Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,553,163
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-07-24 03:34 AM
Guest: Register | Login

0 users currently in SMW Hacking | 1 guest

Main - SMW Hacking - Sparx's STILL Un-named Hack. [ss] [demo] New thread | New reply


Sparx
Posted on 06-18-07 07:36 AM Link | Quote | ID: 46495


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



Ok... so I hadn't worked on this for a while, nor released a demo. Remember those Confuzzle Forest screens? Gone. The last back-up I had was one world, so I completely re-did Confuzzle Forest, and the new one is better in my opinion.

Now for some more screens:



I wonder why this level is so short?



Description of the forest.



This is... underneath the forest.



That boo actually came out of a block. It sat and waited... and boom. It goes to heaven... Unless it sees you first.




A glacial cave also underneath the forest.

As for the download: Here.


Comments, questions, criticism [constructive] on the demo, the screenies... let me know. And tell me any bugs yuo find as well. The demo ends at Confuzzle Hill... and you'll find out why once you get there. And aside from that, I know abotu the title screen palette, it always overwrites the palette, and I'll fix that later

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




Skreeny
Posted on 06-18-07 07:40 AM Link | Quote | ID: 46496


Cobrat
Level: 56

Posts: 207/653
EXP: 1322874
Next: 75302

Since: 02-21-07

Last post: 5351 days
Last view: 4853 days
Posted by Sparx


This is... underneath the forest.
I 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
Posted on 06-18-07 08:40 AM (rev. 3 of 06-18-07 08:43 AM) Link | Quote | ID: 46504


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
Posted on 06-18-07 03:50 PM Link | Quote | ID: 46547


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



I knew at least one problem was going to happen in Confuzzle Forest due to all the paths being near each other, order you beat them in, etc. I'll fix that, it doesn't look like too much of a problem. I have a short day today, so I can get home and work on it early.

In your first screen, I didn't notice the background, I'll fix that, too

In the second: Can you go through it, or just from the side, or what?

Empty message boxes are probably caused from when I had to replace the overworld with a back-up file, and it didn't have a message in the old version. I'll fill those up.

I'll also raise the goal tape and replace the "!" block.

The banzai bill gave me trouble, too. I just never got around to fixing it, so I will.

As for the Confuzzle Forest Area, I'll see if I can make the cloud area of CF1 any less... brutal.

Posted by Skreeny
Posted by Sparx


This is... underneath the forest.
I 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?


When a block explodes and has a Boo in it, it just keeps rising up. But if it sees you, it stops and starts coming toward Mario. And the note block part is miserable. But I'll edit that.

So... of everything, I'll fix them, but as soon as I get home from school.

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




Higsby
Posted on 06-18-07 05:20 PM Link | Quote | ID: 46566


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

In the second: Can you go through it, or just from the side, or what?



Sorry. I should of mentioned that you can only go through them from the side.

Sparx
Posted on 06-18-07 11:51 PM Link | Quote | ID: 46684


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



Ok... So I fixed some of the aforementioned things. I'm trying to work on Confuzzle Hill [Originally supposed to be included in the demo], but I'm having trouble with Level 24. The exits only work if you have them set to "Exit to Level CF". I've found 3 of the levels that Level 24 leads to, but there are still two more. Can anyone help find them, or knows where they are?

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




FirePhoenix0
Posted on 06-19-07 05:34 AM Link | Quote | ID: 46760


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
Posted on 06-19-07 06:55 AM Link | Quote | ID: 46785


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
Posted on 06-19-07 04:35 PM Link | Quote | ID: 46860


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



Actually, I think I found three of the variant levels in the level finder. That's what I meant. I opened the area with all the mushrooms floating over water, the area with the key and the switch blocks, and the one where you get the feather and soar over.
But I couldn't find the other two variants.

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




joe
Posted on 06-20-07 01:31 AM (rev. 2 of 06-20-07 01:32 AM) Link | Quote | ID: 47037


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
Posted on 06-20-07 02:12 AM Link | Quote | ID: 47056


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



Posted by joe

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.



Yeah, those are the three I opened in the level opener, but now I'm unsure as to whether or not editing them matterd

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




S.N.N.
Posted on 06-20-07 02:56 AM Link | Quote | ID: 47066


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
Posted on 06-20-07 03:12 AM Link | Quote | ID: 47067


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



Actually, yeah. I was trying to make a level out of it and try to discover more on how it works. A lot of it gets confusing, so I only work on trying to figure more out as a side project But to anyone who's palyed the hack, is there a small line of nothing at the bottom of every level?

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




joe
Posted on 06-20-07 03:55 AM Link | Quote | ID: 47101


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
Posted on 06-20-07 04:07 AM Link | Quote | ID: 47110


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



Ok. I'll make the levels, then I'll send them to you. But specifically which 9 am I making? I know the five variants... but what are the other 4? And how did you figure ti out? I figured the background thing out though, because the background kept coming up screwed up. But yeah, I figured ti was ZSNES. So I'll send you the levels after I make them.

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




joe
Posted on 06-20-07 04:56 AM Link | Quote | ID: 47127


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
Posted on 06-20-07 12:45 PM Link | Quote | ID: 47191


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
Posted on 06-21-07 02:38 AM Link | Quote | ID: 47377


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
Posted on 06-21-07 04:21 AM Link | Quote | ID: 47414


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



Posted by joe
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.


Yoshi Gardens 1 is having the same problem I had with the Forest of Illusion, back when FuSoYa was around, and even he couldn't figure out was was wrong when I asked him. It's a separate level tile, but it and a switch level in Confuzzle Forest try to reveal on the same event. I change one, but it changes the other =P

As for YG2, it's optional. it just makes it easier =P

____________________
Don't even think about it!
Think about what?
*Shoves iPod in mouth*

Current SMW Hack Level[Redrawn Hack]: Sandy Shoreline 2




joe
Posted on 06-22-07 06:08 AM Link | Quote | ID: 47733


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

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.137 seconds. (339KB of memory used)
MySQL - queries: 132, rows: 171/172, time: 0.117 seconds.