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Please chime in on a proposed restructuring of the ROM hacking sections.
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NEONswift
Posted on 06-18-07 01:22 PM, in SMW and 65816 pros: Look here Link | Quote | ID: 46528


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What exactly would this involve? I'd be willing to help.

I'm quite interested in seeing an assembly created for this game. As certain hacks Ive yet to get round to even attempting would be made much easier if the assembly was done beforehand.

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NEONswift
Posted on 06-18-07 01:56 PM, in SMW and 65816 pros: Look here (rev. 2 of 06-18-07 01:57 PM) Link | Quote | ID: 46533


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Posted by Smallhacker
The main things to do (in order of importance... according to me, at least):
1) Fill the "holes" in the code (i.e., disassemble what hasn't been disassembled yet).
2) Add labels and such to the code to make it possible to correctly assemble it.
3) Document the code to make it easier for people to understand and edit it.


Ok well I'd love to get involved... What needs to be looked at and what formatting do you want it in?

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NEONswift
Posted on 06-20-07 12:27 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 47006


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More imagery for you guys.

I'm basically working on a Super Mario World remake of Super Mario Land 3 - minus the Wario stuff. Which is surprisingly titled Super Mario Land 3

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NEONswift
Posted on 06-20-07 01:21 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 47031


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Posted by Xkeeper
Too many conflicting styles. I don't like it.
What is conflicting? There are still things to edit but for the most part all the graphics have been taken from Mario & Luigi: Superstar Saga.

I'd appreciate some elaboration from you if that's at all possible. If something needs fixing...

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NEONswift
Posted on 06-20-07 01:33 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 47039


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Posted by Rich
Posted by NEONswift
Keep it up. Although...how the hell are you going to manage levels such as 1-4 (the level where the pouncer is following you through the tunnel, then requiring you to jump on top of it to cross the lava), and other such situations which rely on Wario's shoulder charge?

Edit - I missed your 'minus the wario stuff' comment. But still, levels like 1-4 fully rely on the 'wario stuff'.
Hmm yeah already thought about that level the otherday.

The twomp and a number of the games enemies make up a fair part of the gameplay...So im gonna have to start dabbling in Spritetool. Goombas and other Mario World enemies will have there place in the game but I would prefer to have rice beach polpulated buy Wario's bad guys.

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NEONswift
Posted on 06-20-07 08:01 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 47245


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Posted by Rich
Well, most enemies would only need a bit of editing to match with Wario Land's.

For example, the 'harmless goom' is a goomba that does not inflict any damage. The pirate goom is one that only inflicts damage from one side. Pouncers are very similar to the sea urchins (follow a set path), but have a ridable top side.

I havent got much experience with sprite tool, but these sound like pretty simple modifications as opposed to creating entirely new sprites.
Hmm brings up the question though about Mario's strength... The harmless goom is surely only harmless because Wario is made of thicker skin so should Mario be able to just walk into one to defeat it?

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NEONswift
Posted on 06-21-07 02:46 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 47527


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Posted by Pac
By the way, didn't you hack Zelda 3 previously? Or am I thinking of someone else...
Sorry forgot to reply to this... Yes I was Zelda hacking but Dodongo's Gold went down in a harddrive bust and my attempt to recreate it or a newer Z3 hack was killed off by my veer towards asm and gfx hacking. There are better Zelda 3 hackers out there that have made considerable more progress than I ever will so I think I will be leaving it to them.

Z3 hacking is way too time consuming for me to make any real progress with it so I have opted for SMW hacking instead and a remake of sorts.

Back to sprites... The harmless gooms I think I will keep harmless but I need to implement a purpose for coins in SMW as even though the Gooms were harmless in Wario Land they were not pointless as every bit of cash added to the overall gameplay.

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NEONswift
Posted on 06-22-07 11:03 AM, in Guess who the poster above you is. Link | Quote | ID: 48197


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Eh? WHat?!! Who the fuck are all you people?

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NEONswift
Posted on 08-10-07 03:05 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 61548


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The work everyone is doing these days is astounding. Loving the OpenPoke, Stranded and MON's items hack especially.

Some images of my Super Mario Land 3 remake in SMW.

New HUD & Baby Mario!


And heres the outdoor section of Course 01: Course 01

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NEONswift
Posted on 08-13-07 06:00 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 62170


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Posted by Pac
NEONswift, I love those graphics. The palettes are really warm and fuzzy and stuff.

I can't wait to try it out. Do you plan on changing the music?
Thanks Pac... I was playing around with the music patches available for SMW but not sure if any of it really fits. Most of the classic songs I prefer to SMW's ones though.

Id really like the Wario Land tunes in there but I know absolutely nothing about hacking music.

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NEONswift
Posted on 08-29-07 06:33 PM, in New Custom Sprites Link | Quote | ID: 64215


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Posted by ghettoyouth
Ok, I'll try to fix that later, thanks.

Here's my latest sprite, the snowman from Wario Land:



download
Thats pretty cool. Im having to create new sprites for my Super Mario Land 3 remake. Only played around a little with sprite tool though. Buckethead is awesome though. Hopefully once I get better with it all Ill be making sprites of this calibre.

Loving the sky pop and bubble pop mikeyK and Matrizzle.

In theory you could use a similar sprite to completely cover mario and give your main character a 32x32 tilemap?

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NEONswift
Posted on 09-04-07 01:03 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 64726


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Granted its a mockup but after having worked on an idea for a good Wario Land Goal room replacement and having spent hours on this tonight I'm happy that this'll be in my hack after only 10mins of tweaking Map16 blocks and Palettes tomorrow.

The Goal room will show monochrome pieces of the levels just completed and will most likely become the tileset for switch palaces as well. But still haven't decided on a replacement for the SMW goal yet.

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NEONswift
Posted on 09-04-07 04:33 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 09-04-07 04:46 PM) Link | Quote | ID: 64738


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Posted by The Kins

Dats one funky Mushroom!

EDIT: oh and as state previously by another user I like the cement blocks.

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NEONswift
Posted on 09-05-07 03:09 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 64786


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Me showing off Baby Mario and the new end of level goal area in my hack Super Mario Land 3.

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NEONswift
Posted on 09-05-07 08:03 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 09-05-07 08:04 PM) Link | Quote | ID: 64836


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Posted by KawaiiImoto-e
Dou you want it to be monochrome as in black and white? I would go with a green / yellow touch, as with the original game boy, what do you think?
Hmm the idea was black and white because that was what was stuck in my head...but yeah I guess the colouring is more green/yellow back when it was on GB. Last time i played Wario Land it was on my Gameboy Color so would have been using the black and white palette.

May see what it looks like with the old skool GB colouring.

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NEONswift
Posted on 09-11-07 12:20 PM, in New Custom Sprites Link | Quote | ID: 65212


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Posted by mikeyk


Stop... Hammer Time
http://mikeyk730.blogspot.com/

MikeyK thats fantastic. This was something Ive planned to work on for a while. My plan is to have it function on the Y button though and not like the classic hammer. Ive always intended to replace wario's shoulder barge in my hack with Mario using the hammer.

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NEONswift
Posted on 11-11-07 05:51 PM, in Epic Racers news, and a little trailer Link | Quote | ID: 69802


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As always Stifu that looks sweet. I especially love the background for the character select. Ive always been more of an old skool Mario Kart fan so I look forward to this.

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NEONswift
Posted on 11-13-07 05:56 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 69980


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Heres a couple of Images of Parsely Woods Course 36 from my Remake of Wario Land:



Took a few screencaptures from the test version of this level so please keep in mind there aren't meant to be any enemies yet.

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NEONswift
Posted on 11-13-07 07:07 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 69998


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Posted by Stifu
I'd personally place the mountains much lower, and work on adding more substance to the sky instead.
The background is as close to the Wario Land level as possible but due to a diference in the height of the GB screen and that of the SNES its caused that problem. I need to work on a good cloud set to use for backgrounds as a number of the Wario Land levels make a point of showing off clouds.

Either the moutain will be much lower or i will place a set of trees on the background in the blank space currently there. It is a Wood after all.

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NEONswift
Posted on 11-20-07 03:40 AM, in Super Mario Galaxy Link | Quote | ID: 70430


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here are my pros and cons...

*** MAY CONTAIN SPOILERS ***

PROS
- Back to the classic Super Mario 64 controls with added spin jump from Sunshine
- Some fantastic themes for levels after Sunshine was only sunshine.
- New challenges in the form of comets (Daredevil and Shadow Mario)
- Imaginitive Bosses
- Old Skool Super Mario Bros gameplay
- Amazing Soundtrack

CONS
- They removed the nearly unlimited camera control which was one of the best features of Sunshine
- No Yoshi or Toadsworth and Bowser Jr has returned
- Very linear gameplay (Old Skool Mario) after having removed the more sandbox design of SM64.
- Bosses are too easy
- Haven't yet seen the GAME OVER screen

************************

Seems to me that this generation Nintendo have sadly taken a step backwards with the way game cameras are controlled... Wind Waker and Mario Sunshine were 2 games in the last generation that has almost perfect camera control with the use of the C stick. Obviously the limitation of the Wii's lack of buttons may have prevented Nintendo from doing this but I dont like relying on automated cameras.

Despite my rather limited complaints Im still enjoying this as much as I thought i would and certain levels have compelled me to play again cause theyre just that good!


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