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Main - ROM Hacking Related Releases - Untitled SMB Hack 2 World Demo Release {Some Screens Inside} New thread | New reply

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Quick Curly
Posted on 04-15-09 01:15 AM Link | Quote | ID: 105068


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I played through it, buddy. Just a few questions/issues though. (Were the following things intended?)


Bowser's a coward... even more than usual. In this area, there are two Bowsers, but you can only defeat one with fireballs. The second one cannot be beaten no matter how many times you hit it, and despite his invincibility, he still retreats outside of his normal boundary.


Floating pipes in outer space!


You come out of the pipe oddly, get hurt by the plant inside, and then need to jump to get out of the ground (where you shouldn't be).


Same issue here.


Yay!

Aside from the things pointed out in the screenshots above, I enjoyed playing through the most recent version of your hack. It's cool that you've decided on the name for your hack as well. Just a few more final touches and it should be done, eh? Best of luck!

By the way, just curious - has my interest in your hack made me a beta tester?

NutheadBros
Posted on 04-15-09 04:41 AM (rev. 4 of 04-15-09 06:33 AM) Link | Quote | ID: 105099


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The Two Bowsers and The Floating Pipe was intended.

The Wierd Pipes......not so sure.....I need a verification on wheter it happens in the Normal Game.

Yes...you are one of my Beta Testers

And I see you beat 8-4 in 142 seconds

EDIT: I need people to test the Hack on different Emulators. That Way I can fix it to where it will work on every Emulator.

Reports so far
jnes: Freezes at Levels invovling Laktiu and a Castle [Lakitu Issue] {Fixed...see below}
FCEXU: Works Fine [Tested myself]
Nestopia [No Bugs Yet]
VirtuaNES [Freeze in Fortress] [Possibly a Hiccup]

http://acmlm.no-ip.org/uploader/get.php?id=1297 SNB Beta 1.3 [Lakitu Fix Edition] Thanks to Coolboyman of the RWP for informing me of the freeze

Quick Curly
Posted on 04-15-09 06:24 AM Link | Quote | ID: 105123


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I figured that the two Bowsers were intentional, but it was the issue with the second Bowser being immune to fire power that I was wondering about.

Did you change the proper pointers? I noticed that you did change the sizes of some pipes, but you won't come out of the pipe in exactly the right spot.

That reminds me of something else with some pipes as well. In cases like 1-2 when you exit the bonus room and return to the main part of the level, there isn't actually a pipe there - you just float up as if you were exiting a pipe and the blocks set up there push you back. I'm guessing this might be intentional as well, but in some cases like coming up into a pipe improperly and getting hurt by the plant inside of it, that's probably a different story.

Cool.

Oh, yeah. I suppose I did. Well, I wasn't rushing through the levels or anything. I wanted to test out everything that I could to make sure that everything was working properly.

Well, I tested your hack in Nestopia and VirtuaNES and it worked fine in both. However, there was one point when it froze for me as well as I was playing it in VirtuaNES. I only remember that it happened in a fortress level - I think it was 4-4. When I fell in a pit (clumsy me) the game instantly froze up strangely. However, I reloaded and replayed the level and fell in the pit just to see if it would freeze again and it didn't. I think it was just a hiccup, so nothing that can really be looked into.

I suppose I'll test the hack out in FCEU when I have a free minute, although maybe we should wait until you have the final version ready so that we can confirm that it works properly.

NutheadBros
Posted on 04-15-09 06:30 AM (rev. 2 of 04-15-09 06:38 AM) Link | Quote | ID: 105125


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You have a point there....We need to work out everything before the Final Version.

{And thus the hacking Group known as Team Nuthead was born}

Quick Curly
Posted on 04-15-09 06:42 AM Link | Quote | ID: 105127


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Yeah, and I also think it'd be a good idea for your beta testers to test out the final version of your hack before you officially release it as well, since if there is still something that needs to be fixed, it can be fixed without having to worry about everyone else encountering that problem as well. Then again, I suppose hacks that have been officially released, like programs, are open to bug reports as well. Depending on the situation, there might be a possibility that the person will be less motivated to fix issues though, since they already put a lot of work into it and after having released it, the person doesn't want to bother with it again. Sort of like my first SMB3 hack, Quick Bros. I hate the graphical glitches that I didn't bother to troubleshoot and fix because back then I was only starting out and I was too lazy to fix them, but even now, I still don't feel like going back and fixing them. Motivation comes and goes, I'm afraid. All I'm really saying is that your dedication to your project is awesome and I'm hoping you don't lose motivation to see it through until the very end.

*Sees addition to post.* Team Nuthead. Very nice.

NutheadBros
Posted on 04-15-09 06:48 AM Link | Quote | ID: 105128


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Okay.....Team Nuthead needs the following.

Beta Testers
Level Designers {Me being one of them}
GFX Artists
And some others including a head director [me]

Quick Curly
Posted on 04-15-09 06:55 AM Link | Quote | ID: 105129


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If you've already completed the level editing stage, what would the level designers be needed for? With the few issues we've come across, do you plan on just fixing the necessary objects and/or pointers or are you thinking of restarting the levels from scratch?

NutheadBros
Posted on 04-15-09 06:56 AM Link | Quote | ID: 105130


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The list is for Future Hacks.....I plan on fixing said levels if I can figure out what is causing them

Quick Curly
Posted on 04-15-09 07:11 AM Link | Quote | ID: 105131


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Oh, I see. You're thinking about future projects as well. That's cool. What other hacks do you think you'd be interested in doing?

Since I've never done any SMB1 hacking before, I can only make a guess that you changed/switched pipes around, but didn't change the pointers. From what I could tell as I was playing through Beta 1.2, the destinations of the pipes seemed to be the same as in the original game, although the exiting pipes were changed in some way that caused the aforementioned issues. Perhaps the pointers are what you need to check? Again, I'm unsure how all of that inside SMB1 stuff works since I pretty much focus on SMB3 hacking, so I apologize for that and I'm more than likely wrong. I feel bad that I can't be of more help...

NutheadBros
Posted on 04-15-09 07:20 AM (rev. 2 of 04-15-09 07:50 AM) Link | Quote | ID: 105133


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Hmm....I'll try and fix the pointers. Why don't you go and find some more members to join Team Nuthead.

Hacks Planned
Super Nuthead Bros 2 [SMB3] Hack
Super Nuthead Bros 3 [SMB3] Hack
Hacks focusing on other Nuthead Characters
An RPG Game invovling Nuthead

Quick Curly
Posted on 04-15-09 07:38 AM Link | Quote | ID: 105134


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Hee hee. I had similar hopes for a Quick Bros. series. I thought that it could be something like this:

- Quick Bros. (SMB3 Hack)
- Quick Bros. 2 (SMB2 Hack)
- Quick Bros. 3 (SMB1 Hack)

So sort of backwards.

However, the SMB2 level editor would always mess up my levels. Quite a few people have had similar experiences when they've tried to make SMB2 hacks. I don't know if you've heard about that or if you've tried to make an SMB2 hack before, but just so you know, it might not be as fun as you think. I abandoned the idea for an SMB2 hack a long time ago. Now Quick Bros. 2 is expected to be an SMB3 hack as well, and if I'm motivated enough to do a Quick Bros. 3, that will more than likely be an SMB3 hack as well. So the ideas for the Quick Bros. series pretty much changed. I've actually thought about it recently though and it would probably be much easier to make an SMB2 hack by editing the levels directly in a hex editor. I haven't bothered to try it yet though. The only other hope would be that someone makes an SMB2 level editor that ensures a higher success rate.

Anyway, when Super Nuthead Bros. 3 comes around and it's an SMB3 hack that is being worked on, then I can hopefully be of more direct assistance.

In regards to recruiting members for Team Nuthead (& Friends), it's probably best for people to offer their services instead of them being demanded, specifically by them coming in this thread and saying that they'd be willing to help out. I haven't been around as long as the majority of the members on this board, but from some instances in the past, I'm afraid to say that attempts to start new "teams" have not always ended well. I'll hope for the best though.

Anyway, it's 1:38 in the morning over here and I have to get up early tomorrow, so unfortunately I have to go. Talk to you later buddy, and best of luck with fixing up your hack!

NutheadBros
Posted on 04-15-09 07:49 AM Link | Quote | ID: 105135


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You are right.....People should be willing....

I managed to partially fix 8-4's pipe bug. I don't really know about SMB pipe pointers.
Also...you are right again on SMB2 Editing...Maybe it should be a SMB3 hack instead.

Quick Curly
Posted on 04-15-09 02:05 PM Link | Quote | ID: 105152


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Yes, but in general, people don't usually jump at the "opportunity" to join another person's "team" because they prefer doing their own thing and/or they just don't have the time/will to help.

Sounds good.

Have you checked out RHDN for some SMB1 documents? DahrkDaiz's "Super Mario Bros. Hacking Document" has a section about "pipe pointers". Do you think maybe that could help (if you haven't checked it out already)?

I take it you tried the SMB2 Transmogrificator out then?

SMB3 hack! Awesome!

NutheadBros
Posted on 04-15-09 05:05 PM Link | Quote | ID: 105166


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I have not tried the SMB2 Editor beacause I lack an SMB2 Rom

I looked at DD's document......It kind of confused me

It seems that the Death Pipe Bug may be in other levels too. I tried fixing 1-2's Pipe Error by replacing one of the bricks with a pipe....died by plant

Quick Curly
Posted on 04-15-09 05:22 PM Link | Quote | ID: 105169


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Oh.

It's just a lot of information to take in. You'll get it.

It's odd, but it seems like there doesn't have to be a plant in the pipe for you to get hurt as you are coming up.

I just took another quick look at the document and while I can get a general understanding of all that is being said, I can't actually apply any of it since I don't have the SMB1 stuff in front of me...

NutheadBros
Posted on 04-15-09 07:05 PM Link | Quote | ID: 105171


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What we need to do is compile a list of all pipe errors. Once we compile a list....we can try and fix it.

{Team Nuthead's Motto: Freedom.....Everyone does what they feel like...Without having to worry on if it is perfect}

Quick Curly
Posted on 04-15-09 08:28 PM Link | Quote | ID: 105177


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I was just thinking about this a few minutes ago: Aren't all of the exiting pipes in the original game the same height?

I took a closer look at DahrkDaiz's awesome document and I found this:

y position
(always 0x0E)


So by the sounds of it, you can only have one common height for exiting pipes. Since you made the exiting pipes taller, that's more than likely the error. If that's the case, you have to reset the heights for the exiting pipes back to their original values.

Again, I'm really not the person to ask about this. If Googie, Insectduel, or another skilled SMB1 hacker is around and offers to take the time, they could more than likely explain and/or troubleshoot the possible problem(s) a lot better than me just making a lucky guess, so maybe you could try asking them nicely.

{Quick Curly's Motto: If it doesn't work, BLOW IT UP!!!!!}

NutheadBros
Posted on 04-15-09 08:37 PM Link | Quote | ID: 105181


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I tried out your theroy....you are right.....All Exiting Pipes have to be the same height.....Now all we need to do is find out which pipes need to be fixed...I know 8-4 for one

Quick Curly
Posted on 04-15-09 08:44 PM Link | Quote | ID: 105182


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Really? Neat. I'm glad that it worked.

Yeah, I just played the hack last night and I already forget. Brain fart...

I'll replay through it and make some notes. Did you plan on placing exiting pipes for the sake of appearance so that you don't appear in thin air in cases where there is no exiting pipe at all like in 1-2 as well?

Oh, well. Off to do that then...

P.S. I'm officially on vacation now, by the way.

Kawa
Posted on 04-15-09 08:45 PM Link | Quote | ID: 105183


CHIKKN NI A BAAZZKIT!!!
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Ping-pong combo breaker!

And if Pecan Nuthead wants to do any actual palette hacking, I'm more than willing to show him some ropes. Just ask.

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Main - ROM Hacking Related Releases - Untitled SMB Hack 2 World Demo Release {Some Screens Inside} New thread | New reply

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