JUMP v1.35a
Changelog
A quick update on stuffs.
Search found 559 matches
- 8 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 106714
- 8 years ago
- Forum: JUMP
- Topic: The -OFFICIAL- What's Left to Be Done Thread
- Replies: 90
- Views: 28302
Re: The -OFFICIAL- What's Left to Be Done Thread
You can define which map16 you are allowed to warp to in "sublevel_bc_def.asm". It's in uberASM folder and insert the uberASM patch with "asar.exe asar_patch.asm <romname>.smc". I should have explained this. Note that what has a key role is map16 number of tiles, not "act as...
- 8 years ago
- Forum: JUMP
- Topic: JUMP Level Review Thread
- Replies: 165
- Views: 45491
Re: JUMP Level Review Thread
Burnt Mountain Tango v3 Since I had already played this level like a hundred times, I was able to deal with most obstacles without dying and I cannot measure the difficulty. But I see many parts surely become easier. What I'd like to mention are some bugs I observed during insertion. - I think page...
- 8 years ago
- Forum: JUMP
- Topic: The -OFFICIAL- What's Left to Be Done Thread
- Replies: 90
- Views: 28302
Re: The -OFFICIAL- What's Left to Be Done Thread
I suppose it is. Tell me if something doesn't work as you want. asm can modify most things which are simple. When you are in the cast mode, p-switch timer would stop like the moment when getting powerups. Also note that it's not possible to cast the magic when you're holding an item, riding yoshi, o...
- 8 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 106714
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
Oh hey, the retry thing is actually a pretty good idea! I don't know though, wouldn't it work better if it was a thing throughout the whole hack? Like, why would you only introduce it in world 8, when it wouldn't hurt to have it implemented from the start of the whole thing? It's because I wanted t...
- 8 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 106714
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
JUMP v1.35 Changelog Additional screenshot explaining this: - To make some (semi)kaizoish levels in world 8 more playable, I made "retry prompt" that allows you to restart the level much faster. Something like meat boy/iwbtg style.. Now that's the official concept of world 8. JUMP_00000.p...
- 8 years ago
- Forum: JUMP
- Topic: The -OFFICIAL- What's Left to Be Done Thread
- Replies: 90
- Views: 28302
Re: The -OFFICIAL- What's Left to Be Done Thread
Thanks
.. and updated the todo list
.. and updated the todo list
- 8 years ago
- Forum: JUMP
- Topic: The -OFFICIAL- What's Left to Be Done Thread
- Replies: 90
- Views: 28302
Re: The -OFFICIAL- What's Left to Be Done Thread
Hey BTW, I requested a "random" ASM code a while back for my "real final" subroom, and haven't heard since. Edit: Nevermind, you know that already. Teleportation P2CbBagpQeQ @Daizo It's pretty complicated; requiring not only levelasm but also patches spaghettied with preexisting...
- 8 years ago
- Forum: the cartridgé
- Topic: So, Thoughts on VIP 6?
- Replies: 101
- Views: 21913
Re: So, Thoughts on VIP 6?
After realizing the function of the
black switch palace
, I really become eager to see their plot(and play the hack of course ^-^). I suppose there are various uses of it. The way to access secrets must be amazing.- 8 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 40788
Re: Multiperson Levels Thread
Here it is. It would be easily seen that performance becomes pretty better especially in snes9x. I enabled the first buoyancy option "Enable sprite buoyancy, but reduces the number of sprites ~~" due to the way I implemented the patch(the number of checked options indicates the level of pr...
- 8 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 40788
Re: Multiperson Levels Thread
I loved the gimmick somehow reminding me of frogger . It's intense and pretty fair at the same time, and the level design executes the gimmick very nicely. Well done! The level would be good for Bowser's castle because it's not that long, and for real final too because it's challenging. It might be ...
- 8 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 106714
- 8 years ago
- Forum: JUMP
- Topic: JUMP Level Review Thread
- Replies: 165
- Views: 45491
Re: JUMP Level Review Thread
Personally I would make say make it global. There's wall running parts in some of my levels I wouldn't mind the change applying to. Okay. I don't remember other particular level that might be affected greatly by this. I will do so. And other minor things.. Crumbling Your Problems Away : I don't thi...
- 8 years ago
- Forum: JUMP
- Topic: JUMP Level Review Thread
- Replies: 165
- Views: 45491
Re: JUMP Level Review Thread
Maybe one problem with those wall running segments is that smw cancels the wall run if you get hit, so you can't "tank" the sections. I experimented with org $00F5C9 nop #12 and it seems to work okay, allowing you to take a hit and continue wall running, although it's another of those sit...
- 8 years ago
- Forum: JUMP
- Topic: JUMP Level Review Thread
- Replies: 165
- Views: 45491
Re: JUMP Level Review Thread
-Would it be better to run the code only after you get yoshi in the level? If not, I'm not sure what to do (it's not very important anyhow). Yes. I think it's much better, and probably I should also change some of my other levels using the similar code. My suggestions for some levels Horse Eating D...
- 8 years ago
- Forum: JUMP
- Topic: JUMP Level Review Thread
- Replies: 165
- Views: 45491
Re: JUMP Level Review Thread
- General: Why does this level have its own death/p-switch/victory sounds? Is this something being worked on, or is it something unique in this level or what? It feels kind of out of place though. It's because of the bnk file of the bgm, the file containing a set of samples for this song. It's miss...
- 8 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 40788
Re: Multiperson Levels Thread
Oh hey, thanks
- 8 years ago
- Forum: JUMP
- Topic: The -OFFICIAL- What's Left to Be Done Thread
- Replies: 90
- Views: 28302
Re: The -OFFICIAL- What's Left to Be Done Thread
(June 21, 2015) 1. New Levels which are going to be made - Level E claimed by mellonpizza Daizo (world 3) - One sublevel for Bowser's castle claimed by mellonpizza - EvilGuy0613 - anonymousbl00dlust 2. Levels said to be updated - Mushroom Tripper by mellonpizza (world 5) - Disco Dance Party by raveg...
- 8 years ago
- Forum: JUMP
- Topic: Overworld Thread Redux
- Replies: 64
- Views: 21084
Re: Overworld Thread Redux
ZSNES is really inaccurate especially when it comes to echo and volume of notes at high pitch. If I adjust the port to zsnes, it will become bad in other emulators or spc players. If it's technically possible to detect which emulator are being used in game, I will prepare two ports of the same song....
- 8 years ago
- Forum: JUMP
- Topic: Overworld Thread Redux
- Replies: 64
- Views: 21084
Re: Overworld Thread Redux
There are two options for bgm of forest submap
Due to several issues, I'd like to replace the existing one. 'Autumn leaves' is the new one.
Which one would you pick?
The old one doesn't sound well in zsnes and it's the main reason why I want to do so.
Due to several issues, I'd like to replace the existing one. 'Autumn leaves' is the new one.
Which one would you pick?
The old one doesn't sound well in zsnes and it's the main reason why I want to do so.
- 8 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 40788
Re: Multiperson Levels Thread
Here's a new port I've just completed! I guess it will be used in bowser's castle.
- 8 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 106714
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
Yes it's possible.Ryrir wrote:One small thing though, in Peaks of Revolution, would it be possible to start the replay at the point where the actual secret exit is? Maybe it would be kind of bothering to watch the entire first half...
- 8 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 106714
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
I created a video explaining replay rooms.
Will having this be good or bad? If spoiling matters, the amount of dragon coins required to unlock a replay should be high.
Will having this be good or bad? If spoiling matters, the amount of dragon coins required to unlock a replay should be high.
- 8 years ago
- Forum: JUMP
- Topic: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
- Replies: 542
- Views: 106714
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
Progress: - Inserted Pheonix's new level. - Fixed some of these bugs mentioned in the changelog: (slope bug) level 19, 2F, 107(?), 125(?) (pipe bug) level 23, 70, 71, 103, 127, 1C8 - Fixed the bug that throw blocks in level 50 were sometimes destroyed even if they weren't touched by those bowser sta...
- 8 years ago
- Forum: JUMP
- Topic: Multiperson Levels Thread
- Replies: 131
- Views: 40788
Re: Multiperson Levels Thread
First you could work on what you claimed, sublevel B8(real final) and level 7.
