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Main - SMW Hacking - Revival of -Undead Unrest- New thread | New reply


Zerodius
Posted on 03-31-07 04:39 AM Link | Quote | ID: 21240

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Hi.

I am Zerodius, an oldbie from older boards.

After many years of inactivity, I found motivation to once again work on my SMW hack, Undead Unrest (which was, last I know, completed up to world 4).

Although I am still clueless when it comes to EX-GFX, I have decided to complete the levels and beta-test them before proceeding with custom GFX insertion.

So, now I will ask some questions...

1-about the opening stage (the pop-up message one).

I assume that the stage ends when the message pop-up sprite is used, right? So, in theory, I guess it would be possible to make it into a full-fledged opening stage if one placed the message pop-up sprite at the end of said stage.

Although I am conscious that it would still disallow re-entry regardless of if you win or lose, would it be a possible idea?

2-about custom music...

Years ago, someone had been working on a music editor for SMW. Is the project cancelled or something? I truly wonder...

...

Well, that's all I have to ask for now. Have a nice day everyone!

NightKev
Posted on 03-31-07 04:49 AM (rev. 2 of 03-31-07 04:50 AM) Link | Quote | ID: 21244


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Posted by Zerodius
2-about custom music...

Years ago, someone had been working on a music editor for SMW. Is the project cancelled or something? I truly wonder...

...


I believe it was called Solar Soundtrack and to my knowledge it never got finished, it just sort of disappeared.

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icegoom
Posted on 03-31-07 11:23 AM Link | Quote | ID: 21335


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Posted by Zerodius
Although I am still clueless when it comes to EX-GFX, I have decided to complete the levels and beta-test them before proceeding with custom GFX insertion.

It's really not that hard to learn to use ExGfx. Here's a tutorial, if you're interesed, although it looks like you were using Demo World as a base and already had some ExGfx inserted anyway.

Ha ha, I had to dig deep into the archives to find information about this hack. How extensively are you planning to change your levels? The demo I'm playing here is kind of glitchy. Do you plan on making a new overworld now?

A game with the title "Undead Unrest" totally needs some Dry Bones action. It'd be fun if you changed Bowser and the Koopalings into zombified versions of themselves.

theclaw
Posted on 03-31-07 05:28 PM Link | Quote | ID: 21392


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Nice to see more older members around. I'm one of the few left from its first year though. Sound effects hacking is by far lesser understood than music. It's not saying much, as they're both rare.

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Phoenix Yoshi
Posted on 03-31-07 05:37 PM Link | Quote | ID: 21396


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Here's the answers to your questions!

1: The Display Level Message 1 sprite actually just sends you to the overworld at the very start of the game. It is only to be used in the intro level, which CAN NOT be accessed from the OW. However, press SHIFT+F9 and you can install an ASM hack that'll only do that on the intro level, and it simply acts like a normal Message Block message on all others. However, if you do that, if Mario starts on a submap, you must use Level 1C5 for the intro level instead of C5.

2: No, it is not cancelled. Blackhole89 is still working on it, from what I heard.... You could always PM him, you know. He's here.... And he could give you some info on it, maybe. But I heard that it's going SLOW. :/ So yeah, don't expect to be able to use it for a while, maybe.

Koitenshin -∞
Posted on 03-31-07 05:38 PM Link | Quote | ID: 21397

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I am also one of the members of the first board. I never registered accounts but I've been a ghost for quite some time.

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Keitaro
Posted on 03-31-07 06:19 PM Link | Quote | ID: 21406


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Just a heads up, if you can't even do ex-gfx you PROBABLY shouldnt be worrying too much about custom music right now anyways ;x

Koitenshin -∞
Posted on 03-31-07 06:33 PM Link | Quote | ID: 21410

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To all the people that want ExGFX I have one thing to say. Fuck you. Graphics do not matter as long as the gameplay is good. If you think I'm being too rude oh well. How many of you can honestly say you do not go back and play earlier games? 1980's or older...I mean that is why we're here after all.

So to be short. Focus on your level design first. If you learn how to use ExGFX that's good. But do not make a hack to please other people, make it to please yourself.

And yes I know I went a little overboard but I am sick of people saying ExGFX this, ExGFX that. If graphics were the only thing that matter then the only kind of movie would be action movies.

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Zerodius
Posted on 03-31-07 06:46 PM (rev. 5 of 03-31-07 06:54 PM) Link | Quote | ID: 21415

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Well... yes, EX-GFX for the graphics would be good... thank you for the link... although I probably saw it already. When I said I was clueless about it, I meant it in a "the tutorial seems vague and doesn't help me with the bugs and errors I get". Still, I'll check it. Still, I'll get the game working properly and do the GFX later ; level design goes first, always.

As for the opening stage... I knew that already. I also already have that change. What I thought is that if you placed the message pop-up at the end of a proper stage rather than on the single screen of the current stage, one could make a full-fledged opening stage... although one would only have one go at it and it wouldn't matter if one won/lost. Still, it would be original and quite entertaining, I think.

---

Now for some proper info...

Storyline:

A few months have passed since the events of Super Mario Sunshine, Bowser's second revival attempt being a success unlike his first in Luigi's Mansion. As one would expect, Bowser didn't learn from the lesson the Mario brothers taught him and it didn't take long for him to cook up yet another plan to kidnap the princess Peach and conquer the world...

However... he was not the only one who had such thoughts.

Bowser's death and first, failed revival attempt did deal a blow to his reputation as a ruler of evil beings and as such, many Koopas and beings from the Underworld left his army, disatisfied with the evil king.

One of those beings was Zuviel, a modest, low-ranked, unknown Koopa necromancer.

After Bowser's death, Zuviel resigned from Bowser's army of Magikoopas and left for Dinosaur Land to pratice his dark arts in secret... and there, for many months, he spent time perfecting his art and cooking up a plan of his own...

Now, fast-foward to the present. Bowser, seeing that framing Mario for a crime he did not commit and then conquering the world while he's being blamed by everyone did not work out too well, decided to try something different. And... what if he returned to a place he had previously left? Mario always expected Bowser to go to new and exotic lands to build new and improved fortresses. But surely, he wouldn't expect him to return to a land he already knew! Of course, Bowser would remodel the land "a little" and improve the rebuilt versions of his old castles...

Mario, Luigi, and Peach are now heading toward Yoshi's Island, wanting to pay their friend Yoshi a visit and thank him for helping them during the Mario Sunshine incident. He had left so quickly after the incident...

... however, as the three approach Yoshi's Island, a veil of darkness can be spotted over the island and, well, pretty much all of Dinosaur Land...

Oh dear... could Bowser be at it again? Looks like Mario and Luigi will have to investigate...

-END INTRO-

Present points:
-Using Demo World as a base to offer some variety in GFX due to lack of knowledge in EX GFX.
-Block Tool used to make some custom blocks (such as acid water and Mario/enemy-only areas).
-Due to lack of GFX, enemies are "zombified" through palette swaps.
-Storyline ; extensive use of the message blocks and message pop-ups during stages. Solve the mystery of the undead invasion and stop Bowser!... if he's truly behind it all, that is.
-Default overworld but some new stages added in. Palette swaps and new level names.
-Completed up to world 4 (World 5-3 is a dead end).
-Ending & Credits sequence changed (include ending text and slightly modified credits).

Points I wish to change:
-Actual use of EX GFX. Would allow for greater stage variety and, of course, modifying the bosses' and enemies' GFX without causing the palette for power-ups to be quite... different.
-Overworld to be changed... maybe. Will probably do so, eventually.
-Of course, all stages are to be completed.

---

Note that I am changing the demo's stages a bit. Some passages that were too empty are now filled, the piranha plant traps where half of them disappeared and/or caused the game to lag will be fixed too. Various glitches and things that were not meant to happen and end up more annoying than interesting will be removed/modified.

Glitch Palaces will NOT be fixed. Look carefully at the name. See? Still, I WILL modify them. Namely, pop-up and sprite disappearance glitches will be removed. Unwanted teleportation glitches will be fixed so they work properly. Most of all, the boss fights are modified ; the boss enemy and arena won't be glitched. I now separate the switch room from the boss arena as well so the giant switch's GFX will not be glitched.

For the Zombie Master boss fights (koopa kid bosses), I don't really know. I don't think I can remove the graphical glitches and I still want them to be modified. The biggest problem about them is about the third and sixth one. Zuviel (modified Magikoopa) make an appearance during those fights, which are actually two-on-one boss fights (you have to fend off both the Zombie Master and Zuviel. Zuviel revive endlessly however ; you need to beat the Zombie Master to progress). The problem is... well, due to the GFX configuration of said fights, Zuviel appear as a weird blocky glitch. I had thought of "fixing" it by making Zuviel all black, causing him to be a shadow of sorts... but a proper, true fix would be ideal.

Thank you for your replies.

I'll try to get some screenshots whenever I can.

icegoom
Posted on 03-31-07 11:04 PM Link | Quote | ID: 21464


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Posted by Koitenshin +∞
To all the people that want ExGFX I have one thing to say. Fuck you. Graphics do not matter as long as the gameplay is good. If you think I'm being too rude oh well. How many of you can honestly say you do not go back and play earlier games? 1980's or older...I mean that is why we're here after all.

So to be short. Focus on your level design first. If you learn how to use ExGFX that's good. But do not make a hack to please other people, make it to please yourself.

And yes I know I went a little overboard but I am sick of people saying ExGFX this, ExGFX that. If graphics were the only thing that matter then the only kind of movie would be action movies.

But... nobody in this thread was demanding that he use ExGfx. He said he didn't know how to use them, I provided a link to a tutorial he could use if he so wished. Of course fun levels are more important than graphics. But it does add a lot to the professionalism of a game if you can use a bit of map16 and ExGfx to fix the graphical glitches that can arise from using Nintendo's graphics in ways that weren't originally intended.

I guess I need to play further into this demo to see your new boss fights. If you're sticking a Magikoopa in with Lemmy/Wendy or Big Boo, you could probably fix his graphics if you wanted to do a bit of remapping. If you were sticking him in with the other Koopa Kids, that might be a bit more difficult.

Koitenshin -∞
Posted on 04-01-07 04:28 AM Link | Quote | ID: 21550

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Sorry about going overboard....it just drove me nuts to always see people wanting ExGFX on the old board. You have to admit that gameplay and level design is more important than graphics.

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What FF7: Advent Children Character Are You?

Main - SMW Hacking - Revival of -Undead Unrest- New thread | New reply

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