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GAF CREATES Contest I : Super Mario Bros. 16bit

Koren

Member
I have a small question to SMW rom hackers specialists... I'd like to see if I can change the item (currently 1up) on the fishing rod of Lakitu (sprite 9D with odd -IIRC- X original location).

I'm struggling with Geiger's disassembler/debugger, it's quite handy for many things, but this one is a little tricky for me (at least without trying to reverse-engineer the whole program ^_^ ). I'm trying to look for parts of program that access 7E0DB4 (lives) to isolate the collision, but it'll be a long way strarting from there!

Any idea if it's doable/easy, and any advices on the way I can look for this ? (I'm not even sure if the item on the fishing rod is considered as a real item whose displacement follow the one of the lakitu, or if it's a single sprite with a specific collision routine, that change when you touch the item)
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Sry for the basic questions guys... But somehow I seem to struggle with the program. Or the program with me =p

1.
I want to change the starting point of Mario on the Overworld. From what I read simply moving the little Mario sprite elsewhere should do it. I can move it all I want but the game always wants to start on the same position. Is there anywhere I can manually put in coordinates for that?

2.
For the sake of trying around I began with the starting point the game wants me to start. I made an island, an overworld way and the way mario is supposed to walk. Oh and I put the triggers on the level to "walk always up,left,right,down" and that if he exits the normal exit in this level he could move upwards.
But he is only moving to the right. And from there only to the left. I thought when there are set pathways and the triggers on these levels accordingly Mario should move that way.

2v9qhlj.jpg
 

jepense

Member
I fully support this idea and will participate.
I'll only use the in-game assets though, and put my efforts to level design.
(I don't have the time or energy to replace graphics etc. Plus, I want to keep the SMW look and feel.)
 

Koren

Member
Toma said:
But he is only moving to the right. And from there only to the left. I thought when there are set pathways and the triggers on these levels accordingly Mario should move that way.
Have you used a clean save (or resetted one) ? For some reasons (I think because all allowed directions are initilized when game start according to checkboxes), changes on this requires a brand new save.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Koren said:
Have you used a clean save (or resetted one) ? For some reasons (I think because all allowed directions are initilized when game start according to checkboxes), changes on this requires a brand new save.

I knew it would be something obvious. >_<
Thanks =) It was also the same with the Mario starting point.
Some new questions if you dont mind ;)

1.
When I start a clean save of SMW Mario start in this small world where he gets told that Bowser appeared. How can I jump in right away on the overworld, skipping that level? Or which level is it? I cant seem to find it ._.

2.
There is an Option to edit the title screen in the Overworld Editor, how can I edit the main menu, where some can chose whether to start as 1 Player or 2 Player and which Save you want to chose from.
 

Koren

Member
I'm playing a bit with possibilities of Lunar, and I'm amazed at the amount of things that seems to be hacks/hardcoded...

I was trying to add a bonus level with a switch. Everything seems to work, except that if a green switch enables green blocks on all levels... the animation after completion show mario throwing YELLOW BLOCKS all over the world when the green switch is destroyed :lol Any ideas on the way the game choose the color ? It seems that it's not linked to an event, the number of the initial part of the level, the number of the last part of the level and of course not the color of the switch.

Still nobody with an idea for the fishing lakitu?

Toma said:
Some new questions if you dont mind ;)
I don't mind, but I don't have those answers (yet ?) I've seen nothing in IPS patches to do this, that may require some ASM modifications...
 

Enk

makes good threads.
Koren said:
Still nobody with an idea for the fishing lakitu?


Glad you reminded me. I found these the other day while scanning through all the hex codes. Try messing around and see what happens.


168A8 $02:E6A8 1 byte Sprite tilemap related Fishin' Lakitu's rod
168AD $02:E6AD 1 byte Sprite tilemap related Tile used by Fishin' Lakitu's 1-Up bait
168B2 $02:E6B2 1 byte Sprite tilemap related Fishing Pole's palette
168B7 $02:E6B7 1 byte Sprite tilemap related 1-Up Bait Palette
16907 $02:E707 1 byte Sprite tilemap related Tile used by line on Fishin' Lakitu's rod

19360 $03:9160 9 bytes Sprite tilemap related Fishin' Boo Tilemap (cloud, face, rod, cloud, line)

19374 $03:9174 4 bytes Sprite tilemap related Fishin' Boo's Flame Tilemap



Now for my question: Anyone know how to completely loose the "Mario Start" screen? Since my character isn't exactly Mario anymore and I've been messing with the palettes it looks strangely out of place.
 

Koren

Member
Many thanks, Enk. Il'll try those. Is it adresses with the 200 bytes header ? How do you patch the checksum, by the way, after modifications ?

As for "Mario start", I'll see if I find something. I've read that putting D0 at @013DB disable the "Mario start", but I haven't succeeded in making this working now (neither at 015DB, considering the header). But sometimes, it's changing the background, so it must be close!

Cyan said:
Don't know if this is any help, but there's also a ghost lakitu with a flame on the end of his fishing rod, in one of the ghost houses. Maybe you could compare the two and figure it out that way? Of course, they might be completely unrelated, but it's a thought.
Yes, I've seen. I think the hitbox may be the same. But I'm not sure how there're handled... Thanks for the sugggestion.

Toma said:
When I start a clean save of SMW Mario start in this small world where he gets told that Bowser appeared. How can I jump in right away on the overworld, skipping that level? Or which level is it? I cant seem to find it ._.
Err... Found some things...

Intro level and Demo level are C5 and C7. But BE CAREFUL! Messing with those levels gives strange results. For example, in demo level, mario doesn't move anymore, but you can take control (not sure how you *quit* after, though)

EDIT : more on this... Actually, if you don't mess up too much with the demo level, Mario still move, with automatic controls. Should he die, you get a "game over", and restart the level with control of Mario. There's no exit in the level, so you are stuck in the level till a reset of the game. Strange :D

RE-EDIT : If you set a goal at this demo level, when you finish it, you start it again. Deadend :D Be besides this, you can probably do cosmetic changes in demo, and probably interesting tricks if you find where the game stores the commands.

I hope I have a copy of my modifications :D
 

Koren

Member
I have a rather stupid question (everybody must have figured that yet, but I can't find a solution or a a FAQ explaining this)

How do you save changes in 16x16 tile editor ? I can do modification in this, but :
- if I close the level and open it again, it vanishes
- if I open the rom, I get the brown or blue squares

Again, it must be pretty obvious, but no success in browsing menus, buttons and so on. T_T


EDIT : finally found it...

For people playing with 16x16 Tile map editor, to save your work, you have to press F9. Not sure it was such a stupid question, the option is nowhere to be found in the menus. It's in the help file, though. I've read it too quickly last time.
 

mclem

Member
Toma said:
I knew it would be something obvious. >_<
Thanks =) It was also the same with the Mario starting point.
Some new questions if you dont mind ;)

1.
When I start a clean save of SMW Mario start in this small world where he gets told that Bowser appeared. How can I jump in right away on the overworld, skipping that level? Or which level is it? I cant seem to find it ._.

C5 looks suspiciously like it.

2.
There is an Option to edit the title screen in the Overworld Editor, how can I edit the main menu, where some can chose whether to start as 1 Player or 2 Player and which Save you want to chose from.

If you mean editing the level itself, it's C7, I think. I'm not sure you can edit the menu.
 
D

Deleted member 21120

Unconfirmed Member
Not entering, but definitely looking forward to playing you guys' levels. Seeing everyone asking about coding/Lunar Magic stuff is getting me excited about what ya'll have coming.
 

Enk

makes good threads.
Koren said:
EDIT : more on this... Actually, if you don't mess up too much with the demo level, Mario still move, with automatic controls. Should he die, you get a "game over", and restart the level with control of Mario. There's no exit in the level, so you are stuck in the level till a reset of the game. Strange :D

RE-EDIT : If you set a goal at this demo level, when you finish it, you start it again. Deadend :D Be besides this, you can probably do cosmetic changes in demo, and probably interesting tricks if you find where the game stores the commands.

I hope I have a copy of my modifications :D
Actually when you create a demo level you can just pause the emulator at where you want it to stop, save your state and exit out. No suicide needed!



Koren said:
For people playing with 16x16 Tile map editor, to save your work, you have to press F9. Not sure it was such a stupid question, the option is nowhere to be found in the menus. It's in the help file, though. I've read it too quickly last time.
Also be sure to import your changes as well, otherwise they won't show up the next time you edit.


mclem said:
If you mean editing the level itself, it's C7, I think. I'm not sure you can edit the menu.
Apparently you can change it to just first player but I can't get the patch to work. Here's a link to it. If you can get it working let me know.





Currently I'm about halfway done with the fourth stage and have about two more to go before I consider the world complete. Though it seems like with every stage a slew of new problem pops up that forces me to rethink things.

I've also been trying to trim as much fat as I can from my game. One of the things I did was rework the Mario hud at the top of the screen. I managed to change Mario's name to Massimo, loose the timer (not needed in the game I'm making), yoshi coins, and one of the star meters (can get rid of the other one). I would like to get rid of the scoring system since it's pretty exploitable in Mario but it seems to be stuck in there.

Here's how it looks right now:

Massimo-1.jpg


You can get a status bar editor HERE.
 

Koren

Member
Already 4 levels finished ? That's quick ! I'm still working on the first one (and finishing the second one over paper).

As for the HUD, if you want to get rid of the whole hud, you could simply replace numbers and symbols in the tiles by uniform, transparent tiles, no ?
 

Enk

makes good threads.
Nearly done with the 4th area and have already begun on the last two. Now that I've gotten a good amount done I think it's time to share a bit. The game's final title is Massimo: A Rugged Adventure (knocked the plumber off the title since he's just some weird dude who lives in a hole in the ground). As the title suggests the game plays out more like an adventure game than a usual Mario game.

There's some lite influence from games like Shadow of the Beast and Monster World. Items are to be found and used to gain access to other levels. The game will veer more on the difficult side but not in the same way that Asshole Mario is. Massimo is still far from finished though. Once I get done with all the level layouts it's onto the refinement stage which should be a lot of fun.

Anyone else want to show what they have so far?

Massimo3-2.gif

Massimo1-2.gif

Massimo4-1.gif

MassimoDragonsLair.gif
 

Koren

Member
Very nice, Enk... I like how you used standard graphics to draw things like what seems to be a turtle and such.

I'm looking forward to play this!
 

jepense

Member
Enk said:
Anyone else want to show what they have so far?
OK.

My overworld is about done. It'll have 5-6 main levels and a similiar number of secret ones of which I have 3 mains and 2 secrets pretty much finished now. I'm not doing any hacking beyond the levels - so no new graphics etc. I'm going for moderate nonlinearity, putting multiple routes into most levels. I hope I get the whole thing done before the deadline, since I shouldn't be spending too much time with this...
 

Ventron

Member
I'm almost done here, but only because I've been spending more time on this than I should. I had lots of ideas for different puzzles and I didn't have the heart to drop any to fit within the limits so I crammed them all in. As a result some of my levels are monsters, I have to override the time limit for every single one of them. :lol

I am hacking in graphics, some of which I drew myself while others are ripped from all-stars, or borrowed from SMWCentral. I'm also using a few ASM hacks. I'm aiming for moderate-to-hard, hovering around or just above The Lost Levels in terms of difficulty. I'm trying to make clever levels without being unfair, Asshole Mario was the former but not the latter.

Anyone know how to make movie files in ZSNES without using screen capture software? The machine I'm doing this on isn't exactly strong and I hate the inevitable watermarks.
 

Enk

makes good threads.
jepense said:
I hope I get the whole thing done before the deadline, since I shouldn't be spending too much time with this...
_leech_ said:
I've been slacking...
It's only day 22 out of the 80+ before the deadline. There's still a lot of time to go! Don't give up!


Ventron said:
I'm almost done here, but only because I've been spending more time on this than I should. I had lots of ideas for different puzzles and I didn't have the heart to drop any to fit within the limits so I crammed them all in. As a result some of my levels are monsters, I have to override the time limit for every single one of them. :lol

I am hacking in graphics, some of which I drew myself while others are ripped from all-stars, or borrowed from SMWCentral. I'm also using a few ASM hacks. I'm aiming for moderate-to-hard, hovering around or just above The Lost Levels in terms of difficulty. I'm trying to make clever levels without being unfair, Asshole Mario was the former but not the latter.

Anyone know how to make movie files in ZSNES without using screen capture software? The machine I'm doing this on isn't exactly strong and I hate the inevitable watermarks.
Good to hear that! My levels have become beasts as well. Most of my main areas run about 60+ screens a piece and the tough part was trying to work around the limitations of the midpoints. Originally I was just going to eliminate them and make each level one long trek (keeping with an adventure game feel) but realized that could lead to more frustration than fun.

Don't know about making movie files though.

Koren said:
As for "Mario start", I'll see if I find something. I've read that putting D0 at @013DB disable the "Mario start", but I haven't succeeded in making this working now (neither at 015DB, considering the header). But sometimes, it's changing the background, so it must be close!
I ended up finding a way to get rid of the MARIO START screen. In a hex editor go to 012D1 and change everything from 012D1 to 012DF to FF. This puts a blanks tile where all the letters are supposed to be. Now you will just get a blank screen where MARIO START used to be.



As for my progress goes, I'm nearly done with all my main areas. I'm starting to get the hang of the Map 16 system and it has helped greatly in customizing my stages. Now I'm going through and reworking a lot of things and adding additional details.

Here's some new Massimo pics:

ShadowTribeCavern.gif

YellowSkiesOverCloudsofWhite.gif

OddWorld.gif
 

jepense

Member
Enk said:
It's only day 22 out of the 80+ before the deadline. There's still a lot of time to go! Don't give up!
I'm not giving up. Still, there are many more important issues I have to also attend to, and this project will only advance when I have extra time. If I run out of time, I'll just have to whip up some generic levels.
Enk said:
Good to hear that! My levels have become beasts as well. Most of my main areas run about 60+ screens a piece and the tough part was trying to work around the limitations of the midpoints. Originally I was just going to eliminate them and make each level one long trek (keeping with an adventure game feel) but realized that could lead to more frustration than fun.
Some of mine are also quite long for SMW, especially if they have puzzles, but nowhere near that size. They can be completed within the maximum time limit.

Your graphics are quite nice, and I like the adventure approach. Your style reminds me of Knytt to some extent. (Knytt Stories would make a good creation contest game, BTW.)
 

Ventron

Member
Oh fudge. I just discovered that the ROM I got had a patch applied for the separate Luigi sprite graphics. I had to hunt down a fresh new ROM to do the diff when I make the IPS so the separate Luigi graphic is going to be part of my hack. :lol

Lunar Magic doesn't export the Luigi graphics, I was thinking of taking a shot at putting in the MIM Weegee sprite :D but never mind.

Just got Snes9x which can actually export real videos but haven't had the time or will to do any recording right now.
 

Grug

Member
I have no creative drive, but I just want to say that I can't wait to play through these games.

Super Mario World is my second favorite game of all time behind Zelda:LTTP and the idea that people are creating new levels makes me want to cry tears of joy.
 
Enk said:
Spent most of tonight looking at the level and background editor, trying to define the look of my game. Reworked the backdrop and the palettes a bit. Here's a very early shot.

RuggedPlumber-1.png


I think there's too many damn clouds. I might need to ease up on that a bit. Tomorrow I'll begin fiddling aroung with the map editor again and try to get a functional map going.





Looked at it for a little bit today but still haven't fully learned it yet. If you go under the LEVEL tab there's a list of options in the middle that help define your startinng and midway points.

10.png


Just choose the screen where you want to begin and work the axis to position your starting point.

There's more help in HERE.

Now, I like the number of clouds. Makes it look like a really high-up mountain level.

What should be done, is a number of people should collaborate and make levels for a rom hack of SMW.

Also, just a comment, if anyone does such a thing, make sure to put a Ghost Town world with a ton of Ghost Houses (and a Ghost Ship).
 

Alpha_eX

Member
Massimo, your game is looking good so far but in nearly all of the screens you've posted, they looked mirrored in the center or at points, not very interesting in my opinion but your custom sprite work is very good.

Keep up the good work everyone, looking forward to trying these out.
 

Enk

makes good threads.
Contest Update!

Thanks to a generous donation from Madsucktion the 1st place prize has been upped to $40 and the second place to $20!



Alpha_eX said:
Massimo, your game is looking good so far but in nearly all of the screens you've posted, they looked mirrored in the center or at points, not very interesting in my opinion but your custom sprite work is very good.

Keep up the good work everyone, looking forward to trying these out.

You're right that there's not a lot going in these shots. I'm trying to save a lot of things for when people play it (like enemies, level tricks and few other surprises). Also one thing to keep in mind is that I'm not trying to make a Mario game. It uses the Mario engine and there are aspects to it that are still Mario-esc, but my aim is to give it its own unique style in both level design and pacing. This is why I'm choosing to call it something else other than Mario. Think of it as the bland adventures of some hobo starring Mario's physics. I have a feeling people's opions are going to be split on Massimo due to this.


jepense said:
Your graphics are quite nice, and I like the adventure approach. Your style reminds me of Knytt to some extent.
In some ways Massimo does share a lot with Knytt as well as other similar adventure games. There are a couple of areas in the game that are simply meant for quiet exploration and then there are your main areas which are long stretches of land filled with varied obstacles. Music also plays a key role to the game's overall mood much like Knytt as well. If I had more time I would love to rework Massimo to make it even more akin to games like Knytt and Metroid to where it's one big seamless world rather than using an overworld map to move around.

jepense said:
(Knytt Stories would make a good creation contest game, BTW.)
A Knytt contest might be a good idea once we get done with the next couple. I've messed around with its editor in the past and it seemed pretty open and user friendly.




As for my progress in Massimo, I'm in the process of bug fixing (which there is a lot of) and finishing up the last bits of the special world and the final level. Currently it's about 75% complete. I've been having a lot of fun making the special world. Now that I have a good grasp on Map 16 I've been fully using it on this area. In a way the special world has sort of become its own separate mini game. It’s kind of like a fake Massimo prequel. Had Massimo had an 8bit style predecessor what would it have been like.

Right now the special world is at 90 screens and should be 180+ when it's done. Massimo 8bit isn’t terribly hard to find as long as you keep you eyes open and have a good memory.

Here's an early pic:

Image6-4.gif
 

Enk

makes good threads.
It's now halfway through October with 15 days left before we can release our games and 46 days until the deadline. How is everyone holding up? Has bug testing worn you all down yet? Anyone want to share what they have so far?




!!! GAF MARIO UPDATE !!!


Some of you have been asking about the GAF compilation and how it will be handled. There will be two types compilation. One will be a simple collection of all our patches in one zip.

The other will be a contribution project separate from the contest. By now most of you probably have a good handle on things and know how to export a level (if you don't you just go to File>Save Level to File). The GAF Mario will only contain the basic, bare bones level designs. So no custom tiles or other hacking trickery. The only exception is custom sprites and palettes. If you want to include one you must provide me with the EXGrafx.bin file you are using along with the sprite code and the sprite number it's associated with. With palettes you must give me the .tpl file you are using.

Anyone can contribute a level. You don't have to be part of the contest to do so. Just as long as it's bug free, passable, and follows the guidelines below. If you are part of the contest and want to contribute your favorite levels from your game feel free to do so. Here are the guidelines as follows:

-Level (s) must be bug free
-Must be fair and capable of being beaten
-Bare bones! No hex editing, custom tiles or music
-Custom sprites are allowed, just provide me with the EXGrafx.bin file, sprite code and the sprite number it's associated with
-Custom palettes are allowed as long as you provide me with the .tpl file
-Castles are allowed but no Koopa Kids or Bowser.
-Switch blocks allowed but not the switches themselves
-Dual exits allowed

I will be handling the compilation so if you have a level to contribute just send me a PM with a link to your level, any extra files and the name you want to give it. If you have an idea on how the overworld should be designed feel free to post it in this thread. The contest winner will have first dibs on the final level design. If he/she refuses then it goes to 2nd place and so on.

The deadline to contribute will Nov.30 and I will try to have the compilation done by the end of Dec.
 

Ventron

Member
Enk said:
It's now halfway through October with 15 days left before we can release our games and 46 days until the deadline. How is everyone holding up? Has bug testing worn you all down yet? Anyone want to share what they have so far?

Ugh, I'd really love to make a video of some kind but a) I don't have much time and b) there are so many (in my not so humble opinion) brilliant block hacks and brilliant uses of said hacks that I want to keep a surprise until I release the game.

I suppose I really should make some kind of video though.
 

trihunter

Member
I would just like to thank everyone working on this, as it shows that this is a group of people who love to contribute to games. I look forward to playing these projects. Thank you.
 

Jocchan

Ὁ μεμβερος -ου
I'm afraid I won't have the time to join the contest, but I've made a nice level and I'd still like to share it. It's basically a remake of World 1-1 from Super Mario Bros., pretty faithful to the original except for one single thing (that leads to quite a few secrets).
It was meant to be the first level of my entry, so the stage is designed to be pretty easy. I hope you like it.

World 1-1
 

Enk

makes good threads.
Jocchan said:
I'm afraid I won't have the time to join the contest, but I've made a nice level and I'd still like to share it. It's basically a remake of World 1-1 from Super Mario Bros., pretty faithful to the original except for one single thing (that leads to quite a few secrets).
It was meant to be the first level of my entry, so the stage is designed to be pretty easy. I hope you like it.

World 1-1

Don't worry about it. I just tried out your level and found the twists you made to the original quite fun. Also since you were the first to release a stage I will make it the first one in the GAF Mario compilation. i think that will be appropriate especially considering the subject matter you chose to base your level on.

Would you mind if I add some classic Mario music to it?
 

Jocchan

Ὁ μεμβερος -ου
Enk said:
Don't worry about it. I just tried out your level and found the twists you made to the original quite fun. Also since you were the first to release a stage I will make it the first one in the GAF Mario compilation. i think that will be appropriate especially considering the subject matter you chose to base your level on.
Thanks, I'm happy you liked it :)

Enk said:
Would you mind if I add some classic Mario music to it?
It would be awesome, thank you.
 

Owensboro

Member
itxaka said:
I'd love to donate a code for 3 months of xblive for the prizes. :)

Who do I have to contact to send it?

Just send a PM to Enk.


Also... Hey Enk, don't suppose you could add a quick "how to" to the first post on how to patch the game so that you can play these levels (I'm at work so I can't mess around with Jocchan's 1-1 right now, but I can't wait to try). Do you just download the file and run it with an emulator, or do you need to somehow apply the patch using Lunar Magic?

Keep up the good work duders, I look forward to passing judgment on what you work so hard to create (I'll be gentle, I promise <3)
 

Enk

makes good threads.
Madsucktion said:
Also... Hey Enk, don't suppose you could add a quick "how to" to the first post on how to patch the game so that you can play these levels (I'm at work so I can't mess around with Jocchan's 1-1 right now, but I can't wait to try). Do you just download the file and run it with an emulator, or do you need to somehow apply the patch using Lunar Magic?

Sure!



Quick and Easy Steps on How to Apply a Patch!

Items needed:
Lunar IPS patcher
Clean Super Mario World file (don't ask where)
The patch

1- Unzip Lunar IPS Patcher to a folder
2- Place SMW file and patch in same folder
3- Open Lunar IPS
4- Click "Apply IPS Patch"
5- Choose the patch then your clean SMW file to patch
6- Play!



Also Jocchan's level was in a different format so I went ahead and created a patch for his level. You can download it HERE.




While we're on this topic.

How to Create a Patch of Your Mod!

Items needed:
Lunar IPS patcher
Clean Super Mario World file
Your modded file

1- Unzip Lunar IPS Patcher to a folder
2- Place SMW file and modded file in same folder
3- Open Lunar IPS
4- Click "Create IPS Patch"
5- Choose the clean SMW file and then your modded file
6- Upload patch on your favorite file server
7- Distribute!
 
Hmm, I just noticed that you aren't allowed to edit the message box text for the majority of the game's levels. Any easy workarounds?
 

Enk

makes good threads.
nincompoop said:
Hmm, I just noticed that you aren't allowed to edit the message box text for the majority of the game's levels. Any easy workarounds?

Which levels are you having a problem with? You might be able to copy a level over to another numebr if it comes down to it.

Remember that there are two messages allowed per level and that it's depended on the X position of the box. Also the overworld editor has a couple of extra options that I didn't find out about until recently. For example the "Change Special Messages" option that allows you to change where the Switch Palaces messages pop up. The other was "Change Boss Sequence Level" which helped with some messages that were randomly popping up in some levels.
 
Enk said:
Which levels are you having a problem with? You can always copy a level over to another numebr if you're having a problem.
I guess that'll work, I was thinking about basing part of my castle on the last SMW castle, but turning it into a quiz sort of thing with the doors representing different answers, and if you enter the wrong door you die. The problem was that the second set of doors is level #1D2, but you can only edit message boxes for 000-024 and 101-13B. Actually I'm probably going to scrap the whole idea, since you can always just trial and error your way through it and it would sort of lose its replayability once you know what the answers are.
 

Enk

makes good threads.
nincompoop said:
I guess that'll work, I was thinking about basing part of my castle on the last SMW castle, but turning it into a quiz sort of thing with the doors representing different answers, and if you enter the wrong door you die.

That actually sounds like a cool idea. You should try to stick with it if you can. Sometimes the limitations can help you remold your ideas into something better. I've had to scrap or rework a lot of my ideas due to what the editor can and can't handle, especially the glitchiness of using layer 2. It's been making these last few days of bug fixing quite stress inducing.
 

Ventron

Member
nincompoop said:
I guess that'll work, I was thinking about basing part of my castle on the last SMW castle, but turning it into a quiz sort of thing with the doors representing different answers, and if you enter the wrong door you die. The problem was that the second set of doors is level #1D2, but you can only edit message boxes for 000-024 and 101-13B. Actually I'm probably going to scrap the whole idea, since you can always just trial and error your way through it and it would sort of lose its replayability once you know what the answers are.

Ah... that won't work.

Message boxes don't even read the current level; they only read from the level you entered from the overworld. So say for example the first room of your level is 102. If you go to a level 1D2 by a door or pipe and hit a textbox in it, it will read the text data of level 102. Even if the second room is one where you can edit textbox data like 10C, it will still read from level 102.
 

Jocchan

Ὁ μεμβερος -ου
Thanks Enk for making an IPS patch with my level.

I'm having a weird issue with Lunar Magic: as soon as I start editing the overworld, my emulator stops auto-saving the game right after the initial welcome message: every time I start the game, I have to sit through it again.
Am I doing something wrong, or is it normal (I'm changing Mario's starting coordinates, after all)?
 

Oblivion

Fetishing muscular manly men in skintight hosery
Just to get that fire lit up my ass for this project, can I ask you guys what the best SMW Romhacks you've tried, or what are generally the best known ones?
 

Enk

makes good threads.
Oblivion said:
Just to get that fire lit up my ass for this project, can I ask you guys what the best SMW Romhacks you've tried, or what are generally the best known ones?

I personally really like Brutal Mario and Second Reality Project. Check out this thread for a good list of suggestions. Also the top ten list on the front page of SMW Central usually has some good ones on there too.
 

Oblivion

Fetishing muscular manly men in skintight hosery
Enk said:
I personally really like Brutal Mario and Second Reality Project. Check out this thread for a good list of suggestions. Also the top ten list on the front page of SMW Central usually has some good ones on there too.

Thanks, Enk!
 

Oblivion

Fetishing muscular manly men in skintight hosery
Goddamn, I tried out Return To Dinosaur Land, and I think I got the opposite reaction compared to what I wanted. Makes ya feel so....inadequate compared to some of these dudes. I dun wanna play game designer any more, guys. Let's play hungry hungry hippos instead. :(
 

Enk

makes good threads.
Oblivion said:
Goddamn, I tried out Return To Dinosaur Land, and I think I got the opposite reaction compared to what I wanted. Makes ya feel so....inadequate compared to some of these dudes. I dun wanna play game designer any more, guys. Let's play hungry hungry hippos instead. :(

Playing other mods is one thing I'm trying to avoid at the moment. That can be a great deterring factor. You can still contribute some levels to the compilation game if you want. If you have any done send them my way and I'll begin adding them.


Oh and everyone keep an eye out on this thread in the next few days.
 
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