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binarycuberoots
Posted on 12-13-09 09:00 AM, in Hey! Hey! How's about a ROM Hack with a Random Theme! Link | Quote | ID: 122465


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Quick Curly has a lot of good points. That 3-byte/4-byte/enemy deletion technique comes in handy especially in increasing the chance of a level overhaul.

I also like your level designs, especially the palette change for the fortress. One of the main things I look for in an SMB3 hack is if many palette changes have been used. Also take it from Quick since he has played the 2 (finished) hacks from my series. Either way, I learned it's best for one to keep doing what one is best at as far as SMB3 hacks are concerned. It helped motivate me to create the first 2 hacks and then some since there is a 3rd one I'm working on as well. In any case, a good deal of patience with editor issues, different design philosophies from others, and realization and possibly underestimation of the target audience amounts go a long way. I expected... maybe 2 or 3 people or so to play my hacks, but there are more than that on youtube nontheless, so keep doing what you're good at. I have a good feeling that Reuben can expand our potential substantially once it's released.

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binarycuberoots
Posted on 12-14-09 04:42 AM, in Hey! Hey! How's about a ROM Hack with a Random Theme! Link | Quote | ID: 122634


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Indeed. I myself am a fan of the latter, I had my fair share of criticisms about cheapness, but I subject myself to my stuff first. That way it is more genuine to know that it is indeed possible.

Thanks Mineyl for showing interest, and best of luck to the creator of this hack.

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binarycuberoots
Posted on 12-16-09 11:37 PM, in Hack Ideas Thread Link | Quote | ID: 123145


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Sure. If anyone wants to replace the world 2 desert theme with a different theme, go right ahead. I myself am going to overhaul the overworld themes for many of the worlds for my 3rd SMB3 hack quite a bit, and I have already finished over half of it already. I would give more specific suggestions, but I think I'll just see what anyone else has to say about that first.

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binarycuberoots
Posted on 12-25-09 06:20 PM, in Merry Xmas: Reuben 1.0 and flaghsip hack: Mario Adventure 3! Link | Quote | ID: 124095


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[invizible boo track plays]

Oh well. At least the betas are a good sign that it's coming. Keep up the good work, dahrk.

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binarycuberoots
Posted on 12-28-09 03:55 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 124369


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That's good. I've been waiting for Reuben for a while. This is good news. I'm sure a lot of people have been waiting for this editor for quite a while. I've seen some of what can be done with Reuben and that increases my excitement since I have made some levels with it to test Reuben's past couple beta releases and this is a good sign.

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binarycuberoots
Posted on 12-29-09 12:44 AM, in General SMB3 Hacking Thread Link | Quote | ID: 124398


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Quick brings up a point. That reminds me. I know it's possible to have fewer bytes than in the original. The only thing is that the unused bytes have to have some value to preserve the order for other level. That has always bothered me. Hopefully it takes the value of a non reserved byte value. I would assume that 00 fills up the remaining bytes, but I thought 00 was reserved for certain objects in certain level types. If you know about that, I'll be glad to hear what you folks have to say about that.

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binarycuberoots
Posted on 12-29-09 12:51 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 124400


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Funny you should mention that, I recently took note of that odd glitch. That would be an interesting feature. Anyway looking forward to Reuben's release.

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binarycuberoots
Posted on 12-29-09 01:46 AM, in General SMB3 Hacking Thread Link | Quote | ID: 124405


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I knew FF was involved in there somewhere. The only thing is that some objects like one of the oriented xblocks 16 units in width in the fortress based levels and one of the horizontal 16 unit pipes (universal level type) and maybe other objects use the byte FF though. Not sure what that's about.

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binarycuberoots
Posted on 12-29-09 08:31 PM, in General SMB3 Hacking Thread Link | Quote | ID: 124502


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I didn't know it was possible to fall through hilly and underground level solid stuff, at least in a horizontal setting. I knew it happened in a vertical setting with a hilly/underground type via workshop of course.

Either way, I just thought of something. I know that those pipes that ignore pointers can lead to another area. How does that work? I've been worried to use these, but somehow they lead to a specific area in the original. I know it's a specific area because there are different ones. Any ideas on that one?

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binarycuberoots
Posted on 01-07-10 05:44 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 125134


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I decided to showcase some designs that are possible to do with Reuben that are impossible otherwise. Here is my video, but this is just for dahrkdaiz's project more than it is for mine. Yes I do have really tricky gimmicks, but you may know from playing my first 2 hacks that it's the norm for me.



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binarycuberoots
Posted on 01-10-10 04:54 AM, in General SMB3 Hacking Thread Link | Quote | ID: 125352


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Good point about the no pointers thing. I myself was wondering how it was even possible to have that many doors in that fortress. Luckily I strayed from using pointers in my first 2 hacks. I have no idea how pointers would work in that level, but something tells me there is some hidden or hardcoded data that would allow a special pointer system for that fortress itself. Anyone that knows what's going on, since I'm puzzled about that?

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binarycuberoots
Posted on 01-10-10 08:37 PM, in General SMB3 Hacking Thread Link | Quote | ID: 125394


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That is an amazing discovery! I gotta try it out to see what happens! Thanks for that info!

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binarycuberoots
Posted on 01-14-10 02:42 AM, in General SMB3 Hacking Thread (rev. 2 of 01-15-10 07:29 PM) Link | Quote | ID: 125526


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Well the great thing about reuben (at least the betas I've helped to test) is the sense that it is extremely flexible in that sense. Levels and worlds are built from scratch, and pretty much any combination of level types is possible. For instance, you can have every level be ice related, or you can have a mixture of level types within the same world. It is even theoretically rumored that it's possible to have over 8 worlds with reuben as we know it. If one wants to have a desert theme in world 3 and an underwater/cave theme in world 4 or an ice themed world 5 and a grass themed world 6 and a forest themed world 7 and even a dark themed world 9 where bowser's castle is, it's possible with reuben. That's partly why I have been so anxious about it, but I am losing hope that it'll be finished and released.

mind you that it is also possible to have different overworld themes with workshop/map editor, but it's less flexible in the sense that you're pretty much stuck with the number of levels of specific level types in total unless you're clever enough to use the special additional level and enemy offset trick quick referred to, and more organization is required to come up with different overworld themes. Reuben will make that task easier.

Anyway I was wondering if there was a way to prevent anyone from accessing debug mode in SMB3 since that has been an issue somewhat previously. Whether that is to disable it altogether or to make it watered down so that power-ups and items no longer become accessible through it. Also I'm trying to remember if the debug code comes with a warp option or something.

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binarycuberoots
Posted on 05-18-10 09:09 PM, in Where DahrkDaiz has been and the state of Reuben Link | Quote | ID: 131298


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Well after a while, I decided that yes Reuben will expand SMB3 hacking capabilities, but for those waiting on Reuben, I admit I got a little frustrated in January, but I realized that although in theory not as powerful as Reuben, it is still quite possible to make a quality hack with workshop/the map editor. You just need to know what's going on in workshop and the map editor, but once Reuben is released that will probably be the preferred editor over workshop hands down because of extra level/graphics flexibilities.

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Main - Posts by binarycuberoots

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