I know when I was watching Authorblues playing a bit of this, he laughed at ILLUSIYELLOW but I am unaware of the context of the joke.
Mud boot mud level was pretty neat with using the weird physics of that weird tile, maybe could've done without the sun section but it's fine I guess. Bubble level also could've stood to be a bit shorter and maybe not been as happy with using those bounce blocks. Somehow it ended up being one of the first levels to start giving me some actual trouble outside of oil zone and Arduous Harbor.
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 12:30
by KobaBeach
Validon98 wrote: ↑3 years ago
I know when I was watching Authorblues playing a bit of this, he laughed at ILLUSIYELLOW but I am unaware of the context of the joke.
SMW level names are by default 19 ($13) characters long, so the ILLUSI and YELLOW in FOREST OF ILLUSION and YELLOW SWITCH PALACE are crunched up a bit to fit in the space. If you've ever seen like how Star Ocean's translation patch handles some of the longer named techs, it's basically like that.
IIRC they're also placed right next to eachother in the alphabet + layer 3 graphics bin
Validon98 wrote: ↑3 years ago
I know when I was watching Authorblues playing a bit of this, he laughed at ILLUSIYELLOW but I am unaware of the context of the joke.
SMW level names are by default 19 ($13) characters long, so the ILLUSI and YELLOW in FOREST OF ILLUSION and YELLOW SWITCH PALACE are crunched up a bit to fit in the space. If you've ever seen like how Star Ocean's translation patch handles some of the longer named techs, it's basically like that.
IIRC they're also placed right next to eachother in the alphabet + layer 3 graphics bin
Ohhh. Huh, never quite noticed before. Makes sense though, I've seen examples of that before, just never noticed it with SMW somehow.
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 12:55
by Grounder
today on levels the author probably expected you to die on after the midpoint at least once
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 13:03
by strongbadman
Something I've been wondering. Wether it's collectible or not, is there a moon in every level?
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 13:32
by Valentine
I was gonna copy and paste my youtube comment about the context of ILLUSIYELLOW in here but it seems someone's already explained it.
Also this thread's naming gimmick's pretty good
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 13:36
by Duothimir
Always nice to see Demo again, especially a pleasant surprise in a completely unrelated hack.
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 13:42
by Nimono
KobaBeach wrote: ↑3 years ago
IIRC they're also placed right next to eachother in the alphabet + layer 3 graphics bin
This is correct, and WHY "ILLUSIYELLOW" is a thing at all. If they weren't, they'd be JUST graphics, but since they're right next to each other, it becomes hilariously coherent...somehow.
The Bootstrapped is my favorite level so far. You go in thinking it means "Bootstrapped" as in "Bootstrapped Leitmotif", but then you find out it actually means "Boots trapped".
ILLUSIYELLOW is also pretty fun. Even the sprite coins from fireballing enemies are illusionary!
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 13:53
by Kilgamayan
Sanct wrote: ↑3 years ago
Also this thread's naming gimmick's pretty good
It started with promise but is taking too long to get to the trig and calc expressions imo
Like, for one,
sin(pi/6)
is sitting right there
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 14:59
by Implo
ILLUSIYELLOW is very interesting level. Though it was weird for me that munchers (they are mostly black) and rainbow shells will be considered yellow. I really liked this level. Even though I felled for every yellow thing in this level and died 50 times. I still like this level.
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 15:30
by Piesonscreations
anything yellow ceases to exist from this moment onward
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 15:51
by Lazy_
Here's what ILLUSIYELLOW actually looks like. What an easy level!
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 15:59
by KobaBeach
do you want to suffer
do you want to perish like your ancestors before you
get this heresy from my sight at once if you do not wish to feel true pain
i am more powerful than you can ever imagine, your black magic has no effect on me
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 17:36
by raocow
Lazy_ wrote: ↑3 years ago
Here's what ILLUSIYELLOW actually looks like. What an easy level!
amazing, it's like a genuine 'kinda there' hack, it's fascinating how much the smoke and mirrors just change everything.
though that floating goal post there looks pretty sloppy
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 17:53
by Arctangent
Lazy_ wrote: ↑3 years ago
Here's what ILLUSIYELLOW actually looks like. What an easy level!
Man ILLUSIYELLOW was real funky. I wonder how technically difficult it was to make the sprites selectively interact like that?
Really though, Jump 1/2 seems to be among the most creative hacks I've seen in a very long time. Each of the levels manages to have it's own unique flavor so far!
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 21:31
by KobaBeach
i want to believe it's just a combination of uberasm for the sprites and custom blocks for the yellow ground
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 22:02
by xfix
KobaBeach wrote: ↑3 years ago
i want to believe it's just a combination of uberasm for the sprites and custom blocks for the yellow ground
Yes.
To be specific, the way the gimmick works is that the yellow sprites are in a background. Normally only net Koopas can be in background in Super Mario World, but there is nothing preventing other things from becoming background sprites. To avoid yellow sprites from appearing behind foreground, the graphics modes are configured so that Layer 1 is always behind sprites (this was inspired by how pipes in TSRPR have priority enabled, so that Piranha Plants would appear below pipes due to unusual graphics settings set by HDMA patch TSRPR is using).
I'm xfix, by the way. If you happen to be an admin on Talkhaus, and see this message, feel free to change my username here to "xfix" (without quotes), thanks :).
Re: JUMP (√1)/(√4) - Half a jump is still a jump
Posted: 01 May 2019, 22:23
by Sebby19
Again, it's better to contact an admin yourself if you want a name change. Who knows if if one will see your post.