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by worldpeace125
3 years ago
Forum: JUMP½
Topic: Claim a Thing Place
Replies: 395
Views: 93512

Re: Claim a Thing Place

I'd like to take sublevel 63, secondary exits 5B, 5C, and music 5B.
by worldpeace125
3 years ago
Forum: JUMP½
Topic: JUMP½ Main Discussion, Rules and Base ROM
Replies: 120
Views: 29324

Re: JUMP½ Main Discussion, Rules and Base ROM

If you are trying to patch uberASM in ver 0.05.3, make sure that the status bar hijacking is off. Open asar_patch.asm in uberASM folder, then set !statusbar to !false. ;Hihack list !level = !true !OW = !true !nmi = !true !statusbar = !false !global = !true !sprite = !true !gamemode = !true Otherwise...
by worldpeace125
3 years ago
Forum: let's play
Topic: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Ep79c FINAL - Won 1F8
Replies: 644
Views: 64491

Re: Let's Play JUMP! A talkhaus non-ASMT Mario Romhack - Episode 35a - Disco at the Disco [trainwreck]

I agree with these replies. Also note that most people didn't beat this hack 100% legitly even if they've been playing SMW hacks for years you know. If you consider changing the goal, I'd suggest update the version of the game too. The authors of all the remaining normal levels (at this point) would...
by worldpeace125
3 years ago
Forum: JUMP½
Topic: JUMP1/2 RAM Map
Replies: 0
Views: 3435

JUMP1/2 RAM Map

As there seem to be many interests in coding own stuffs recently, I prepare this thread. Check this. Table [Notes] - Global RAM: values should be preserved for the global purposes. - Local RAM: values are preserved under each level. You can use this kind of RAM for levelasm, sprites, etc. in your le...
by worldpeace125
3 years ago
Forum: JUMP½
Topic: [C] BRICK JOKE
Replies: 1
Views: 614

Re: [C] BRICK JOKE

Chaotic in a good way! It was pretty confusing for the first time because I expected purple triangles would be also shattered by shells. I usually don't like shells placed right next to blue koopas so they'll be kicked so fast from offscreen. But then again, there are purple triangles implying upco...
by worldpeace125
3 years ago
Forum: JUMP½
Topic: [105] Curse of Discontinuity
Replies: 4
Views: 926

[105] Curse of Discontinuity

curse of discontinuity_00000.png
curse of discontinuity_00000.png (7.3 KiB) Viewed 926 times
A ghost house level aimed at a midgame difficulty. 2 exits and no dragon coins.
Any feedback including proofread is welcome!

The name comes from curse of dimensionality, so it's a not scary thing.

edit: added missing message box texts. moved the sublevel 5D to 62.
by worldpeace125
3 years ago
Forum: JUMP½
Topic: Claim a Thing Place
Replies: 395
Views: 93512

Re: Claim a Thing Place

sublevel 5D
music 5A
secondary exit 5A
map16 page 1A (1A00-1AFF) possibly for future levels

Thanks.

e: also ExGFX105
I didn't check 5D was taken recently. my bad. please give another sublevel for the exit of a ghost house, say 62.
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Re: Long gauntlet levels - I think you have to bear in mind that a lot of these levels are optional. "Keep a Positive Altitude" was on the way to the star world, you can skip "Manky Bridge" by playing "Mushroom Tripper" and "Gourmet Hindrance" is in the star world (which is basically the post game ...
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Update reminder (ver 1.03.1) Main things I didn't like about the 2nd half were the really high jump that doesn't work half the time I guess you mean the jump at screen 04 or 06? I figured out that the it can be (kinda) stably done if you're in the full running speed. I wonder if the jump relies on ...
by worldpeace125
3 years ago
Forum: the cartridgé
Topic: JUMP - a large SMW collab lead by worldpeace125
Replies: 88
Views: 13127

Re: JUMP - a large SMW collab lead by worldpeace125

woops, maybe you will see this fixed in v1.04.

JUMP ver1.03.1

Recently Markyjoe's levels were updated. It seems that his world 6 level will appear very soon in raocow's LP, I'm hurriedly releasing this.
by worldpeace125
3 years ago
Forum: JUMP
Topic: Level tweaking and QA (next: JUMP v1.04)
Replies: 91
Views: 20403

Re: Level tweaking and QA (next: JUMP v1.04)

Super Grand Ultra Marathon got minor changes as well. Mainly just making part 3 and 4 easier by very slight amounts... but I think I already mentioned this before. Yeah I received this modification like 4 weeks ago, and it was already inserted in v1.02 or 1.03. So, here's the next version. Consider...
by worldpeace125
3 years ago
Forum: JUMP½
Topic: Claim a Thing Place
Replies: 395
Views: 93512

Re: Claim a Thing Place

claiming sublevels 5A, 5B, and 5C
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Though it doesn't seems a good idea to make challenges mandatory for all players, I really liked Manky Bridge and it's one of my top 3-5 tied favorite levels in this hack. It's likely that beating this blind requires like an hour(s). Unlikely some oldschool hard levels containing randomized generato...
by worldpeace125
3 years ago
Forum: JUMP½
Topic: [13A] Space spaghettis
Replies: 6
Views: 1231

Re: [13A] Space spaghettis

aterraformer wrote:I know, I get it. I suck :|
Oh, no. The level was updated and became easier, and you might know I'm using a keyboard that could make things much easier.
I mean a single opinion isn't reliable to be fair. It's no harm to get opinions from various people under different environments.
by worldpeace125
3 years ago
Forum: JUMP½
Topic: [13A] Space spaghettis
Replies: 6
Views: 1231

Re: [13A] Space spaghettis

Flawless line guide level. Nice job! Also love to see those disco ball sprites. This level may be tough but I personally think it's fine for a lategame difficulty. Maybe you'd better get more opinions from others? As for one thing outside of the level, the BGM could be fixed so the jump SFX isn't sc...
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Some trivia about the fortress level One sky level was supposed to be made by notgoodwithusernames, but he dropped out his claim. In place of him, Daizo and Mellonpizza simultaneously and independently made a level for this. At first their levels were conflicting for insertion, because all of 96 so-...
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

fyi, here's the next version I've liked how simple the red switch is, as a reward of that tough puzzle. Such kind(?) and easy palace levels after all those dificulties make me feel really good somehow. The angry fish is the first level I made for JUMP in 2013, so super vanilla as vip 1. Nothing much...
by worldpeace125
3 years ago
Forum: JUMP
Topic: Level tweaking and QA (next: JUMP v1.04)
Replies: 91
Views: 20403

Re: Level tweaking and QA (next: JUMP v1.03)

Updated levels that I received, and fixed a glitch.

Link to get v1.03
by worldpeace125
3 years ago
Forum: the cartridgé
Topic: JUMP - a large SMW collab lead by worldpeace125
Replies: 88
Views: 13127

Re: JUMP - a large SMW collab lead by worldpeace125

A new update:

JUMP ver1.03
Fixed some minor bugs, and redesigned a w6 level entirely
A more detailed changelog is included.

* Try loading your srm file instead of savestates, if the game doesn't seem stable.
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

In many levels, no yoshi filters weren't adopted just because yoshi is too OP. There were several reasons like sprite limitation (sprite's not spawning, or missing tiles), sprite incompatibility (podoboo, dry bones, maces, etc), and sometimes just unable to keep a yoshi in the level (vine, rope mech...
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Other than some tricky obstacles whose intended solutions are not clear, I really liked this level and the sliding gimmick. The 'A' formation of fish made me laugh a lot, and I didn't feel it unfair or annoying. You would be dead no more than once due to the lack of prior knowledge, and it was just ...
by worldpeace125
3 years ago
Forum: the cartridgé
Topic: JUMP - a large SMW collab lead by worldpeace125
Replies: 88
Views: 13127

Re: JUMP - a large SMW collab lead by worldpeace125

JUMP v1.021 Fixes a crucial glitch of v1.02; when you beat "Crumbling Your Problems Away" from the midway location, the game didn't count it. It was definitely my mistake, I apologize. It's been a while since I managed the spaghetti code. When I returned from hiatus, I forgot to configure a couple ...
by worldpeace125
3 years ago
Forum: let's play
Topic: JUMP - Let's meet again at JUMP½
Replies: 1299
Views: 127708

Re: JUMP - Don't be hasty, this must be talkhaus' Mario Party.

Seeing people have different opinions regarding 'which difficulty is more difficult?' is sort of interesting, but this fact makes it really challenging for level designers to make a level of an intended difficulty (as a side note, I think the marathon level is much easier than the disco level when t...
by worldpeace125
3 years ago
Forum: the cartridgé
Topic: JUMP - a large SMW collab lead by worldpeace125
Replies: 88
Views: 13127

Re: JUMP - a large SMW collab lead by worldpeace125

The bug only affects Crumbling level, not other levels with multiple Midway Points, I assume? Yeah, the glitch has nothing to do with multiple midpoints. A translevel 002 is shared by Crumbling level and 1F8, and each of their overworld events($1DEA) should've been set by levelinit asm. The new mid...
by worldpeace125
3 years ago
Forum: the cartridgé
Topic: JUMP - a large SMW collab lead by worldpeace125
Replies: 88
Views: 13127

Re: JUMP - a large SMW collab lead by worldpeace125

JUMP v1.021 Fixes a crucial glitch of v1.02; when you beat "Crumbling Your Problems Away" from the midway location, the game didn't count it. It was definitely my mistake, I apologize. It's been a while since I managed the spaghetti code. When I returned from hiatus, I forgot to configure a couple ...

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