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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Buu-Huu

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Buu-Huu
Posted on 03-03-08 10:44 AM, in Super Mario Bros ZERO Link | Quote | ID: 79655


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Well, I never really cared about that glitch because you can still see what the status bar says. I hope to see a demo soon.

Buu-Huu
Posted on 03-03-08 08:24 PM, in Super Mario Advance 2 editor update (rev. 2 of 03-03-08 08:26 PM) Link | Quote | ID: 79672


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Super Mario Advance 2... Which game is that? I always get confused of the Super Mario Advance series. If this game is Super Mario World, then you shouldn't go ahead because we have Lunar Magic and it is really easy to use and SNES emulation is tons better than GBA emulation.

Edit: Is this game Yoshis Island? If yes then go ahead. ^^ Eggvine, the hacking tool for Yoshis Island on SNES is really confusing and not easy to use so a new editor for that game would be nice although on SNES it would be better but I would be glad if atleast, a tool for the GBA version would come out.

Buu-Huu
Posted on 03-04-08 07:47 PM, in [?] Super Mario Bros. - The Wicked Star Story (rev. 2 of 03-04-08 07:48 PM) Link | Quote | ID: 79732


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I know, this uses advanced knowledge of ASM but I have a good idea for using this idea in conjuction with your tower level. It should be a sprite or sprite command that doesn't lets the screen scroll down if you go down so if you fall down, you die immediately instead of falling down the whole tower. I don't know if there's already such a command like this in Lunar Magic but I think, this would be an interesting idea. Otherwise, it looks very interesting, I've never saw this idea used in a hack.

Buu-Huu
Posted on 03-04-08 07:53 PM, in Super Mario Advance 2 editor update (rev. 2 of 03-04-08 07:55 PM) Link | Quote | ID: 79733


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I would say, you should use two different windows for the Overworld and for level editing. I guess it would be a little bit confusing if the Overworld editor and the level editor would share the same window but if that would take too many time then don't do it, we can learn it the other way too. BTW, about that "more space" thing, is it possible to add more levels to that game and/or expand it in any way? It would be cool to have more possibilities like easier editing of music, more levels, bigger Overworld and such but this is just pure speculation.

Maybe you can go for it that was planned for Lunar Magic but wasn't finished and support Super Mario Brothers 2 (the game with the vegetables) for the GBA aswell? It would be really cool to hack that game since the NES version is crappy and the SMB2 Discombobulator don't works for me for the SNES version.

Anyways, good luck with that editor. ^^

Buu-Huu
Posted on 03-07-08 09:43 PM, in Super Mario Advance 2 editor update (rev. 2 of 03-07-08 09:43 PM) Link | Quote | ID: 79925


Level: 26

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*ignores Smallhackers stupid, senseless post*

@ KP9000: I know that editors often just supports one rom but on Zophars it says that the Discombobulator supports the SNES version aswell but when I open it, everything comes out screwed up. Maybe it's just my laptop that it is incompatible with that program, I have sometimes similar problems.

Anyways, I hope Overworld editing will be getting easier too, not that it was hard on Lunar Magic but it was a little bit annoying. Again, good luck.

Buu-Huu
Posted on 03-08-08 07:46 PM, in Super Mario Advance 2 editor update (rev. 2 of 03-10-08 08:37 PM) Link | Quote | ID: 79995


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I completely forgot about the header. ^^ Thanks for the help.

Edit: Another question: Would be there a way to use more ExGFX in the GBA SMW version? If there's a way of ExGFX inserting, of course.

Buu-Huu
Posted on 03-11-08 08:33 PM, in Super Mario Advance 2 editor update Link | Quote | ID: 80193


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Ya sure, it's always good to know the peoples opinion first and seeing if the editor is a success or not before you're going to learn something that isn't even neccessary. Let's see how the editor itself is going to be and then thinking about future plans. ^^

Buu-Huu
Posted on 04-09-08 08:58 PM, in Generic SMW screenshot thread (rev. 3 of 04-09-08 09:00 PM) Link | Quote | ID: 81680


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Well, I made two custom sprites based of mikeyks standart sprites. A 32x32 beezo and a 32x32 para beetle!



For me as an ASM newb, it's a pretty big success for me. I drew the graphics myself based of the 16x16 versions of them. Please tell me what you think.

PS: Ignore the black ground, I wanted to make a tileset but I scrapped it and the ground ended up black. And sorry for the crappy video quality, Snes9x isn't a good emulator for video recording but my only chance.

Also a new tileset I ripped from the game "Mario vs. Donkey Kong 2 - March of the Minis" for the DS:


Buu-Huu
Posted on 04-10-08 07:46 PM, in Generic SMW screenshot thread Link | Quote | ID: 81719


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Well, to be honest, I'm very bad at GFX and that graphics are the best I ended up with.

Thanks for all the nice comments.

Buu-Huu
Posted on 04-15-08 03:02 PM, in Tower of spatula~ Link | Quote | ID: 81912


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Posted by smwedit
Posted by Ailure
I prefer original artwork where possible.
I can also make original BGs for levels, I recently did this one for another team hack:

I swear it's not a rip, I made it from this photograph: Link


Sorry for hijacking this thread with this question but does somebody has that background? I really need it and I would appreciate it if somebody would PM me it.

Also, how is the hack coming along? I don't saw much updates in the last time. :\

Buu-Huu
Posted on 04-16-08 06:58 PM, in Palette change for block bounce sprite (rev. 2 of 04-17-08 04:11 PM) Link | Quote | ID: 81950


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This may be a stupid bump but I wanted to tell you that I now had time focusing on this and came around fixing the palette for the ?-blocks bounce sprite:


Buu-Huu
Posted on 04-16-08 08:30 PM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 81960


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Oohh... this is nifty. :3
So we can have more bosses in one area?

Buu-Huu
Posted on 04-17-08 04:17 PM, in Palette change for block bounce sprite (rev. 2 of 04-17-08 04:18 PM) Link | Quote | ID: 81988


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I know but this is something I always do in hacks. For me, realistic backgrounds are always the nicest choice for me because backgrounds in the same style looks not that impressive. Sorry.

Anyways, I guess I will edit this thread to my hack's thread because I have some progress already on it I can show of:



New question blocks and coins!



Yoshi coins are now replaced with silver coins. Neat.

I don't have more things so far, I'm doing first the level layout and then add enemies, secrets and such but I give my best at it.

And yes Raccoon Sam, that's Black Squirrels set, I always thought it looks cool.

PS: If somebody could code me a goal point question sphere that triggers the secret exit and where Mario stays in place when he touches it, I would be very thankful.

Edit: Can somebody rename the thread to "Buu-Huu's Hack Thread"?

Buu-Huu
Posted on 05-05-08 02:10 PM, in ExGFX Download questions [GFX] [QUESTION] Link | Quote | ID: 82778


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Buy an USB-Stick, it saves you of bunch of troubles and from spending too much money for CD's, unless you buy those CD's where you can delete and burn on new things.

Buu-Huu
Posted on 05-05-08 06:05 PM, in Generic SMW screenshot thread Link | Quote | ID: 82784


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Gotta post it here aswell.
Once, I ripped the BG from SMAS SMB1 Level 1-1 but it included just the hills which looked kinda empty. Now, I decided to revamp that set and expanded it by ripping more tiles and the Layer 3 clouds.
The whole BG took me two hours, with assembling and piecing together:



Comments and feedbacks would be nice.

Buu-Huu
Posted on 06-20-08 01:01 PM, in Kirby super star hacking (rev. 2 of 06-20-08 01:01 PM) Link | Quote | ID: 85425


Level: 26

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You mean automatic SMW videos like these ones on YouTube?

We had an automatic Mario level contest on SMWC not so lately.

Buu-Huu
Posted on 07-10-08 04:08 PM, in Generic SMW screenshot thread Link | Quote | ID: 87214


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A new background for my hack, ripped directly from "Mario & Wario".
Comments? Feedback?

Buu-Huu
Posted on 07-11-08 02:42 PM, in Generic SMW screenshot thread (rev. 2 of 07-11-08 02:42 PM) Link | Quote | ID: 87319


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Thanks for the nice comments, it was a pain to rip that background.

Anyways, now for some action (or not):



This desert level, called "Parched Punishment" (thanks CyclopsCaveman for the name) features a big amount of various, typical enemies like Pokeys, dry bones and whatnot.

Credit goes to:
WhiteYoshiEgg/Black Squirrel <--- for the foreground.
Supertails <--- "Mario & Luigi: PiT - Gritzy Desert" Custom Song

Umm... yeah, that's it. I hope I didn't forget anyone.

Buu-Huu
Posted on 07-23-08 08:36 PM, in Generic SMW screenshot thread Link | Quote | ID: 87889


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Hmm... didn't check in for quite awhile. Meh... anyways, thanks for the nice comments so far. KP9000, I take your suggestion into consideration but for now, the hack is put away since I ran out of ideas. Need to refresh or something.

Now it's time to hop a bit more onto ASM and yeah, I think I did a good job on it:


Buu-Huu
Posted on 07-24-08 10:48 AM, in Generic SMW screenshot thread Link | Quote | ID: 87921


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For now I just increased the X speed when you bump of the wall which makes single walljumps impossible but still easy to use.

I'll see if I can somehow prevent that "single walljump" mistake by adding some code while keeping the old X speed. :/
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Main - Posts by Buu-Huu

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