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Main - Posts by Superjustinbros |
Superjustinbros |
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Koopa Level: 24 Posts: 21/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
I do like the whole "attempt to slide through tiles crush" idea. if you perhaps wanted to do better justice (just a suggestion), you could cause Mario to force-duck whenever he's in a space only one tile in height, then while force ducking, left and right can maneuver Mario while still crouching, like in the Wario Land games.
Though I think that'd be difficult to program into the game. |
Superjustinbros |
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Koopa Level: 24 Posts: 22/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Anytime. |
Superjustinbros |
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Koopa Level: 24 Posts: 23/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
This definitely sounds interesting. At least now I can race Koopa Beach 2 and Vanilla Lake 2 on 50cc, considering how much a jump in difficulty 100cc is. |
Superjustinbros |
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Koopa Level: 24 Posts: 24/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Somehow I wish I could do an Arkanoid NES hack, but Arkalavista just never worked out in my favor. Probobly because (IMO) it doesn't act very user-friendly; you can't just place the blocks down, set their strength and color pallette, if they drop a powerup, and have the editor properly identify which blocks can break and which ones can't, and then signify the "No. of Brick remaining on screen to finish level" from there. |
Superjustinbros |
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Koopa Level: 24 Posts: 25/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Sorry for the double post (I can remove this post or merge it into the previous one if it's against forum rules), but the hack is now available on ROMhacking.net. It's a slight update from the version I posted onto here; it contains minor alterations to mazes and updated character graphics. |
Superjustinbros |
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Koopa Level: 24 Posts: 26/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
I just felt like popping in with some general assistance.
I recently compiled up a giant map of every nook and cranny of the game that the official maps missed. It shows the location of all 8 keys and 5 upgrades; non-mapped paths, and Areas 0, Sp, and the real 5. The fake Area 5 is unmapped, but is entered the same way as the real Area 5. http://i.imgur.com/JMwCf.png |
Superjustinbros |
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Koopa Level: 24 Posts: 27/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
This is a beta hack that I was working on since early 2011. It's a project to convert the Tengen Ms. Pac-Man mazes into Namco's licsensed version, as I find them to be much superior to the original maps.
Unfortunately the utility I was using, "Blinky", bugged out about twenty levels in; I could still view and edit levels, but I was unable to save any modifications to the ROM itself. So some levels have missing tiles, and thus, both Ms. Pac-Man and the ghosts can pass straight through. Despite this, all the levels are completely playable, though since Blinky lacks the ability to configure fruit entrances, the fruit will appear outside the mazes; thus making it impossible to collect. The furthest you can progress through this hack is the grey/teal maze, depicted in the final screenshot. If I can somehow get Blinky to accept saving the ROM again, I may be able to reboot the project and finish up to Level 32. http://www.mediafire.com/?z8v8fb4l1kvtjro |
Superjustinbros |
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Koopa Level: 24 Posts: 28/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
This looks quite impressive, might want to give it a spin when I have free time. |
Superjustinbros |
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Koopa Level: 24 Posts: 29/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
I'm considering downloading this when it is in a further stage of development. From what I'm seeing thus far, it's looking very promising. |
Superjustinbros |
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Koopa Level: 24 Posts: 30/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
If a demo is ever released, I'd be thrilled, since this hack looks very detailed and fun to play. |
Superjustinbros |
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Koopa Level: 24 Posts: 31/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
I'm going to be honest here. As someone that has played roughly 80% of all public SMB ROM hacks at the time I'm writing this, I did like how the hack was done, especially with replacing the repeat stages (such as 5-3). However, I was not too thrilled with seeing the remade levels based on Super Mario Bros. Deluxe's VS mode, as when they are first seen in World A (10), the player has already smashed their way through some challenging levels, and except for the original courses featuring the spikes (re-skined coins that grant points if they disappear when you touch 'em and get killed), these are really large drops in difficulty. Also, try not to go too chaotic with the spike placements or long pits that Mario can just barely miss. 9-1 being just one level was very much had little payment value, as it wasn't the SMB2J World 9 (not counting its 9-4 with the Japanese text).
My recommendation, if you'd like to, would be to (somehow) expand the SMB ROM so it allows a total of 18 worlds (therefore ending at world H), and compile up every level from SMB and SMB2J, reorganize each level by difficulty (alike how Vs. Super Mario Bros. did it), and place them into the game in a new order. With this, SMB2J's 8-4 becomes H-4, while the original SMB's 8-4 becomes either F-4 or G-4 incase you want to place the seventh castle from SMB2J into the semifinal world. Any empty slots would be filled in with original levels designed without any additional add ons other than what SMB2J did, I feel (IMO) it would help to make the hack seem like Nintendo would have created it themselves before SMB3 ever came out. But otherwise I do like your idea to build upon existing levels and placing in the enhancements from SMB2J, and if you think what I've provided above is a good idea and could work, I can assist with ordering the levels. |
Superjustinbros |
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Koopa Level: 24 Posts: 32/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
If this could possibly make creating custom tracks a little easier, maybe a way to add straight foundation to an area with a brush tool where you draw the main track, then the utility constructs the track by placing the tile sets where they would best fit based on the drawn track, corner pieces, CPU paths, and everything, and then the player goes in and makes touchups?
Not required, but if it could be done. |
Superjustinbros |
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Koopa Level: 24 Posts: 33/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Anytime.
The only things that I find odd, is right after I patch the rom and start up Tetris Zero, the awkward default high score that keeps appearing (606,060 points), and the "Original Scores" setting on the setup menu. I'm using NEStopia, since it's the best-quality NES emulator available on a Mac IMO. |
Superjustinbros |
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Koopa Level: 24 Posts: 34/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
I'm certain this is an emulator issue with the emulator I'm using, but whenever I try to start up the game and pick a stage, the "Stage Start" screen is wiped off and I get a glitched Wily Castle intro, followed by Wily Stage 1, which I cannot beat as there are doors blocking off the exit. |
Superjustinbros |
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Koopa Level: 24 Posts: 35/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Posted by Insectduel Sad to hear. Well I can wait, then. |
Superjustinbros |
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Koopa Level: 24 Posts: 36/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Posted by Crist_93Posted by Superjustinbros NEStopia, Mac OS X version, I'm using the most recent demo that you have supplied on this forum. |
Superjustinbros |
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Koopa Level: 24 Posts: 37/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
If it could possibly help, Dr. Floppy of Romhacking.net has posted a MMC1 expansion of SMB. It expands the rom's size, so it could be used to rearrange SMB's levels and incorporate most, if not all of SMB2J's levels.
For more ideas, I feel like Worlds 1-4 should be all the original SMB (but with some minor Lost Levels stuff), Worlds 5-B(12) are a mashup of both SMB's final four and SMB2J's first four worlds, and from World C(13) to World F(16), the game becomes pure SMB2J, with C-1 being Lost Levels' 5-1. I know I had mentioned the game would go up to World H, but I forgot 8+8 was 16, not 18, since I was thinking of 9+9. ^^; Red Piranha Plants shouldn't appear until World 9, and advancing Hammer Bros are incorporated in World C. The warp rooms could be laid out like this: World 1-2 > Worlds 2, 3, or 4. World 4-2 > Worlds 5, 6, or 7 for the underground warp zone, Worlds 8, 9, and A for the aboveground warp zone. (Doing this will nullify the Minus World trick) World A-2 > Worlds B, C, and D. |
Superjustinbros |
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Koopa Level: 24 Posts: 38/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Posted by Lunaria Posted by Googie Always pleased to help. |
Superjustinbros |
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Koopa Level: 24 Posts: 39/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Welcome to Board 2. I'm sure you'll love it here.
As for the hack, it looks promising so far. My only suggestion would be to make the weapons you gain from the Robot Masters be actuall upgrades to the Mega Buster, and thus every weapon is effective in killing just about anything, even bosses. If you want an example of this, you may refer to Rockman 4 Minus Infinity, as it's probobly one of few Mega Man hacks/clones IMO to do special weapons correctly. |
Superjustinbros |
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Koopa Level: 24 Posts: 40/105 EXP: 75143 Next: 2982 Since: 01-09-11 From: United States Last post: 3220 days Last view: 2468 days |
Actually, the error of me accidentally warping to Wily's Castle was the result of me forgetting to turn off Game Genie after playing a few other games. It doesn't seem to be anything connected to the ROM, at least to my knowledge. |
Main - Posts by Superjustinbros |
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