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Messages - zacmario

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61
@ rbudrick
I plan a 16 bit version at somepoint.

62
ROM Hacking Discussion / Looking for help with sfx
« on: May 08, 2017, 10:56:27 am »
So I often hack smw. I recently recreated physics in smw to similar to its nes siblings. Check out my super Mario arcade hack you will see what I mean.
My step is make better sound effects because frankly smw's suck.
I found some samples I think will work and I found music sheets with the notes... But I don't know how to read them. I wonder if someone who does know how will type them out so they are more legible to me. I will give credit for the work done.
http://markdesimonedotcom.files.wordpress.com/2011/09/mario-sfx.pdf
There is the link to the sheet.

63
I ll give them a shot.

I know the spc can generate white noise, it just not the sound I like, it sounds thin.. I guess don't know how to explain it. However I will look into the prince of Persia.

Also for the record I found a pretty nice noise in wrecking crews 98 golden hammer.

18 is probley to big. bu du to nature of the project I probley only have 4 maybe 5 samples loaded so 9 is probley ok. I guess I'll find out.

64
ROM Hacking Discussion / looking for a specific .brr sample (snes)
« on: May 06, 2017, 10:22:31 am »
I am looking a sample that sounds like the nes noise channel. Or a spc tht may contain the sample. I am aware you can use the spc to generate noise but I want a sample that sounds more nes.

65
ROM Hacking Discussion / Re: Get your mario hack 16 bitted
« on: April 29, 2017, 12:25:05 pm »
Thank you.

66
ROM Hacking Discussion / Re: Get your mario hack 16 bitted
« on: April 29, 2017, 11:08:34 am »
nope, forgot.
But anyway. The options are out there..

* note to mods, I'd like to keep this thread and delete/close the old one if I can.

67
ROM Hacking Discussion / Get your mario hack 16 bitted
« on: April 29, 2017, 10:06:44 am »
If you have a Mario hack you created and would like to see it in 16 let me know. If I find the hack interesting enough I may recreate it.
I will use the smw engine. How ever I can modify the physics engine to feel like smb 1 smb2us/j smb3 or even nsmbds.
It may also be possible for me to add gimmicks you would have liked but couldn't.

68
Gaming Discussion / Re: Waluigi
« on: April 02, 2017, 09:27:00 am »
I probably won't make him as slippery, its a smb2usa type game. Might be to frustrating, I included a wall jump, I wonder if this would be to strange with high jump already in place.

69
Gaming Discussion / Re: Waluigi
« on: April 01, 2017, 03:28:50 pm »
 :D cool never saw that game.

70
Gaming Discussion / Waluigi
« on: April 01, 2017, 01:40:31 pm »
If he was in a platform game how do you think his physics would feel?

71
ROM Hacking Discussion / super mario arcade
« on: April 01, 2017, 01:38:08 pm »
edit: I will post v1.1 soon.

this is a link to my latest hack. It's v1.0 and needs some polish.  It has physics similar to smb3 nsmb styled levels with a smb feeling recreated by not allowing the player backwards scrolling. I would appreciate input on this hack.

72
Have you considered using the disassembly to port to a new system?

73
Personal Projects / Re: Super Mario Land - part 2
« on: November 12, 2016, 09:19:34 am »
Thanks, I might do that.

74
Personal Projects / Re: Super Mario Land - part 2
« on: November 03, 2016, 09:48:27 am »
so far only redrawn. I hope to gather more info to edit a few of  them though.

75
Personal Projects / Re: Super Mario Land - part 2
« on: November 01, 2016, 01:54:42 pm »
only world one is done, i guess thats 25% though.

76
Personal Projects / Super Mario Land - part 2
« on: November 01, 2016, 09:51:50 am »
Just a mini side project.







77
i'd like to see it.
20-25 in overworld, for one -up. if coin count is not reset between levels go for a 100.
sub world still for bonus, red coin or whatever.
put the star in the plants.

78
Newcomer's Board / Re: super mario land graphics
« on: October 26, 2016, 12:41:40 pm »
thanks i had forgotten, was using arrow keys.  :banghead:

79
Newcomer's Board / super mario land graphics
« on: October 26, 2016, 09:39:22 am »
not sure why, i load sml in to tlp or yy-chr and the first line of pixels is always the last line of the previous tile. for instance the bottom of the 1-up heart is in the top of next tile, is any around this so each tile shows properly?

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