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Main - SMW Hacking - Super Mario Universe II - The Adventure Continues New thread | New reply

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Forte.EXE
Posted on 03-21-07 05:36 AM Link | Quote | ID: 17596


Koopa
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Well... some of you may remember my first hack I made "Super Mario Universe" which was a hack with various game and anime references within/hidden throughout (which according to several people it's glitched, others not glitched; sorry can't do anything 'bout it since my original no longer exists).

SMU2 is the final installment for the two-part series. Now, there used to be "The Millenium Project", but that peice of crap got corrupted during a PC wipe four years ago so I started from scratch (put it off for the next three years) and now has finally finished it.

But before I go off the handle like this... just click the link below for your eye candy and hack download.

http://www.smwcentral.net/?p=showhack&id=247

... Finally, after four long friggin' years I am finally done with this... it shall be a long while before I get back to SMW hacking again... Got any questions, bug me when I feel like getting bugged online.

Luigi-San
Posted on 03-21-07 05:44 PM Link | Quote | ID: 17700


Melon Bug
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Looks nice. I'll have to give it a whirl when I get home

Spontaneous Madness
Posted on 03-21-07 07:07 PM Link | Quote | ID: 17727


Bloober
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I'm downloading and playing it right away, but shouldn't this be in Rom Hacking Related Releases?

____________________
D: Can't think of anything original....

OoBurns
Posted on 03-21-07 11:37 PM Link | Quote | ID: 17801


Boo
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I'm playing it right now, and I like it so far.

This is interesting... when you jump on a Bullet Bill in Village of Monsters, one copy of it continues on while another copy falls down off the screen like it's supposed to.


____________________

FirePhoenix0
Posted on 03-21-07 11:47 PM Link | Quote | ID: 17808


Bullet Bill
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There's a problem. You left a Goal Point at the very start of Altar Path 6 so the level gets beaten automatically. Also, when Altar Path 6 is beaten, the event activates but I'm unable to move right to Castle #7.

Other than that I'm having a lot of fun with this. I liked the idea of adding No Music levels then playing mp3s in the background. I've also found 6/14 easter eggs. (I'm not saying where.)

____________________

Forte.EXE
Posted on 03-22-07 08:00 PM Link | Quote | ID: 18065


Koopa
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Damn, problems already? I thought I had made this hack bug-free?

Shit, I had fixed every possible problem and/or glitch that showed itself. I had fixed that one problem your speaking of Phoenix when Rebecca beta-tested this game herself.

I really do not know why that keeps happening because it works perfectly for me. If there's any other bugs that seem to show up that I haven't caught yet just dive into Lunar Magic and take care of it since my hacks are never locked up...

FirePhoenix0
Posted on 03-22-07 08:18 PM Link | Quote | ID: 18069


Bullet Bill
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The only thing I did was move mario to csatle 7 so I could beat it and finish the game. The paths on the overworld seem to be fine though. There's a mario path connecting Altar Path 6 and Castle 7 and the event is set correctly and the direction to move is set to "right" like it should be. It just seems to be a random glitch of some sort that I can't find an explanation for.

(I loved Castle 7. MZM graphics worked perfectly.)

____________________

OoBurns
Posted on 03-22-07 09:59 PM Link | Quote | ID: 18090


Boo
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I'm trapped!



There's a spot in Grasslands 1 where you can fly over a wall and then fall down and walk around inside the wall. When I tried to fly out, I fell through and got stuck in a spot that you need fireballs to get out of!

____________________

FirePhoenix0
Posted on 03-22-07 10:11 PM Link | Quote | ID: 18094


Bullet Bill
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Posted by BooUrns
I'm trapped!



There's a spot in Grasslands 1 where you can fly over a wall and then fall down and walk around inside the wall. When I tried to fly out, I fell through and got stuck in a spot that you need fireballs to get out of!

I don't think you were supposed to fly over the wall...

____________________

asdf
Posted on 03-22-07 11:32 PM (rev. 2 of 03-23-07 02:01 AM) Link | Quote | ID: 18134


Shyguy
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I'm in a troubleshooting mode, so...


I hate it when hack makers use multi-coin blocks like that.


I question whether you even tried to "[make] this hack bug-free".


Flash!


How is this supposed to work, again?


Somebody took a dump on the road.


The side of the wall doesn't look right.


The corner of the platform has no boarder stopping you from entering the wall.


This again.


This again.


A sprite overload occurs here, knocking out the bottom left corner of the Spiny (and turning it invisible when it lands)


And again.


The timer is partially obscuring it, but you can see there's another fadeout error. What, did you put that mofo' at 10x speed whenever you completed a level?


Not this shit again.


Halfpipe Pirhana.

I also noticed a number of your levels borrow rather heavily from the original game. And I do mean heavily. Most notably, Lost Woods and Kero Sewers 2. Any particular reason why you did this?

icegoom
Posted on 03-23-07 10:51 AM Link | Quote | ID: 18373


Cheep-cheep
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A full hack is always cause for rejoicing, and this one's fairly fun. I'm about ready to enter the fifth castle, but my exit count's pretty abysmal. I don't think I've found any Switch Palaces yet. (Assuming any exist) I've noticed a lot of the problems asdf pointed out, and I'll add that I don't particularly like the palettes on some of the sprites. Those Piranhas really need to be switched to palette D in Tweaker, and I like the Chucks better blue. I don't really like original SMW Koopas mixed with SMWRedrawn shells, either, but I'm just picky that way.

I really enjoy all the attention to detail in your ExGfx. I'm thinking of the Goombas in the Sewers that blink after you stomp them and laughing. The pipe set's really nicely done with all the transition pieces, too. Oh yeah, and the overworld's pretty awesome. There's a bunch of detail packed in. (Again, I love the little goombas standing around)

Forte.EXE
Posted on 03-23-07 07:07 PM Link | Quote | ID: 18447


Koopa
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I hate it when people nitpick but its your words, not mine. Let's see...

First, only some of then came from "The Millenium Project" which was supposed to come after the original SMU, but after a PC wipe the file I had saved was corrupted, the half finished game so my latest demo of it I just shoved the good levels from that project to "The Adventure Continues" which was renamed from "The Gates of Chaos".

Now for the "flashing" bits; it must be a glitch because my original doesn't do any of that, including the small garbage after Castle 1 is destroyed. Booster Forest's cavern wall is supposed to be like that since it's an MMXtream GFX I hand ripped. Any other "glitches" that some of you will point out to me is because in SMW the maps always use the same GFX... which according to myself that is what I think.

Thank you asdf for pointing out that small little part there, it's supposed to be a solid edge... same with half pipe piranha since it's supposed to be from the yellow pipe... for the others you pointed out; sue me, I'm just doing what I like when I feel like making an enjoyable game that people will like to play.

As for the others, glad it's an enjoyable hack to play. Switch Palaces do exist... atleats not til you get further to the game. Icegoom, Tweaker doesn't work shit for me no matter what I do. Also, it's supposed to originaly have more custom blocks in the game but Blktool gives me the same damn problems as Tweaker so I thought "fuck it, get it done and over with after four years".

The only "FEASBLE" glitch there was is apparently the one Phoenix pointed out; the Altar Path 6 works well, set up appropiately to move right when its beaten to the final castle before the Altar Entrance, does work but it appears to be a random glitch since it works well in mine.

As I said before, my hacks are never locked so if you want to people, dive in via Lunar Magic and fix them up yourselves. If you're going to "borrow" some of my hand-ripped GFX like Olive Ocean's FG, (J) Super Mario Land 4's GFX (before I knew "V" ripped up those graphics), and Candy Constellation's GFX, remember to credit me for those, including GFX from Metroid Zero Mission, MMXtream, and other misc. Kirby styled GFX and custom pipe set (of course I plan to make those mentioned accessible to the general public on SMWCentral).

I may plan to do SMUIII, but it's going to be a separate plot as from the first two games and I may require help from those that excel with hex and custom block inserting and whatnot (I'm barely learning hex editing myself).

S.N.N.
Posted on 03-23-07 09:47 PM Link | Quote | ID: 18493


Beezo
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The main bugs I noticed in the screens are grammar bugs. If you want it to make sense, it should say "Last time, the Princess was..." instead of "The Princess last time was..."

Also, in the second text box, it says "your" when it should say "you're". Just being a bit nitpicky, but I figured you would want it to be flawless, so yeah

____________________
Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM.

icegoom
Posted on 03-24-07 04:56 AM Link | Quote | ID: 18620


Cheep-cheep
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Posted by Forte.EXE
Icegoom, Tweaker doesn't work shit for me no matter what I do. Also, it's supposed to originaly have more custom blocks in the game but Blktool gives me the same damn problems as Tweaker so I thought "fuck it, get it done and over with after four years".

Aw, that sucks. Tweaker's damn useful. Not that it really matters, but can you run Sprite Paint or Mario World Reconfigurator?

asdf
Posted on 03-24-07 10:41 PM (rev. 4 of 03-24-07 11:03 PM) Link | Quote | ID: 18839


Shyguy
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Posted by Forte.EXE
Now for the "flashing" bits; it must be a glitch because my original doesn't do any of that, including the small garbage after Castle 1 is destroyed.

You using a token emulator? It happens on ZSNES. I believe it's a result of having Color 4x0 set to anything but its original black color.

Posted by Forte.EXE
Booster Forest's cavern wall is supposed to be like that since it's an MMXtream GFX I hand ripped.

Well apparantly, you didn't do a very thorough job. You just lazily flipped some of the tiles (or just didn't line them up properly), creating the afformentioned effect. Compare and contrast the two (and the original tiles for good measure).


Back to business...


A loose tile is hiding under that pyramid.


The bat isn't even touching the roof.


Want to know what else is treacherous?


I might be missing something here, but you have a Nightmare Castle 1, a Nightmare Castle 2, and a Nightmare Castle 4. What happened to 3? You think we're gonna spend forever looking for it or something?


Palette bar error. I'm not even counting (or am just disregarding) all the ones prior.


More a design flaw than a bug - but it's just unusual to not have those pushing down on you.


It's kind of hard to walk up these escalators (which look somewhat out of place thanks to the tiles below them, by the way); Mario just does a dance at the top. You need a carefully timed jump to get by. Solution: make the escalators lead up to a tile that acts like tile 100 (you'll have to extend the ledge for this, obviously)


Palette error gives the fire flower a pink stem in this area.


Standing in front of a waterfall, on something that's behind it.


I'm not even going to bother showing any more of these.


Garbage.


A pipe that floats on ? blocks is NO GOOD.


A cloud fringe, but no cloud.


More sprite overloads.


Nice job putting the ace coin on a vertical subscreen boundry.


Go in the pipe, come out the- wait, what?


The torpedo ted launchers create holes in the scenery. Shouldn't be too much to create some ExGFX to make that look better.


Now that just looks weird. (also, palette bar error)

Forte.EXE
Posted on 03-25-07 12:59 AM Link | Quote | ID: 18866


Koopa
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Pipe on [?]'s, one minimal design from "The Lost Levels" on SMAS (to lazy to look back which level it is).

The bats from icegoom's SMWRedrawn never touched the ceiling as well so?

Pallete bar error? So Mario's name and the star icon is in a blue shade, atleast it isn't horribly fucked up and unreadable.

As I said before, Blktool doesn't work shit for me no matter what I did so I said "Fuck it, get it doen and over with after four years." If it did worked I would of had movement blocks for waterfalls in the game (or for that matter OTHER typs of Custom Blocks).

I designed that part in the Dark Castle level that way with perfect timed jumps.

I am not at liberaty to say...

Waterfall in that part has Priroity enabled but then again everyone knows priority enabled graphics do not work with layer 2 based levels.

Then don't bother showing any more of them.

Garbage only because ExGFX usualy isn't used for overworlds.

Nice catching that little A Coin problem though, now that I looked into it.

I'm not at liberty to say...

Torpedo Ted Generator: Well no one never bitched about design flaws when the game first became popular in the US and around other parts of the world.

Alien landscapes SHOULD look weird...

Repeat: Dive to Lunar Magic to fix em up, because I'm focusing more attention to the third installment because in my original, there isn't much graphical problems (cept the A Coin now that you made me notice it), trust me going through your nitpick pics (does that rhyme?) I'm looking through to find any problems myself and seeing less than minimal. Maybe its glitches you have. Glitches or no, I'm focusing all my attention to the third game of mine.

icegoom
Posted on 03-25-07 03:06 AM Link | Quote | ID: 18890


Cheep-cheep
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Posted by asdf

The bat isn't even touching the roof.

The game moves hanging Swooper down one pixel. In order for it to actually touch the ceiling, you need to make a custom tile than juts down a pixel or two.

asdf
Posted on 03-25-07 10:31 PM (rev. 4 of 03-27-07 03:46 AM) Link | Quote | ID: 19179


Shyguy
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Meh at the Swooper. And just because Nintendo did something wrong with their game back then doesn't mean it's okay to do it in hacks of their game.


Where's the hole graphic? On another note, the way the graphics of that level are designed allows players to watch the Pirhana Plants (Pokeys) vanish when they are above them. Just mentioning this oddity.

Pallete bar error? So Mario's name and the star icon is in a blue shade, atleast it isn't horribly fucked up and unreadable.

This "horribly fucked up" enough for ya?

Screenshot is unnecessary for this one - In the Space Station, at a point where you have to get a POW swtich to create a bridge to cross a bed of spikes, you can instead use a cape to fly across. You can take the POW switch with you through the level, eventually coming to a part where you fall down and must hit some blocks from below so you won't fall down when you go that way again. You can use your POW to get by easily, but those aren't the bugs. The bug is if you wing it into the nearby door after doing so, the POW music will never stop until you reach the boss.


The notorious frozen ring of boos glitch.

S.N.N.
Posted on 03-26-07 04:39 AM Link | Quote | ID: 19312


Beezo
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Posted by Forte.EXE

Garbage only because ExGFX usualy isn't used for overworlds.



I don't think he was talking about the whole OW in particular, I think he was refering to the glitchy rock tile on the right hand side.

I thought this overworld looked really good aside from that bug

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Want custom overworld music in your SMW hack? Download this. Don't forget to RTFM.

TheGreatGuy
Posted on 03-26-07 05:03 AM Link | Quote | ID: 19343


Beezo
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This hack looks great, though I'm not sure whether or not I should play it, having yet to play the first SMU. I think I might play that, then move onto this, so expect some comments a bit later, if this thread still lives.

____________________
There are things I want to put here. Like a cool picture, my 8-bit theatre character test result, my MS and RO characters... But it's 12 AM, and I'm sleepy.
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