on these screenies!
Self-explanatory. Welcome!
First part of the level. Platform rides, springboards, and Bullet Bills coming from all sides. Fun!
Tricky, tricky. Wherefore art thou keyhole? You need the Blue Switch activated (it's in the Ocean of Elemen) to get the key. (The blocks are below you, you can't see them in this screenie.) ***HINT: IT'S ABOVE YOU JUST BEYOND THE MIDWAY POINT*** PS: Anybody here? I haven't gotten a reply in so long. More screenies coming soon. I promise to have about 10 new screenies by next post. Spirit Isle 3, Tower of Trials, Nexus Beta, and Nexus Delta are next. |
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Phazorite Goomba Since: 09-09-06 From: The Phazar Temple Last post: 5933 days Last view: 5933 days |
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I return with screenies of TWO NEW LEVELS! !
Part of Spirit Isle 3. This is a rope/log level in the mountains.
Flying the unfriendly skies on a winged platform...
Tower of Trials, first area. The message block tells the whole story...
Fans of the original will remember the water area. I even remade it, with a few spikes to up the ante. Go ahead and nitpick away. Nexus Beta and Nexus Delta should be up tomorrow. |
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| Acmlm's Board - I3 Archive - - Posts by Phazorite |