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ASMT v2.0

wanna make a game, or anything else? seminal bloom!
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yoshicookiezeus
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ASMT v2.0

Post by yoshicookiezeus »

Not to be confused with A2MT, this is an idea that I have been entertaining for some time now. Basically, the idea is to go through the original hack, add more midpoints, tone down some of the more difficult levels, make it compatible with emulators that aren't ZSNES, and generally make the thing a bit more playable than the current version. I haven't gotten beyond the planning phase yet (and probably won't for a while due to being involved with both SMWCP2 and A2MT, as well as college starting up again), but I'm thankful for any and all suggestions you might have.

Here's what I have so far:
Patches:
- multiple midway points
- main overworld music split
- HDMA fix
- overworld "raocoins collected" indicator
- SRAM expand (save lives and powerups)
- P-switch fix


Levels:

And Then There Was A Resistance Base:
- change cutscene Demo graphics to small Demo
- trigger midpoint on entrance to prevent cutscene from showing up multiple times
- prevent access to And So It Began until resistance HQ has been visited?
- fix NPCs

And So It Began:
- remove first powerup

Water Water Everywhere:
- less munchers?
- remove p-switch "puzzle"

Crossroads to the Red Switch:
- make path to secret exit pipe slightly more threatening?

Red Switch of Puzzle:
- extend level?

I Need To Breathe!:
- add beginning and end area above water without time limit

The Worms' Cave:
- tone down bridge-building segment (extend turn block platforms?)
- widen narrow tunnels with munchers
- extend cement block platform below big jump
- add ends to hanging vines
- remedy blind fall into enemies at level end

Charlie's Glue Factory:
- fix lava splash and fireball palette
- extend level
- change lava palette in boss room
viewtopic.php?f=3&t=1028&start=300#p48252


Bouncing Brigade:
- make spinjump section at end mandatory?
- tone down secret exit path?
- disable sprite interaction with layer 2 in secret exit path

Firehazard Canopy
- tone down difficulty (make some branches wider? switch blocks?)
- remove jumping flames from Koopa-bouncing section
- make the top of the level more dangerous (fishing boo?)

Down The Poison River:
- add raocoins?

The Cave Where The Crystals Are:
- make beginning part slightly less obnoxious
- add crystals/sparkles?
- add raocoins?

Yoshi's Were-House:
- disallow resetting in secret exit puzzle? (former reset door leading to layer 2 room)
- fix banisters
- add more enemies to layer 2 room
- extend second half
- add raocoins?

The Switch Where Yoshi Jumps A Lot:
- add more enemies

Afraid Of Something Unseen:
- add custom music
- make clouds nonsolid
- make bullet shooters line up with cannons in first half?
- get rid of one-tile-deep lava
- add fifth raocoin
- fix coin trail just before the goal
- make enemies not hurt you?

Emerald Stronghold:
- make message only show up the first time
- remove blind drop into lava
- make egg not teleport Demo when she's already dead
- remove darkness HDMA effect
- make egg not appear when backtracking from midpoint
- fix spinjump interaction for the boss

Noah's ARGH!:
- space out sprites to minimize slowdown


High! Sky! Fly!:
- remove no-yoshi intro
- extend time limit
- replace invisible note blocks with ceiling generator
- add midpoint to secret exit path?
- remove/move some falling footballs
- move pipes around in key room

On Cloud Nine:
- fix player being able to go under the level
- remove goombas in first section
- fix coin trails in note block section
- remove sixth raocoin
- extend distance between flying hammer bros
- add coin arrow in between p-switch wall

Charlie's Outhouse:
- add normal boos, remove first boo block
- remove first springboard
- remove coins from secret exit path
- fix goal post

Go, Come Back, Go!
- add better way to force player to keep Yoshi
- block Yoshi from eating disco shell
- replace cement blocks
- disable flying?
- change music in last room

Some Sort Of Place Type Object:
- remove shell and offscreen springboard "puzzle"
- move last raocoin?

heaven is a very sky place dangerous:
- fix sprite memory issues
- remove bullet walls
- make platforming room follow balloon room for a single path

Chocolate Castle:
- fix background position
- center bonus area pipe above falling platform
- fix music looping
- make cookies not interact with objects when killed with cape
- add extra powerup before boss (yellow switch block?)
- fix boss using palette to determine sprites to throw
- fix giant cookies animating even when sprites are frozen
- give boss more fitting music


Booster Dump Site:
- fix entrance camera position
- fix booster block graphics
- restore first message block
- extend fuzzy platforms with switch blocks?
- remove pit from bottom of secret passage
- make boost controller non-solid
- give boost controller pedestal better graphics
- disable L/R scrollling while boost controller is active
- make raocoins not reappear after exiting boost controller room
- replace dirt tiles with correct ones
- remove munchers above last booster in vertical section

REVENGE OF SWITCHES PRESSED:
- remove key?
- block off lower passage at start with green switch?
- block off 3-up from below
- replace cement blocks
- remove P-switch part
- add enemies to Boo ring part
- fix palette animation not fading properly

Chillout:
- replace powerup filtering with "no flying" levelASM code, add sign
- fix buzzy beetle graphics getting glitched when brought through pipe
- remove layer priority from bushes
- lower time limit
- change bat palette in cave
- generally make palette look better
- replace mushroom blocks with flower blocks
- fix sprite memory issues
- change solution to secret exit (bounce up through opening on the right instead of cloning P-switch)

RAW HORSE POWER:
- fix entrance camera position
- remove powerup filtering?
- vary pipe colours
- make pipe to secret exit stand out more
- tone down secret exit room (remove upper path?)
- make sure saw doesn't despawn in secret exit room

teh hardest lvl:
- remove stairway disco shell
- remove about half of the invisible coin blocks around midpoint
- make Chuck jump easier
- add proper pipe connectors

Pipe Sprint:
- fix level tile
- spread out raocoins
- replace water with layer 3 low tide?
- fix pipe/water intersections
- fix sprite memory issues

Wild Green Yonder:
- tone down first muncher ceiling jump in beginning part
- remove Super Koopa generator in first part
- fix slowdown in beginning part
- widen one-tile-wide diagonal ledges
- tone down vertical room
- fix sprite memory issues in vertical room
- fix lava palette in vertical room
- fix music looping
- remove trick P-switch passage to 1-up
- extend time limit by 100 seconds
- fix blind jump after key

Untitled:
- raise goal sphere
- add ceiling generator to first part
- making springboard harder to get/extend level slightly?
- add raocoins?

Revenge of a Much Abused Horse:
- move background to layer 3?
- replace red yoshi with green one
- replacing falling goomba with exploding block
- fix lava palette
- remove jump between falling layer 2 Yoshis near end
- reset time limit in boss room
- make midway entrance room more interesting
- make music fade out when boss defeated

Yellow(?) Switch Palace
- fix random dying glitch
- enable diagonal movement
- put warnings for the falling platforms (red ceiling?)
- make block explode when hit

A Honeypot Trap:
- remove powerup filtering
- fix piranha plant graphics
- lower bee spawn rate in layer 2 spike room
- impose limit on number of homing bees in boss room
- make leftover bees disappear when boss is defeated


hey there charlie:
- make beginning gauntlet slightly more possible
- remove a few chucks in key room to alleviate slowdown
- tone down part right after midpoint (switch blocks?)

Pressure Point:
- fix powerup filtering
- fix cutoffness in entrance room
- make powerup in entrance room less obnoxious to get
- fix getting crushed by the edge of the screen
- fix Demo not falling down after dying
- make end pipe possible to enter even if you're not standing on the ground
- remove munchers from fish tunnel?

AFTER THAT SHELL!:
- move coin arrow in first room up one tile
- replace fallthrough glass blocks with munchers (or triangles?)
- make midway point easier to get
- screen position for second half/add coin R
- add powerups to second half
- fix cutoff arrow signs
- fix autorunning levelASM
- disable 1-ups from shell?
- disable shell grabbing?

Colour Crave Cave:
- remove layer 3 background
- make first raocoin easier to get
- remove reusable p-switch + used block in first half
- fix reusable p-switch graphics
- remove pointless P-switch pipe

Panic in the Outhouse:
- make all different bullets match up graphically
- replace display level message sprite with message box
- fix solidity of conveyor end tiles
- fix sprite memory issues
- give Boomerang Bills limited range
- replace midpoint with powerup, move midpoint to start of second room
- remove spikes from door area, provide clearer way back up
- lower time limit
- change first second room powerup to cape?

Night of the Living Charlie:
- increase time limit by 100
- fix sprite memory issues
- add levelASM code to make chucks unkillable
- change baby Yoshis to footballs and fireballs to baseballs in boss battle

The Castle That Goes Up And Down:
- add layer 3 background
- add powerups
- move first P-switch down one floor
- fix music channels
- make first spike elevator a bit more forgiving
- move or remove hothead just before midpoint
- fix stuck-forever spots
- extra midway point?
- readd Rumia HDMA
- make Rumia's life counter not show up until after she has appeared
- move Rumia windowing blackout up a couple of tiles
- fix Rumia's bullets disappearing when you get hit
- add button to speed up elevators?

An Echoing Call:
- widen passages in first half
- remove one B-block + wall in first room
- fix flashing used blocks
- mark ice spawners
- add powerups to second half, widen some passages?
- change ice block spinies to spiky snowflakes?
- make second half of level slippery
- add throw blocks to part where you have to use the cloud
- add reset sign to enterable pipe
- make sure Cirno doesn't go away until after you have to bounce on her near end of level

giant ice cubes:
- fix Demo palette
- fix slipperiness
- make second Demo coin slightly more possible to get without getting hurt
- add another powerup to second half
- remove fire generator
- remove Koopa from powerup area after midpoint
- remove spikes from goal door area
- add exit to secret exit room
- make pipe to secret exit room slightly more obvious
- add switch blocks to extend platforms?

Ghosts Are Scary!:
- redo completely
viewtopic.php?f=3&t=1028&start=1225#p50683

Red Koopa's Red Sparkling Death:
- fix goal blocks
- replace real goal with green ? sphere

Below the Ice, There Is...:
- lower music volume
- add custom blocks
- fix weird black line in background of first room (disable dark level mode)
- add easier way to get dragon coin in second room?
- make spike passage in midpoint room less impossible
- fix yoshi muncher palette

The Frozen Crusade:
- fix camera position
- fix sparky palette
- replace cement blocks
- remove first springboard
- replace second and third springboards with note blocks or similar
- add powerup to second half
- place extra falling platform below the one you have to ride down
- fix sprite memory issues in secret exit room
- disable screen scrolling in secret exit room
- add extra midpoint to start of secret exit room/move secret exit room nearer to midpoint

Super Puzzle Deluxe:
- improve cape filtering (remove cape on level entry through levelASM)
- make first jump less obnoxious
- remove some spikes
- raise ceiling near first silver P-switch
- replace "green" shells with ones that stop after one stomp
- remove spikes from just above and next to keyhole
- replace fire spinies in normal exit room
- make sure you can't just hit key block with shell (place key on high block)
- raise platforms below invisible coin blocks
- remove spikes above big down arrow
- remove beginning trap in normal exit room
- remove cloud trap in secret exit room
- add warning that star path leads to secret exit (key sign?)
- make springboard require blue shell to get
- add message to message boxes

Do The Puzzle Ice!:
- fix blind jump into lava from first silver P
- add way to die in first side room
- block off pipe to exit while blue P is active
- remove a few Koopas from exit room
- extend level?

A Vanilla Level:
- improve powerup filtering (just replace cape)
- make 1-up slightly less obvious (hide behind igloo)
- remove 1-up near midpoint
- extend time limit by 100
- remove falling snowball near end

Awesome Sauce Raft Ride:
- add bullet warning sign
- move blue Koopa near narrow passages
- remove munchers after narrow passages

Chateau Chilly:
- make second raocoin possible to get without taking a hit even when big
- add midway point
- extend time limit by 100
- replace graphics (SMB3 ice blocks)?
- new boss?


Dusty Desert:
- replace powerup filtering with "no flying" levelASM code
- fix sprite memory issues (replace a few springboards with note blocks)
- make springboard throw a bit more forgiving
- fix stuck-forever spot (pit next to springboard)
- replace coin arrows with arrow graphics
- replace "laser" with rope
- replace coin block under volcano lotus with cement block in Yoshi part
- replace Paratroopa in Yoshi part
- have reset doors in Yoshi part lead back to Yoshi part, create way back that's accessible even with munchers not gone
- add midpoint to Yoshi part?
- disable item box (at least for Yoshi part)
- fix slowdown in boss room (remove regular Big Boo and message box)
- remove ? block wall in bottom of pyramid
- remove topmost brown block barrier in way up from bottom of pyramid
- add "checkpoints" to pyramid (reset doors don't put you all the way back at the start)

Starry Nights:
- improve powerup filtering (powerup -> big Demo)
- add a few more powerups to secret exit path
- fix Phanto speed limit
- fix giant Phanto palette
- replace that one hammer bro with boomerang bro

HOT! HOT! DESERT!:
- fix Yoshi muncher palette
- correct background scrolling rate
- fix lava to actually kill enemies
- add powerups to first half
- reverse background scrolling in mirage part?

Flying Objects Sea:
- extend time limit by 100
- add background to second room

Spinning Sand Castle:
- restore palette of throw blocks and switch blocks
- fix layer priority of castle entrance
- make Thwomps in last room immune to thrown objects
- remove reset door from last room
- replace lava in last room with bottomless pits
- make Demo start out in lower part of last room

PANIC PUZZLE:
- lower time limit
- add way back to first part
- replace narrow muncher tunnels

SS Cotopaxi:
- fix tile properties in outside room
- remove clam in first room that takes forever to get out of the way
- add extra midpoint before scrolling room?
- fix Demo not moving with layer 2 in scrolling room
- make automatic on/off switch not affect bonus stars
- add switching sound effect to automatic on/off switch
- speed up automatic on/off switch
- change pink Blooper palette
- add extra midpoint to secret exit path before vertical room

In and Out! Boo Circles:
- remove one boo circle around tofu blocks
- remedy blind jump in first side room
- fix sprite memory issues
- change "star" to "leek" in message box
- add midpoint before springboard collection part
- fix camera position after exiting disco side
- add right arrow sign near directional coins
- move springboard alcove up one block
- widen shaft above springboard alcove
- fix 3-up palette in last room
- extend time limit by 100
- disable flying

Ara's Desert Serac:
- make aramakis only stun you if they are on screen
- replace normal coins just after p-switch part with p-switch coins
- fix reappearing midpoint
- move aramakis near end so they don't slam into invisible walls
- make climbing part near end slightly more difficult

USE YOUR ILLUSION:
- add layer 3 background
- add fifth raocoin
- fix sprite memory issues
- add ten-second countdown to boss battle?
- fix flashing platform palette in boss room
- make shell bro in boss room throw shell immediately after the previous one disappears


Munchy Plant Ruins:
- move cutscene to enter-once level on the bridge to the volcano
- add enemies to falling platform and boo ring parts
- fix sprite palettes
- make boss gradually speed up with each hit
- remove boss HP counter
- make small munchers in boss battle solid while stationary
- fix muncher seed shatter effect position
- correct y position boss rises to after falling
- make muncher seeds fall slightly slower
- give muncher seeds a slightly smaller hitbox
- add sound effect to jumping on muncher seeds

The House of Turner:
- remove insta-death spikes
- draw better graphics for on/off bounce blocks
- fix blind jump into moving hole
- fix "pass through when holding object" blocks
- remove first and second coin walls
- speed up boo rings?
- fix obnoxious jump from coin block in boo ring part
- make camera follow Demo
- remove Eerie generator from bounce block part, add other way to get up to high platform
- fix respawning midpoint
- restore yellow palette (koopas yellow, goombas orange)
- add second midpoint just below shell puzzle
- fix camera position near shell puzzle
- make shell puzzle passages shorter
- make shell puzzle execution a bit more lenient
- fix Yoshi egg graphics

The Final Assault:
- fix camera position for starting entrance
- redesign first room so as to be less repetitive
- improve castle graphics in airship room
- make airship room autoscroll from start
- remove gray flying platform in airship room
- fix background scrolling in airship room
- add fire to airship engines
- fix palettes in midpoint room
- replace spike dodging part of midpoint room
- replace some turn block bridges with the kind that only extends horizontally
- remove red door, make reset door lead back to puzzle area
- replace invisible note blocks in puzzle area
- replace puzzle area?
- replace horizontal green net Koopa near end
- remove time limit

King Charles' Castle:
- split level before VR sequence
- redo room order: three easier ones - midpoint - two harder ones
- make hub rooms and midpoint room look nicer

Upper left - first half:
- make second easier
- fix third room
Upper left - second half:
- give more reaction time at start of first room
- remove question blocks at start of first room
- remove spotlight from last room
- make last room easier (remove thwimps from second portion?)
- fix palettes for last room

Lower left - first half:
- give more time at start of first room
- add more enemies to first part of first room
- move piranha plant after bouncing on dry bones in first room
- fix palette of Magiboo in second room
- fix misaligned tetris block in second room (pink)
- make double vertical boo beam part in second room easier
- restore boo palette in second room
- make tetris blocks in boo second flash?
- add layer 3 background to second room
- (re)move fast boo beam near end of second room
Lower left - second half:
- add powerup to start of second room
- make start of third room a bit more lenient
- disable screen scrolling in third room

Lower right - second half:
- remove spikes from thwomp-falling platform spinjump in first room
- fix podoboos not reappearing in second room
- widen narrow passages in second room
Lower right - second half:
- make big boo hitbox somewhat smaller in first room
- replace all-sides bounce blocks in second room with normal ones
- move powerup block in second room to layer 1
- fix Thwimp graphics in second room
- make last part of second room slightly easier (remove spikes and maybe a few Thwimps)

Upper right - first half:
- extend first room and make it harder
- turn background in second room black
- fix player being able to swim under the level in second room
- remove "puzzle" part from second room
- remove key gathering aspect of third room
Upper right - second half:
- fix camera position in first room
- fix Demo going behind the background when entering a pipe in first room
- fix upside-down cannon in first room
- remove first instance of ceiling spikes in second room
- replace Yoshi in second room with Ninshi?
- replace 3-up in third room with 1-up, add easier way out

- remove hand from first VR room
- remove reset doors and blocks from first VR room
- redesign middle part of first VR room
- make "close" blocks in first VR room teleport Demo to empty room without floor instead of instantly killing her?
- remove score tiles in first VR room
- fix ghosts in first VR room animating while sprites are frozen
- add a couple of powerups to second VR room
- make missiles always spawn on the side of screen opposite from Demo in Heavy Thwomp battle
- add spawning cap for shells and missiles in Heavy Thwomp battle
- make missiles interact with other sprites
- fix Heavy Thwomp hitbox
- fix getting crushed by the edge of the screen in KC battle
- fix stuck-forever spots in KC battle
- fix foreground graphics messing up in KC battle
- fix shatter effect position in KC battle
- make background shake instead of foreground in KC battle
- replace vines in KC room with climbing nets
- fix screen not stopping scrolling after KC falls in the lava

King Charles' Secret Storehouse:
- redesign level


The Kanji Factory:
- fix end-of-level fadeout

Overly Hot Beach:
- delay spawning of fire wizard a few screens
- fix wizard being able to stand on top of lava
- add a couple more powerups
. remedy blind jump in first room
- fix "mole appearing" graphics in second room
- slow down Boss Bass slightly?
- make getting eaten by Boss Bass increase demo counter
- replace music with unsampled version
- add midpoint
- raise goal section one tile so that boss bass just misses you and disable scrolling

CURRENTS:
- tone down difficulty (make narrow passages less narrow)
- make raocoins more possible to get
- make midway entrance room less annoying
- extend first platform in last room to give player time to adjust for level not being underwater
- remove invisible 1-up block in last room
- remove bullet generator in last room
- remove bottom from end-of-level water pool
- fix end-of-level fadeout

The Arena:
- add starting room without enemies or time limit
- force small Demo on level entry
- midpoint + more rooms?

Singing Mountain:
- fix camera position
- fix Demo going behind the background when entering a pipe
- fix timer still decreasing while sprites are frozen
- fix sprites "floating" in dirt tiles
- change insta-death effect to just hurting
- remove Lakitu
- change red ball bouncing sound effect

Random Bowser Statues, Inc.
- add outside portion between first and second rooms
- speed up smashers
- add Boos redrawn to Bowser statue heads
- add powerup before boss room
- replace version of U.N. Owen Was Her? in boss room
- disable boss breathing fire

over there...:
- fix music channel usage
- fix sprite memory issues in first room
- remove a few Spinies from first room
- remove Lakitu cloud face tile
- add extra powerup to start of first and second room
- switch second and third rooms
- make Fishing Boo, Eeries, and Boo Blocks in second room visible
- raise Fishing Boo

Enough! RUN AWAY!:
- alleviate slowdown issues (remove spotlight?)
- fix status bar palette
- add midpoint
- replace WtH cement block graphics
- make first smasher in second part more obvious
- disable vertical scroll

trial of iron:
- make hidden mushrooms in first room more obvious
- make spikes near the bottom of the first room visible
- make second room slightly more possible
- disable 1-ups in jellyfish battle
- make last phase of jellyfish battle take less hits and not stun Demo
- tone down Gutsdozer room (either slow down scrolling or extend some platforms)
- make Yukari room look nicer
- draw better graphics for Yukari's bullets
- change Yukari's fifth pattern so it's possible even if spawned in the middle of the room
- redesign Yoshizilla room
- fix giant boss bass palette
- fix cement block guys despawning permanently
- make it not possible to move cement block guys by walking into walls
- fix scrolling in the cement block room not stopping when you die
- make Metroid cocoon nonsolid
- remove Metroid HP counter
- make BP battle more difficult?
- make lava in credits act like air to Demo
- make sure Demo can't be scrolled offscreen by solid walls in credits
- disable time limit in credits
- make credits Lakitu go away slightly earlier to prevent sprite memory issues
- fix Buzzy Beetle palette in credits
- enemy roll call?
- save and exit to title screen after credits


Other:
- making music Addmusic 4.05 compatible
- fixing NPCs and similar
- adding corner offsets to blocks
- proofread cutscenes and message boxes
- make cutscenes skippable
- add global reset door graphics
- add new 100-star bonus game?
- fix music restarting when entering pipe/door with p-switch active
- add more hidden 1-up spots to lessen need for life farming
- replace eggs from castle cutscenes with radishes
- fix castle cutscene music
- remove level end score calculation
- replace silent bullet bills with ones that make noise
- add unused sprites (carrot platforms, mechakoopas, blarggs, mega moles) to some levels where applicable
- disable slide-killing statue fireballs
- make Con and Black Plague messages only show up once
- fix music resetting when directional coins stop
- fix glitch where small Demo goes inside a wall and dies when bouncing on a note block next to it
- replace/remove Bowser head that appears after beating KC's castle
- replace overworld star graphics with some form of portal ones
- fix world 9 events
- replace world 9 overworld castles with monochrome ones
- make sure that ExAnimations are synched up properly
- optimize levels if necessary
- make star appear on file selection screen after all exits found
- change world 2 -> 3 OW transition to vine?
- change bat graphics?
Last edited by yoshicookiezeus 9 years ago, edited 19 times in total.
kil3
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Joined: 13 years ago

Re: ASMT v2.0

Post by kil3 »

great idea

also I would like to re-add the HDMA scroll to rumia now that we're non-lazy enough to

also an actual endboss would be cool. even some thrown-together custom bigboo thing would be better than just a vanilla one in my opinion

and oh my god we need to fix those cement guys from despawning that was just awful
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Money
Posts: 467
Joined: 13 years ago

Re: ASMT v2.0

Post by Money »

Would it also be given A2MT's HDified graphics?
This sounds like a pretty good idea to me.
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yoshicookiezeus
Help! pawprint
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Location: Sweden

Re: ASMT v2.0

Post by yoshicookiezeus »

MoneyMan wrote:Would it also be given A2MT's HDified graphics?
This sounds like a pretty good idea to me.
You know, that's a pretty good idea. We'd need new redrawn graphics for the sprites that were changed completely for the sequel, though; most notably the Yoshis and Charlies.
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Wyatt
Posts: 20
Joined: 14 years ago

Re: ASMT v2.0

Post by Wyatt »

This is a fantastic idea, will help out where I can. Mainly in the music department, The Final Assault and Below the Ice There Is had crap music. I do have some gameplay suggestions though; having played through savestateless I feel I have a pretty good idea of which parts were unfair or dumb.

Patches:
-Show if you've collected a level's yoshi coins
-Autosaving on overworld load. This saves midpoints too, it'd be cool if we could disable that like we want to for a2mt

Starry Nights:
-Only needs one midpoint, but move it ahead so you're right under the pipe when you respawn from it

King Charles' Castle:
-Split this into two levels. Honestly if we did this I think we could get by without the multiple midpoint patch, but we can still insert it for certain levels like A Honeypot Trap and The Castle That Goes Up And Down.

Overly Hot Beach:
-If we do put in a midpoint, leave in the end trap.

Trial Of Iron:
-Get rid of (or at least tone down) the yoshizilla room.
VideoGuy
Posts: 0
Joined: 14 years ago

Re: ASMT v2.0

Post by VideoGuy »

I'll add this in because it's always bothered me: Fix the background pallete in my King Charles Castle room. It was supposed to be black, not bright tan. (My room was the one with the Layer 2 water and lava scrolling.) I submitted it as black, but it never got fixed, even after raocow's video of it (when I think I mentioned it too).

I disagree about giving A2MT's graphics to ASMT, I think they should stay the way they are. If we do make a new version of ASMT, it should only be a bugfix/problem fix, not change the game drastically in any manner. Which is why I'm also against changing any of the bosses. ASMT's anti-climactic end is known now, and I think it did its job pretty well.

Just my thoughts, anyway.
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
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Money
Posts: 467
Joined: 13 years ago

Re: ASMT v2.0

Post by Money »

^I think it's less supposed to be a "bugfix" and more of an "updated re-release" I guess
The main reason I think the graphics should be their A2MT counterparts is because, frankly, a lot of ASMT's graphics are... pretty not good.
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yoshicookiezeus
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Re: ASMT v2.0

Post by yoshicookiezeus »

Yeah, what I was intending with this was not just a bug fix, but more of an improved re-release. (Think TSRP to TSRPR, except perhaps not quite as drastic.) Hence why I also want to make changes to the levels themselves in an attempt to at least somewhat try to salvage the difficulty curve.

Speaking of which, here's what I have after playing through world 1:
ASMTv2.0.txt wrote:And Then There Was A Resistance Base:
- change cutscene Demo graphics to small Demo
- trigger midpoint on entrance to prevent cutscene from showing up multiple times
- prevent access to And So It Began until resistance HQ has been visited?

Water Water Everywhere:
- less munchers?
- remove p-switch "puzzle"?

Crossroads to the Red Switch:
- make path to secret exit pipe slightly more threatening?

Red Switch of Puzzle:
- extend level?

I Need To Breathe!:
- add beginning and end area above water without time limit

The Worms' Cave:
- tone down bridge-building segment (extend turn block platforms?)
- widen narrow tunnels with munchers
- extend cement block platform below big jump
- add ends to hanging vines
- remedy blind fall into enemies at level end
- add yoshi muncher block that eats thrown worms?

Charlie's Glue Factory:
- fix lava splash palette
- extend level

Other:
- add global reset door graphics
- add new 100-star bonus game?
- fix music restarting when entering pipe/door with p-switch active
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Re: ASMT v2.0

Post by Argumentable »

You could probably just remove the powerup-stealers from Honeypot Trap and Starry Nights.

I'm pretty sure I wanted it in Honeypot Trap just because if you flipped over the snail shells the koopa eyes would still appear and look weird, that could be modified in the ExGFX file, right? Also I'm pretty sure I didn't modify Snailington to be immune to capes/fire so that would need modified as well. Another thing I considered long after it was too late to do anything was to make all the bees stompable. It probably wouldn't have any effect on the first two areas, but it'd surely make the third a lot easier, which it kind of needs to be.

I am not sure why I wanted the no-powerups thing in Starry Nights other than to increase difficulty. If you still have the PM the music change I tried to get in before it was released would be good too, but I don't remember what it was anymore so OH WELL if not.


If we're getting down to nitpicking, might wanna change the entrance to the sky portion of Overgrown Fortress for people who don't realize that you need to do nothing. And I'm still of the opinion Krook's March (or whatever you wanna put in it) for both the castle and sky portions would be better than a music change in transition.

I would probably change some minor things too in SS Cotopaxi but it'd be way easier to show than explain. Maybe I'll get on that later.

And years later, people are still leaving comments on my youtube that the skelechucks shouldn't be exactly like regular chucks.

Joke response: remove anything chdata did

Edit
yoshicookiezeus wrote:
ASMTv2.0.txt wrote: I Need To Breathe!:
- add beginning and end area above water without time limit

The Worms' Cave:
- tone down bridge-building segment (extend turn block platforms?)
Nitpick, but the beginning area of the water level should be deep below water in a cavern instead of above. It's probably what you meant but the wording could mean anything

Also I think the bridge-building part of the worm cave should stay as it is, though I admit it is probably a tad difficult for world one
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Re: ASMT v2.0

Post by Daarkbuu »

Wyatt wrote:Overly Hot Beach:
-If we do put in a midpoint, leave in the end trap.
Yes. I honestly don't know what I was thinking not adding a midpoint in.

kil3 wrote:great idea

also I would like to re-add the HDMA scroll to rumia now that we're non-lazy enough to

also an actual endboss would be cool. even some thrown-together custom bigboo thing would be better than just a vanilla one in my opinion

and oh my god we need to fix those cement guys from despawning that was just awful


Pretty much everything here.
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Re: ASMT v2.0

Post by RivalNightmare »

Yes, this is a great idea. I actually never got around beating the game due to the difficulty (I do things savestateless, but my skills lack nowadays.)

I can help with this I suppose. (If you need any, that is.)

I'll go look for "fix-able" things at the moment.
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Re: ASMT v2.0

Post by ProfessorDemetri »

Fun fact:
So late at night, when I'm working my graveyard shifts, I tend to go exploring on the intertubes.
I had stumbled back to smwc, checkin' out the new hacks and graphics and all that jazz.
And I was going down the lists of hacks, and ASMT came up. So I decided to click 'er, and read the reviews...
And actually was kinda taken aback by most of them.
Alot of the reviews were talking about how difficult the game was, and sometimes, how unfair some things were. One person even classified it as being heavily influenced by Vip4.
But I kinda find it insulting that just because a hack is hard, or really challenging, and that you can't just breeze through it, it's a bad hack.
ASMT wasn't a bad hack, and it had a ton of interesting ideas, nice level design, and all sorts of neat things.
...
Maybe I'm biased, but it seems to be the common feeling that someone should be able to sit down for a few hours, and breeze through a hack. Did anyone do this for the original SMW? No, of course not. They'd play a few levels, leave, and come back tomorrow. I don't understand this mentality that things need to be quick, and over fast...
Makes me nervous for A2MT. :|

And granted, it is about 3am, so I'm kinda rambley.. lol
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Re: ASMT v2.0

Post by cozyduck »

ProfessorDemetri wrote:Fun fact:
So late at night, when I'm working my graveyard shifts, I tend to go exploring on the intertubes.
I had stumbled back to smwc, checkin' out the new hacks and graphics and all that jazz.
And I was going down the lists of hacks, and ASMT came up. So I decided to click 'er, and read the reviews...
And actually was kinda taken aback by most of them.
Alot of the reviews were talking about how difficult the game was, and sometimes, how unfair some things were. One person even classified it as being heavily influenced by Vip4.
But I kinda find it insulting that just because a hack is hard, or really challenging, and that you can't just breeze through it, it's a bad hack.
ASMT wasn't a bad hack, and it had a ton of interesting ideas, nice level design, and all sorts of neat things.
...
Maybe I'm biased, but it seems to be the common feeling that someone should be able to sit down for a few hours, and breeze through a hack. Did anyone do this for the original SMW? No, of course not. They'd play a few levels, leave, and come back tomorrow. I don't understand this mentality that things need to be quick, and over fast...
Makes me nervous for A2MT. :|

And granted, it is about 3am, so I'm kinda rambley.. lol
If I may comment on this, just realize that there are people out there that appreciate challenging hacks where you have to slowly work your way through. raocow is one of them, but not the only one. Maybe we're just not as vocal about it, but we exist. And when making a hack, it's simply impossible to make something that everyone will like, so you should probably decide on your target audience from the start and never look back.

I for one enjoyed ASMT as is. Sure, KC's castle could have used an extra midpoint, but eh, I managed. Yoshizilla is for me the only outright bad part. On the other hand, the beauty of having two versions is that one can choose.
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Re: ASMT v2.0

Post by Paralars »

Well, I guess a lot of people on SMWC tend to favor hacks of a slightly more flat difficulty curve, if I may say so.
Not big surprise.

But don't be nervous about a2mt, the most awesome hacks are usually not that easy as well, for instance the VIPs and tee-ess-arr-pee-too
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Re: ASMT v2.0

Post by Tails_155 »

yoshicookiezeus wrote:(and probably won't for a while due to being involved with both SMWCP2 and A2MT, as well as college starting up again)
And Cookie Crisis, am I right???? :cry: :cry: :cry:
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Re: ASMT v2.0

Post by Wyatt »

I remember reading the asmt reviews, I think the word "kaizo" appeared in about half of them.

Not sure if it's just the people who actually write reviews, but I've always gotten the impression that the people from smwc look for different things in a hack than we at the talkhaus do. I see tons of high-rated hacks with decent aesthetics but boring gameplay.

That being said, asmt is by no means perfect, and could really use an overhaul. To put into perspective how hard King Charles' castle is, it took me 3 days to beat everything (~50 levels) before it, and 2.5 days to beat KC's castle itself. Also I ended up using a rewind at the very end of the level because the screen scrolled me to death AFTER King Charles fell into the lava. (If we do go ahead with asmt 2.0, dear god someone fix it so that the edges of the screen push you instead of kill you)

A2mt will fare better than asmt. Due to us having a larger community with more people playtesting, we'll be able to weed out a lot of the bullshit difficulty that plagued asmt.
ProfessorDemetri wrote: Alot of the reviews were talking about how difficult the game was, and sometimes, how unfair some things were. One person even classified it as being heavily influenced by Vip4.
You say that like it's a bad thing!
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Re: ASMT v2.0

Post by Tails_155 »

Well, Wyatt, I'm "one of them" in that to me aesthetics are very important -- I am not a good gameplay judge though since I never even beat the original, I don't think.
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Re: ASMT v2.0

Post by S.N.N. »

Tails_155 wrote:Well, Wyatt, I'm "one of them" in that to me aesthetics are very important -- I am not a good gameplay judge though since I never even beat the original, I don't think.
Someone mentioned recently that good level design is -expected- in a game, and the aesthetics are just the cherry on top. I agree completely - as soon as you notice a fault in the design, it totally ruins the immersion. A good hack, in my eyes, is one that can weave the gameplay and the aesthetics together in a seamless way, to the point where you become immersed in the game. ASMT did not do this. SMWCP did not do this. The VIPs do not do this. In fact, I can think of perhaps two hacks off of the top of my head that do this (TSRPR and SMW2+3), and even then, they're not perfect.

Keep in mind people come from all over to SMWC to review hacks (I've even seen a few Japanese folks there as well), so it's not just a "specific group of people from SMWC" that likes this or likes that in their hacks. It's pretty obvious that the SMW hacking community is one of the biggest in terms of ROM hacking, so there is going to be a large variety of people who like a large variety of gameplay styles. This is something folks need to accept. I can already guarantee some people will hate A2MT, much like some people will hate SMWCP2, or VIP6, or Hyper 632, or whatever the hack is. That's actually a part of what makes the SMW hacking community so interesting - the various tastes.

As for the matter at hand .. I don't know. What's done is done. People already know ASMT for what it was before, and a revised version at this point almost seems like a slight waste of time. Sure, it might be a nice treat for those who haven't seen raocow play it or tried it themselves, but for the 95% of people who already have, they're not going to bother replaying it for a few altered midways or slightly changed levels. I guess I'm in the minority here, but I'm just the kind of person who would rather put the past behind me and move on. It would be like the VIP team going back and updating VIP1. Unless they're going to completely overhaul things (see: TSRP -> TSRPR), it just doesn't seem worth it.

Shrug.
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Re: ASMT v2.0

Post by AUS »

That raises an idea, make it more like the TSRP->TSRPR and perhaps waiting awhile to do it.

But I'm just me, and this is just an idea. Ignore me. :D
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Re: ASMT v2.0

Post by ProfessorDemetri »

So then...reload it with tons of ExGFX?
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Re: ASMT v2.0

Post by Oracle of Wuffing »

S.N.N. wrote:As for the matter at hand .. I don't know. What's done is done. People already know ASMT for what it was before, and a revised version at this point almost seems like a slight waste of time.
Basically, I wanna second this opinion, and then also tack on a, "If you're gonna do this, you'd better toss some mechakoopas into a random sublevel."
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Re: ASMT v2.0

Post by Chdata »

By the way, you never forced small Demo for the Guts Tank which was the only way to fix certain unfairness if you use large Demo.

Or my memory is bad and you did. If that weird transition room you used is for that purpose, I don't see why not remove that and STZ $19 in levelasm for the Guts Tank level.

Also, keep the old graphics but if anything new palettes would be good.

You could also make the version with raocow's origional Demo so this'd be more... classic.

Also, submarine blaarg and unused puffer fish thing sprite. :O :O :O
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Re: ASMT v2.0

Post by Cmbheadquarters »

chdata wrote:By the way, you never forced small Demo for the Guts Tank which was the only way to fix certain unfairness if you use large Demo.

Or my memory is bad and you did. If that weird transition room you used is for that purpose, I don't see why not remove that and STZ $19 in levelasm for the Guts Tank level.

Also, keep the old graphics but if anything new palettes would be good.

You could also make the version with raocow's origional Demo so this'd be more... classic.

Also, submarine blaarg and unused puffer fish thing sprite. :O :O :O
raocow classic for ASMT 0.5?
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Re: ASMT v2.0

Post by AUS »

Personally I prefer A2MT's Demo over any other incarnation of the sprite sheet.
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Re: ASMT v2.0

Post by Marcaek »

Is this still going to be made? It's a good idea, I'm 100% for it.
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