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Main - SMW Hacking - Super Mario & The Staff of Dreams [SS] [56K] [VIDEO] New thread | Thread closed

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blackhole89
Posted on 12-25-07 04:20 AM Link | Quote | ID: 72112


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The perspective looks a little bit weird... if you want to make it appear like the scene was "cut through" in the plane right before the platforms, you should make the stakes visible, perhaps with a blue shade implying some water in front of them, below the water level too.

Re: that video - I see how this works now. Is that thing rotated using SuperFX or other accelerator chip code or are you just uploading the separate rotation stages' frames dynamically from ROM like smwedit did for that YI piranha plant?

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boingboingsplat
Posted on 12-25-07 04:24 AM Link | Quote | ID: 72113


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It's the same method that smwedit used for his piranha plant.

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Remnic The Hedgehog
Posted on 12-25-07 05:47 AM Link | Quote | ID: 72118


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It's a dynamic effect used with an asm patch that you apply to a rom with xkas. Afterwards, you insert the sprite but the sprite will have a special .bin file in the same file as where your sprites are kept in order for the SuperFX effect to work. It isn't really SuperFX but it's what we call dynamic. So these are dynamic sprites.

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boingboingsplat
Posted on 12-25-07 06:36 AM Link | Quote | ID: 72122


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I took your advice BH, and here's the result:



The underwater beams' palettes aren't yet finalized, but here's what it looks like.

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blackhole89
Posted on 12-25-07 09:08 PM Link | Quote | ID: 72139


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Looks much better.

/approve

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Trackftv
Posted on 01-01-08 04:01 AM Link | Quote | ID: 72499


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Looks pretty good, however, I suggest maybe trying to add more shading in the Rolling Chomp's tilemap.

supertails61
Posted on 01-01-08 05:07 AM Link | Quote | ID: 72503


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The underwater beams look nice though, even though they're not done. I love the grass level graphics, especially the rocks. I'm certainly going to be checking this out more.

CKY-9K
Posted on 01-01-08 09:37 PM Link | Quote | ID: 72532


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Looking forward for this hack.

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Emperor Bohe
Posted on 01-05-08 08:01 AM Link | Quote | ID: 72782

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This hack looks rather promising.

pieguy1732
Posted on 01-05-08 08:10 AM Link | Quote | ID: 72783


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I like what I see so far. My only complaint is that at the top sections of the OW, the slopes are lacking corner tiles.

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boingboingsplat
Posted on 01-05-08 03:19 PM Link | Quote | ID: 72795


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That's been fixed ages ago.

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pieguy1732
Posted on 01-05-08 07:09 PM Link | Quote | ID: 72804


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Also, in the second half of 1-1, you used a few too many pipes (even though it is called Pipe Valley).

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Juggling Joker
Posted on 01-05-08 10:08 PM Link | Quote | ID: 72819


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Posted by boingboingsplat
I took your advice BH, and here's the result:



The underwater beams' palettes aren't yet finalized, but here's what it looks like.
I really really like that underwater effect, but make sure you modify the Cheep Cheep's palette so it looks like it's in the water as well.

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Not The Only Starfish

boingboingsplat
Posted on 01-05-08 10:30 PM Link | Quote | ID: 72821


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Meh, those Cheep Cheeps are the ones that jump out of the water, if I changed it's palette it'd look odd when it jumps out of the water.

When (and if ) I get HDMA in the hack it would be nice if I could add a wavy effect to the underwater section.

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nopego
Posted on 01-08-08 03:44 AM Link | Quote | ID: 72995

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ooooooooooohhhhhh that looks cool please post me a demo as soon as possible.PLEASE! it looks awsome and im a sucker for these hacks

pieguy1732
Posted on 01-08-08 04:48 PM Link | Quote | ID: 73025


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I like them. However, the part where the water touches the sides looks wrong...the intersection effect you have seems to go down too far.

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boingboingsplat
Posted on 01-21-08 07:42 PM Link | Quote | ID: 74610


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*Boing bumps his thread.

After a long break I've started working on my hack again!

First, I've updated the OW. The additional waterfall tiles were a pain in the ass to make.



Then I started a new level!

Thunder Hills


Lightning, as you can see.


I've remapped a few things. The turn block bridges are now "used" block bridges. That's because the turn block (and ? block) bounce sprite is no longer used, so that I can have the note and on/off switch bounce GFX in SP1.


Bob-ombs are always fun!

Also, the rain looks a lot better in emulation.

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supertails61
Posted on 01-24-08 06:38 PM Link | Quote | ID: 74878


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Not bad, not bad at all. Personally, I think the BG and FG could be a bit darker, to match the stormy theme of the level, but it looks nice otherwise.

pieguy1732
Posted on 01-24-08 07:10 PM Link | Quote | ID: 74882


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Try moving the cloud up, it takes up too much space in the level height. Aside from that, try darkening the palettes (what Supertails said). It looks good aside from that.

Also, I thought that you were trying to make your levels less linear. However, I keep seeing linear levels (unless there are some secret things I'm missing). D:

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"There are 3 types of people in this world: Those who can count and those who can't."
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boingboingsplat
Posted on 01-24-08 07:15 PM Link | Quote | ID: 74884


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Posted by pieguy1372
Try moving the cloud up, it takes up too much space in the level height. Aside from that, try darkening the palettes (what Supertails said). It looks good aside from that.

Also, I thought that you were trying to make your levels less linear. However, I keep seeing linear levels (unless there are some secret things I'm missing). D:

1) I can't, layer 3 can only go up so far.
2) Ever hear of pipes?

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Main - SMW Hacking - Super Mario & The Staff of Dreams [SS] [56K] [VIDEO] New thread | Thread closed

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