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Main - SMW Hacking - Sparx's STILL Un-named Hack. [ss] [demo] | New thread | New reply |
Sparx |
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Cheep-cheep Level: 33 Posts: 157/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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Skreeny |
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Cobrat Level: 56 Posts: 207/653 EXP: 1322874 Next: 75302 Since: 02-21-07 Last post: 5351 days Last view: 4853 days |
Posted by SparxI don't suppose the head shoots fireballs like in Sonic, does it? What did you mean by the Boo comment, anyway? Otherwise, the note block part could be either entertaining or miserable. What else does it have in it? |
Higsby |
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Pokey Level: 57 Posts: 624/681 EXP: 1409016 Next: 76912 Since: 02-19-07 From: Canada Last post: 6129 days Last view: 5924 days |
I know it's pretty late (or early) but I decided that before I shut off my computer I would give this hack a shot.
The level and overworld design is pretty well done. Although a problem I encountered is that the level tile for Yoshi's Garden doesn't appear after I beat Garden Entrance. The next thing I noticed is... A-when entering this room the screen positioning is off (this is also an issue with some other pipes but it's the worst here). B-The background is a bit messed up Ok now lets look at the next screenshot. This one isn't to big of a deal but it should probably be fixed (the same applies for the escalator on the other side of the lava). -In the level Yoshi Lake the message box at the beginning of the level has no message in it. -The underground area in Confuzzle Forest 1 has a yellow ! block that always appears even if the switch wasn't activated. -The goal posts at the end of Confuzzle Forest 1 need to be one block higher because the tape goes over the posts. After finding the normal exit in Confuzzle Forest 2 the path that leads to Confuzzle Forest 3 cuts off half of the tree. Either I'm really tired or his hack is brutal as far as difficulty goes. A good example of this would be the beginning of Confuzzle Forest 1 when you climb up the vine or even the first world with challenges where you need to hop on enemies to proceed (In Yoshi's Forest 3 there is a Bananza Bill that comes at you so early that it is almost impossible to bounce off of it and land on the platform). Wow it took me over an hour to do all that! Anyway In closing I think that some levels had a lot of creativity in them. The only problem was that some levels were way to hard. |
Sparx |
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Cheep-cheep Level: 33 Posts: 158/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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Higsby |
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Pokey Level: 57 Posts: 625/681 EXP: 1409016 Next: 76912 Since: 02-19-07 From: Canada Last post: 6129 days Last view: 5924 days |
Posted by Sparx Sorry. I should of mentioned that you can only go through them from the side. |
Sparx |
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Cheep-cheep Level: 33 Posts: 161/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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FirePhoenix0 |
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Bullet Bill Level: 50 Posts: 321/505 EXP: 899543 Next: 47774 Since: 02-23-07 Last post: 5530 days Last view: 5513 days |
They don't seem to be in the rom. I searched for them too. They seem to be generated onto the level based on the time and that's the only way to make them appear--in game. ____________________ |
joe |
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Red Paratroopa Level: 31 Posts: 78/172 EXP: 178176 Next: 7187 Since: 04-08-07 From: Justus League 2 Last post: 6127 days Last view: 6095 days |
Two more? You must be mistaken, there are five that Lunar Magic cannot see. However, they are in the ROM.
36B85 - Level 0CF 36BFB - Level 0CF, variation 1 36CB0 - Level 0CF, variation 2 36D72 - Level 0CF, variation 3 36DBE - Level 0CF, variation 4 36E7E - Level 0CF, variation 5 If you use the "open level address" function in the file menu and enter these values, you can look at - BUT NOT MODIFY - the variation levels. (The sprites are elsewhere.) If you want to modify them, you have to save your new levels as unused numbers, then do some hex editing to repoint your new levels. I haven't done this myself, though, so I can't say if it will require some ASM to allow pointing to levels created with LM. ____________________ "I'm sick of it and I'm out. See you around." ~Cpu's last post here |
Sparx |
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Cheep-cheep Level: 33 Posts: 162/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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joe |
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Red Paratroopa Level: 31 Posts: 79/172 EXP: 178176 Next: 7187 Since: 04-08-07 From: Justus League 2 Last post: 6127 days Last view: 6095 days |
But there really are five variants that can only be opened with "open level address." They may look like the ones you found, but the object and sprite pointers are different. In fact, go to x2DD2C in a hex editor and enter 74 E6 nine times and see what changes. (59 DF nine times is the default value.)
The only way to change these levels as far as I can tell is to save the layer 1 somewhere in bank $06 and the sprites in bank $07. That is most definitely easier said than done. I see few problems with saving the level in a test ROM and copying the layer 1 and sprite data into your ROM, except that there may not be enough room. Then the pointers will have to be changed (easy enough, so long as you use Lunar Address). The pointer tables are at x2DD08, 18 bytes per table, 2 bytes per entry. Levels, sprites, then backgrounds. These include the pointers to level 0CD, 0CE, and 0CF, so Lunar Magic can't replace those levels properly. ...I suppose this would be easier if we had a disassembly of the Chocolate Island 2 routines, but we'll have to wait for someone who knows more about 65816 assembly than me. (All I know is that EA is "no operation" or NOP.) Edit: I'm confusing myself reading this, if anything doesn't make sense, just ask me to clarify. ____________________ "I'm sick of it and I'm out. See you around." ~Cpu's last post here |
Sparx |
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Cheep-cheep Level: 33 Posts: 163/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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S.N.N. |
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Beezo Level: 49 Posts: 301/485 EXP: 846851 Next: 37032 Since: 02-19-07 From: Ontario, Canada Last post: 5468 days Last view: 5468 days |
Isn't level 24 supposed to be left alone because it was the original Choco Island 2, aka the level full of varied exits based on time and coins?
Unless of course you know how to change it ____________________ Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM. |
Sparx |
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Cheep-cheep Level: 33 Posts: 164/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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joe |
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Red Paratroopa Level: 31 Posts: 81/172 EXP: 178176 Next: 7187 Since: 04-08-07 From: Justus League 2 Last post: 6127 days Last view: 6095 days |
The small line of "nothing" is caused by ZSNES.
If you really want to make a level, create some levels to replace the "uneditable" sections and I'll create an IPS that will replace those levels. There are 9 levels that you can replace, but the original game has the same pointers in the 2nd and 3rd entries, so two were the same. Also, you have to use a background from an unedited level. S.N.N.: You only need to leave it alone if you're trying to edit it using Lunar Magic; now that I've figured out how, it should be easy to patch new levels in. ____________________ "I'm sick of it and I'm out. See you around." ~Cpu's last post here |
Sparx |
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Cheep-cheep Level: 33 Posts: 165/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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joe |
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Red Paratroopa Level: 31 Posts: 82/172 EXP: 178176 Next: 7187 Since: 04-08-07 From: Justus League 2 Last post: 6127 days Last view: 6095 days |
Heh, oops, sorry.
The levels I can replace are (in the order listed in the pointer table): 1 - 36E24 ($06:EC24) Level 0CD 2 - 36E7E ($06:EC7E) Chocolate Island 2, Level 5 3 - 36E7E ($06:EC7E) Chocolate Island 2, Level 5... again. 4 - 36B85 ($06:E985) Level 0CF 5 - 36BFB ($06:E9FB) Chocolate Island 2, Level 1 6 - 36CB0 ($06:EAB0) Chocolate Island 2, Level 2 7 - 36D0B ($06:EB0B) Level 0CE 8 - 36D72 ($06:EB72) Chocolate Island 2, Level 3 9 - 36DBE ($06:EBBE) Chocolate Island 2, Level 4 Now I get it, CD, CF, and CE were created first, and the special code swaps out each level for one of the two alternatives when certain conditions are met. I guess I wasn't paying much attention to the order of the levels. Either way, use the "open level address" to check which level is which. Just a reminder: Make a backup before applying my changes. Something may already be using the areas I'm going to overwrite. You can email me at jkhilfeh (guesswhat) hotmail (obvious) com. How did I figure this out? I looked at the ROM map, found the unused levels, and looked for SNES pointers that (as I correctly remembered) are backwards. I was just lucky that the first one I found was an entry in this table. A bit of searching, and I decided that I had enough information to help you. (Yes, I just did this today, to help you.) ____________________ "I'm sick of it and I'm out. See you around." ~Cpu's last post here |
The13thProdigy |
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Red Paragoomba Level: 20 Posts: 27/64 EXP: 40580 Next: 1859 Since: 02-24-07 From: Playing Super Metroid. AAAAAA nostalgia Last post: 5461 days Last view: 1929 days |
Hm...not bad at all! The graphics are really appealing, and the level design is very nice. I really liked the first level...except for that part with the bloody flying fish X_X...
How come you can only go to the Abandoned House once? I thought it was for multiple saves or something, like after you beat a difficult level and didn't want to start over. |
joe |
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Red Paratroopa Level: 31 Posts: 84/172 EXP: 178176 Next: 7187 Since: 04-08-07 From: Justus League 2 Last post: 6127 days Last view: 6095 days |
Well, I finally beat a few levels (flying fish are evil) and have two things to say:
Why doesn't Yoshi Gardens 1 have a level icon? and Am I supposed to be able to pick up the key in Yoshi Gardens 2 without the P switch? ...Now I'll keep playing. ____________________ "I'm sick of it and I'm out. See you around." ~Cpu's last post here |
Sparx |
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Cheep-cheep Level: 33 Posts: 166/198 EXP: 220817 Next: 8362 Since: 02-24-07 From: San Diego, CA Last post: 6108 days Last view: 673 days |
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joe |
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Red Paratroopa Level: 31 Posts: 88/172 EXP: 178176 Next: 7187 Since: 04-08-07 From: Justus League 2 Last post: 6127 days Last view: 6095 days |
Yoshi Lake has too many Sumo Bros. Weird things happen.
"Their flames eat up a lot of memory, which can cause slowdown if too many Sumo Bros. are used in the same area. There appear to be issues with the flames and some carryable items like Keys or Springboards. Sometimes weird glitches can occur where the carryable object will vanish from Mario's hands and appear on top of the flames, "riding" them until they subside."[1] Other sprites are also affected, such as winged Gombas and even the other flames. Aside from this, parts of sprites are occasionally appearing in midair, including Sumo Bros. faces. If you don't want to get rid of many, you might be able to remove some of the glitches by changing the sprite memory header for that level. I suggest 00 or 10, if it isn't already. ____________________ "I'm sick of it and I'm out. See you around." ~Cpu's last post here |
Main - SMW Hacking - Sparx's STILL Un-named Hack. [ss] [demo] | New thread | New reply |
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