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Main - Posts by KDeee

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KDeee
Posted on 02-27-15 11:30 PM, in Mario's 100s challenge Link | Quote | ID: 159546


Red Paragoomba
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(click here if pic above doesnt show up).

Gif this time, showing exanimation on overworld(layer3 palette and layout of OW itself are not final).

KDeee
Posted on 02-28-15 04:21 PM, in Mario's 100s challenge Link | Quote | ID: 159548


Red Paragoomba
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Posted by MikeTechno
Interesting so your hack basically relys on free roaming right ?
You remember Dahk Daiz hack, your world map is similiar to his.
I suggest you lay some traps so would be people won't make it to world 8 without doing anything.


Where did you get that idea? Its gonna be linear like smb3 with some branching paths/shortcuts(which eventually leads back to the main path), kinda like in the demo but less lazy looking.

KDeee
Posted on 02-28-15 07:58 PM, in Mario's 100s challenge Link | Quote | ID: 159553


Red Paragoomba
Level: 17

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Next: 1070

Since: 10-12-12

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@Quick Curly Heh its okay, good to see this board active .

@Googie smw hacking is not that hard, well until you start doing more complicated stuff and trying to make everything work which can be tedious, but I found it to be just time-consuming than hard.


Anyway, I made some animations smoother and some slower, looks bit better now:


Click if pic above doesnt show up

KDeee
Posted on 03-02-15 01:34 AM, in Mario's 100s challenge Link | Quote | ID: 159558


Red Paragoomba
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Posted by MikeTechno
Posted by KDeee
Posted by MikeTechno
Interesting so your hack basically relys on free roaming right ?
You remember Dahk Daiz hack, your world map is similiar to his.
I suggest you lay some traps so would be people won't make it to world 8 without doing anything.


Where did you get that idea? Its gonna be linear like smb3 with some branching paths/shortcuts(which eventually leads back to the main path), kinda like in the demo but less lazy looking.


Your hack I just got through play testing ? o0
Speaking of such its a good hack but work on it some more.

Its only that way because its demo and at the time I didnt put any effort to the OW, just the minimal so that people can go from level to level.

Also please elaborate, theres never too much feedback.

KDeee
Posted on 03-02-15 04:30 PM, in Mario's 100s challenge Link | Quote | ID: 159561


Red Paragoomba
Level: 17

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Since: 10-12-12

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Posted by MikeTechno
Well for starters, take off wall kick patch, to me its annoying, the power jump is better suited for your hack.
Only issue with that is addmusick has problems with it, you'll need to edit the asm, to not use sounds for it.
Also the starman theme will have a problem with it, next about your caves.
I like your cave levels, but make the ground and rock palettes and dark brown.
Make some level night time, if your good at it, have it where the player may need to use the light switch and navigate around.
Don't hint to the players there is bottemless pit, if they're good at mario games.
They see the coins pointing down but they need to cross, let them duped themselves in.
Put your clock items throughout the level more evenly.
Fix the timer speedup problem, then the player dies and goes back to the ow.
The music is all too fast till you die again or reset the emulator.
Check smwcentral, as that issue was addressed recently.
Throw in some midway bosses, hell super mario land mini bosses will do for that type of hack you got.




1. I did fix wall-kick problem while ago (after the demo) and it no longer screw-up with music
2. Im aware of starman glitch but I havent found solution for it, other than changing music to non-sampled song, but it only happens when you get star from roulette so its not that huge of deal.
3. Dark brown? I tired that but didnt like way it looks, I like smb3 palette more.
4. Thats something Im already planning for last world.
5. I see your point but I wanted to keep it fair for everyone, but I'll look at it.
6. I originally didnt have any clocks so on early levels I put them in semi-randomly for slower people(or those who hunt 'A' coins), I'll take look at it too.
7. I can, and will fix that.
8. I recently got around to mess around with custom sprites so I havent gotten that far

KDeee
Posted on 03-05-15 02:09 AM, in Mario's 100s challenge (rev. 2 of 03-05-15 02:09 AM) Link | Quote | ID: 159583


Red Paragoomba
Level: 17

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Next: 1070

Since: 10-12-12

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@MikeTechno cool, I'll see if I can fit those somewhere.

Time for update:


This is dumb bonus level I've been working on, you have to collect 50 coins within the time limit to complete. First one is about jumping on note blocks and in second one you have to avoid tetris blocks(vertical autoscroller, hence no time-limit), or just break them .


More or less completed OW, Layer3's palette is different depending what world you are in. (ignore marios and coin counter positions for now).



Random screenshots from world2 in random order.

KDeee
Posted on 03-07-15 03:29 PM, in Super Mario All-Stars NES (v3-24-20) Emulator & NES/Famicom patches Link | Quote | ID: 159634


Red Paragoomba
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Posted by Zynk
Posted by RetroRain

You also gave me the inspiration for another idea when I'm done with my MM2 CHR-ROM conversion. I'll put Megaman 1 and 2 on a single cartridge, and call it Megaman Origins!


I see a bunch of x-in-1 carts out there, but haven't seen a Mega Man Compilation from 1 to 6. Is that possible to make?



There is mm1-6 (pirate) cart out there

KDeee
Posted on 03-08-15 03:43 PM, in Mario's 100s challenge (rev. 3 of 03-13-15 04:46 AM) Link | Quote | ID: 159652


Red Paragoomba
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Posted by Quick Curly
Looks pretty sweet! I really like the Tetris level idea!

I'm not trying to be discouraging or overly critical by drawing your attention to it, but since I see it in a lot of Super Mario World hacks, hopefully any spelling and grammar issues are adjusted and fixed as well as they possibly can be.

Examples:

Welcome!
This is a bonus
level. Collect all
50 coins within
the time limit to
win!

("An" is used if the next word starts with a vowel, which isn't the case here, as "bonus" starts with a consonant, and I personally believe that the number "50" and "coins" should be separated by a space.)

In the fifth screenshot, instead of "Unknow level", I would change it to "Unknown Level", fixing the spelling and capitalizing "Level", since generally capitalizing each word in a level name helps it appear cleaner (except for words that normally wouldn't be capitalized like "the" and "and", although I've seen cases where this can potentially vary and still work), and considering overall that it's supposed to be a name.


I dont mind criticism or harsh feedback, in fact I prefer it over "it has potential/looks nice" comments.

And English is not my first language so there may be few typos, and I havent double checked all message blocks/text for them since I've been busy on working in other areas and "Unknow level" is just placeholder name for all levels I havent named yet.


EDIT:

For demo download, see my latest post
Patch it to "Super Mario World (U) [!].smc" from GoodSNES2.04 (unheadered!), old saves will not work.

Heres newer demo(first world, 19 exits), differences:
-New world-map, now smb3-styled(including exanimation!)
-Added custom sprites
-Minor changes to levels
-And random fixes and changes

If there are any problems, glitches, problems or anything dont be afraid to tell, feedback is always welcome .

KDeee
Posted on 03-13-15 04:45 AM, in Mario's 100s challenge Link | Quote | ID: 159680


Red Paragoomba
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http://www.smwcentral.net/?p=section&a=details&id=11022

Updated version of last demo, details in the link but most importantly it should now work correctly on clean roms(apparently I used bad rom despise it being labelled as [!])..

KDeee
Posted on 04-08-15 04:28 AM, in Mario's 100s challenge (rev. 2 of 04-08-15 04:30 AM) Link | Quote | ID: 159815


Red Paragoomba
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Well seems like time goes quickly when you dont think about it.

Anyways, I finished fixing world1(I was/'m too lazy to update demo lol), and then moved to world2, mostly polishing levels I already have done for it and fixing random issues elsewhere like adding (copypasting it from my crappy smb1 hack) dropshadow to titlescreens file selection/font/whatever thing and fixing palette on continue screen and other minor things like that.



First level of world2, which is semi-water level. I changed background to better version of YI's waterfall background.


Not that many noticeable changes here or anything to say about this level really, but I did fix the YI block "problem".



This level which includes everyone's favorite things like backtracking for key/keyhole(now with 90% less time!), branching paths, slowass autoscroller part and nippers in most annoying places Kappa Kappa.



Basically this is vertical level with different types of piranha plants, and also wall-jump heavy .


Semi-transparent level which was included in old demo as extra(IIRC). It has some changes, mostly related to what I like to call key-route.


Castles background now uses layer3 like it did in SMAS SMB3, and I fixed Pac's version of it to be more accurate to original.


Part of second worlds castle, which is vertical autoscroller (lava is in layer2).

Next demo is out when I finish second world, but at this rate dont expect it anytime soon(depends how many more level I make, along with IRL stuff).

KDeee
Posted on 05-14-15 01:23 AM, in Inexperienced hacker with a Kirby's Adventure question. Link | Quote | ID: 160089


Red Paragoomba
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Since: 10-12-12

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Posted by NeoMasterZX
So I'm working on a hack that aims to make Kirby's Adventure feel a bit more like Kirby and The Amazing Mirror (with a open world to explore) and was wondering if there was any way to remove the barriers between the stages the are there before you clear one of said stages.

You can do that with KALE:
http://www.romhacking.net/utilities/1064/
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Main - Posts by KDeee

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