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Messages - Arty

Pages: [1] 2
1
Personal Projects / Re: Super Mario World DX Rebuild
« on: May 10, 2019, 10:05:31 pm »
Did another quick update
I gave Luigi and the Princess new sprites, fixed Toad's hud, and altered the Princess's ending, along with fixing a few small bugs.

One I have not been able to fix, and any help is appreciated, is the yellow koopa issue.
Issuw being there are random yellow koopas spawning in various levels. These do not show in the editor and I am very confused.

2
Personal Projects / Re: Super Mario World DX Rebuild
« on: May 08, 2019, 07:09:47 pm »
New update! Check the op for more info. I decided to do the vanilla versions and additional content update all at once, so i apologize for the delay

3
Personal Projects / Re: Super Mario World DX Rebuild
« on: April 20, 2019, 02:56:36 am »
Pretty good but I noticed a few... questionable enemy placements for example: yellow koopas by next to ledges in donut plains 3 (they function differently than red or blue) and a random shell-less koopa among all the climbing ones in castle one. Also this may be because I cleared special zone asap but one of the boo frames on the boo ceiling in the regular donut ghost house has a portion of their face go dark but other boos with the same frame don't have that problem.
I did not modify enemy placement, so that's strange. I'll give it a look. With the boo circle, do you mean the blushing frame? I fixed that, but it might have cause a different issue. I'll check it out.

4
Personal Projects / Re: Super Mario World DX Rebuild
« on: April 10, 2019, 11:18:59 am »
Very minor update, just fixes a few text oversights. Link in OP has been updated.

5
Personal Projects / Super Mario World DX Rebuild
« on: April 09, 2019, 11:10:38 pm »
I said I wouldn't be here again, but here we are. After 2 years, 3 broken computers, and countless rebuilds, I am finally ready to present to you...

Super Mario World DX!

What is this?
I started this project 2 years ago, with the simple intent of porting everything from Mario Advance 2 into SNES Mario World. I almost did that, but there were a few things missing, and it was very very buggy. From that release, I continued trying to add things and tweak the game. Keyword, tried. Everytime I tried to get the project going again, something would get in the way, usually a broken computer. This release seeks to change that. Everything that I had wanted there to be in that original project is here plus a little extra.

What exactly did you add?

-(V14-1 addition) New sprites for Peach and Luigi! Special thanks to falchion22 for allowing me to use his smw styled Peach sprites!

-(V14-1 addition) A new ending for Peach! Again, credit for this goes to falchion22.

-(V14-0 addition) If you dislike the additional music I've added, then use the (Vanilla) marked patches, they are designed to be closer to Advance 2 then the (Special) ones

-(V14-0 addition) The cape feather is bugged when used by Peach and Toad, so instead they get the returning and fully functioning tanooki leaf!

-Luigi! Complete with his own physics. Sadly, I couldn't get him to co exist in the same rom as Mario, so I separated him into his own patch, and that's where the bulk of my work has been going to recently. As such, I may have added a fix or something to Luigi but forgot to add it to Mario, which is why it's imperative you tell me which version of the hack you are playing when reporting a bug.

-(V14-0 addition) Toad and Peach are now playable characters! Toad has the worst jump but best speed, and Peach has the worst speed but gets both a float and a small dash ability.

-The Mario Advance 2 status screen, in a nearly perfect state. There still is no reward for collecting all the dragon coins outside of an icon on the status screen, but other then that it works as intended.

-Altered graphics, don't worry, they're all relatively minor and you might not even notice them. Most are taken from Mario World, so they have a slightly more modern look while still looking like they're from Mario World. On that note, I couldn't decide between Luigi's Advance or SMW + All Stars look. I felt like the proportions in smw+sma were really weird looking, but also felt like the advance version of the sprite looked too similar to Mario. I was certainly in luck, thanks to a user going by Pixel-Gon, I got a  best of both worlds version of Luigi's sprite set. With Advance's better proportions but All Star's better poses. I think it looks wonderful, and I'm very happy I found it.

-Bug fixes! I've fixed more bugs then I can count, both from bugs left in the original version of this project and bugs from the original game. This version is (hopefully) much more stable then the old one.

-Music! One of my biggest complaints with og Mario World was the lack of musical variety. Don't get me wrong, what's there is great, but I felt there simply wasn't enough of it. I hand picked a bunch of remixes from Mario World Central's music category and the results are wonderful. Don't worry, I took special measures to make sure everything sounded good and fit in. That means no pokemon, kirby, or sonic music like a lot of hack include. Just good ol Mario tunes in all their 16 bit glory. I didn't replace any of the original tracks either, they are still there and all play out in a good chunk of the game.
The way it's organized is

World 1 and World 2 use the vanilla themes exclusively, World 3 uses the vanilla cave theme, plus a remix of the overworld theme during its brief above ground segment, which is also used in World 4. World 5 uses a "ruins" remix of the overworld theme, World 6 uses the Choco Island theme from Super Mario Kart with SMW samples, World 7 uses the a remix of the Bowser Castle theme from Mario & Luigi Super Star Saga, Star World uses the Mario Land 2 Star Maze theme, and Special world uses a mixture of all of them plus an SMB1 overworld remix for the final stage. All caves and water stages use the vanilla themes, with the exception of Bowser Valley/World 7. Athletic stages up to Forest of Illusion use the vanilla theme, and all the ones after that use a "pops" remix as it is called. All castles and fortresses outside of Chocolate Island and Bowser Valley use the vanilla themes, while those two worlds use a remix of the SMB1 castle them, and of course the final stage gets it's own theme, a remix of the World Air Ship theme from Mario Maker. I thought it was tense enough to be a good fit for the stage. All boss themes except that of Chocolate Island and Bowser Valley are vanilla, and Bowser's own theme is still the same (and as great as ever!).

-The final level has been restructured significantly, it now plays through every door with an extended timer, and you are given extra power ups to help you get through it. I did this because I felt the original was creative but underwhelming and overly easy. I made sure this altered version of the fortress wasn't overly hard either, however. It's still fairly easy, just not as much as it was in the original.


Future plans?
I do eventually want to give backgrounds more depth, add hdma effects, and give it msu1 support. However, this may never happen. I am busy with other projects currently.

Screenshots





Download (V14-0)
https://mega.nz/#!mSwRxaRJ!UvtnX-Q_gqtIcqgH1DBGq4WpSAW5nLwFIP0uZeDhBzc

Download (V14-1, Currently only the Special variations, Vanilla has not yet been updated)
https://mega.nz/#!qHQzzIrK!nKOQHgqeL6J9fjdrNJURlaac7__iHSsbnz_aoQeuNFw

How to play
Simply patch the hack to a clean USA Mario World rom. It shouldn't have a header and shouldn't have been previously modified. Checksum information is available in the read-me.

Bugs I am aware of
-The death theme got swapped with the bonus game clear theme. I don't know how to fix it or how it even broke but I am looking into it
-Luigi controls very strangely on certain slopes, most work fine but on a few you'll notice an oddity in his physics making him "jitter". I don't know why this is happening but I'm looking for a fix asap, and if anyone knows why this is happening I'm all ears
-Red Yoshi is green on the overworld. This is simply a side affect of me changing the overworld sprite's colors to fit Luigi, it's harmless and I don't believe there's actually a way I can fix it.
-Cutscenes are gone (for luigi). Sadly, the new phsyics are not taken into account during these and they are as a result broken, even going as far as to soft lock the game on a few occasions. So I removed them, for now. If I find a way to actually fix them they will be restored.

Credits
The most important thing this hack has needed, the credits.

PATCHES
JackTheSpades - Made status bar say all yoshi coins have been collected
MarioFanGamer - Added better powerdown system (fire mario -> big mario -> small mario instead of fire -> small)
Erik - Added ability to bring up save prompt by simply pressing start and added SMA2 yoshi block system (so what yoshi you get is dependant on what power up you have, after freeing them in Star World)
GreenHammerBro - Restored SMA2 slide kill chain functionality
Alcaro - Fixed thwomp's face flip
Ladida - Implemented SMA2 status screen, along with Peach's abilities and the raccoon ability.

MUSIC
Gamma V - Ruins remix of the overworld theme
Wakana - Boss battle remix, haunted overworld remix, SMB1 castle remix
Zagronia - Haunted overworld remix
Lu9 - Overworld theme pops remix
HarvettFox96 - Both of the athletic theme remixes
MidiGuy - Cave theme icy remix, SMB1 overworld remix
MercuryPenny - SMA2 status screen theme, SMB3 SMM ghost house theme
Pinci - SMM airship theme remix
Sayuri - SMB1 SMM ghost house

OTHER STUFF
Pixel-Gon - Luigi's pre 14-1 sprite set

Bensalot - Luigi's 14-1 sprite set

Construct101 - Toad's sprite set

Falchion22 - Peach's sprite set

KaizoMan - Physics modifier tool

THESE are the people who really made this hack what it is. Without them, it never would have come to be and I can't thank them enough.

6
a hack of Kirby's Dreamland 3 that makes Kirby a little faster would be lovely. I really like the game but he's just so ungodly slow, even when running he doesn't feel as fast or smooth as in other games.

7
Personal Projects / Re: Play Novel - Silent Hill
« on: March 29, 2019, 06:09:01 pm »
I remember there was an English translation with the game ported on PC through emulation.

But it was some years ago, and I don't know if the game was fully translated.

I hope this game will come to English someday. I'll be glad to make a repro out of it  :)

Thanks for this great work !
Both scenarios got an obscure homebrew genesis port with both an english and russian translation, that's probably what you're thinking of. I'd linkto the site it's hosted on, but it's full of porn vn's so that's not happening.
It also didn't have any music or sound, and I can't speak for the actual quality of the translation cause when I found out it had no sound I dropped it pretty quick

8
https://serenesforest.net/general/bs-fire-emblem/
So from what I've read, these were included as bonus maps in the DS remake. Porting them to the, in my opinion, superior Super Famicom version of the game as a bonus book or something would be really cool, and create a "definitive" version of the game.

9
Take the Mario World hacks known as "Super Mario/Super Luigi Arcade" and make them insanely difficult, like a true arcade usually game is.

10
A hack of Tales of Phantasia PSX that makes it so spells don't pause fights would be more then enough to make up for the lack of a translation of the enhanced PSP release. If that's not possible due to hardware limitations, simply making them faster would be so nice.

11
Personal Projects / Re: Firered hack- Pokemon Fireburn(Demo)
« on: February 18, 2019, 07:28:10 pm »
Jesus this is ambitious. If you can actually manage to pull it off with decent quality standards, this would be my go to game

12
It was brought up in another thread, but I love the idea of a sound restoration for the GBA Mario Advance games. Since we already have the color restorations, a sound hack would make them perfect. Especially for the ports of 2 and 3, those need it the most.

13
Here's one which I particularly would love to see.

Make a hack of Super Mario 64 DS which maps the analog controls that are used for the touch screen, so that you can use said analog controls with the analog stick on a 3DS or any emulator, effectively revamping the whole gameplay to SM64 levels of smooth playability.
Skellux actually created an emulator extension that does this, see it here
https://youtu.be/KtV0p6JMG1E

14
A small hack of Mario All Stars that makes Mario 1 and 2 (more importantly 2) save on a per level basis and allow selection of individual levels instead of worlds would be nice. That's my only gripe with the All Stars collection, and it would make it the perfect version of those games for me.

also

ok, so seeing this page got me super excited

https://www.smwcentral.net/?p=viewthread&t=79053

so, WOW! 15 new power-ups in SMW, cool right?

well turns out they are a nightmare to "implement"

it is involved in making your own SMW hacks and stuff

i wish someone would take a SMW vanilla and add these into it.

it could just be 15 bricks at Yoshi's house and 15 bricks at "Top Secret Area" that contain the items, it wouldn't be ideal, but it would work

i know the items werent made to originally work with the level design, but it would be fun to play vanilla SMW with these bonuses

the guy that was working on the "Redux style" SMW hack (that was great, btw) already added in a bunch of features from the Advanced version of SMW, i think this wouls fit in nicely too

the main thing it needs (and other hacks do this, i dont know why any of those hack makers dont release vanilla SMW with these upgrades) is Dragon Coins that remember if they are collected. they turn shadowy and blue (like a SM64 star after it's been collected) when you return to the level.

anyways, that's what should be done in SMW

I already made a small hack that adds the status screen from sma2 and saves dragon coins, along with a few other misc things. Though they don't do the shadow thing star coins do.

15
Personal Projects / Re: Final Fantasy IV Graphics Update (SNES)
« on: February 04, 2019, 02:20:30 pm »
Hey guys,

Glad to see there is still interest in the project.
I am indeed not currently working on it, but it's not because I don't want to.
2018 was a pretty bad year for me. I spent quite some time in the hospital and was pretty much bedridden for most of it. I'm not dying or anything, just recovering veeerry slowly (hopefully).
Looking forward to getting back into my projects, actually...
I've been reading the site regularly, just wasn't logged in.  :angel:

Oh man, well don't feel pressured! Take as much time to recover as you need, and I hope 2019 is a better year for you 💚

16
Personal Projects / Re: Final Fantasy IV Graphics Update (SNES)
« on: January 30, 2019, 08:44:19 pm »
This has been released.
http://www.romhacking.net/hacks/3753/
That appears to just be enemy sprites. This project was set to update tilesets, player sprites, and battle backgrounds if I'm reading it correctly.

17
Personal Projects / Re: Final Fantasy IV Graphics Update (SNES)
« on: January 29, 2019, 09:02:36 pm »
Has indeed been a few years since the last update, this looks really great and I hope it wasn't shelved

18
Newcomer's Board / Help with Mario World HDMA effects?
« on: December 14, 2018, 05:18:57 pm »
I'm working on a little Mario World hack, and wanted to add hdma effects to give it a little extra flair. In particular, I'm using a water effect that can be seen in the video below at 0:47. It works great and looks great, but in the level there's a pipe that leads to an out of water section, and annoyingly the effect continues into that section as well. How can I keep it in the one section of the level?

https://youtu.be/7YLcl7maGTg

19
New Menu  :thumbsup:




Vrad graveyard? I thought it was vlad.

20
I do wonder what the point is of these hacks. Sure, if you had an original cartridge on original hardware, having a save function would've been neat - though a level select cheat would be more useful and wouldn't require an extra RAM chip and potentially a more complex MMC. But emulators have save states, the EverDrive N8 has save states... why the need to hack? Unlike an RPG which needs to save items, experience and whatever, this only needs to save one byte: the level you're on.

Personally I think a level select would be more useful, but hey, it's just my opinion. :) Maybe I'll do a series of hacks to add level selects to games...

It's mostly a personal thing, I just feel dirty using save states to continue where I left off and only use them when I absolutely have to. If it's only one byte, how hard would it be for me to do it myself? Since it's something not many other people besides me want?

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