SUPER - Mario and Detteiu's Trap Tower
Re: SUPER - Mario and Detteiu's Trap Tower
Yes @strongbadman this hack is a gigantic time commitment.
Also, counting tiles to see how high you can feasibly jump is an important skill. The secret exit's intended camera strategy for example.
Also, counting tiles to see how high you can feasibly jump is an important skill. The secret exit's intended camera strategy for example.
Mosts Awards:
- Super Maks 64
- Just your usual SMW hacker
- Posts: 361
- Joined: 7 years ago
- Pronouns: he/him/his
Re: SUPER - Mario and Detteiu's Trap Tower
That feel when raocow 1st tries the final obstacle
- This Eye o' Mine
- Posts: 199
- Joined: 5 years ago
- Pronouns: Nah, I'm good
- Location: Ooh, yes please
Re: SUPER - Mario and Detteiu's Trap Tower
Yeah, so if the Yoshi's Island background and gimmick in this level didn't give it away, this level is a huge reference to the level "Hit That Switch!!" from that game. The proper name for this level should've been ' "Hit That Switch!!"-esque', but we totally missed it. Oops.
Re: SUPER - Mario and Detteiu's Trap Tower
Yeah, I was totally reminded about the bonus level in Yoshi's Island.
-Banned in Antarctica
Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
- Arctangent
- squawky
- Posts: 699
- Joined: 9 years ago
- Pronouns: she/her
Re: SUPER - Mario and Detteiu's Trap Tower
I still don't think I've ever heard the technical deets on how old BlockTool managed to program blocks without corners.
Re: SUPER - Mario and Detteiu's Trap Tower
I'm surprised you guys translated it as "Exciting Switch", considering the Japanese name for that level in YI has "Dokidoki" in it, which people typically translate as "heart-pounding". Given it's supposed to be a stressful run, I'd probably translate it as either "Stressful Switch" or "Panic Switch", but not "Exciting", since that implies joy to me- this is not a joyful run!This Eye o' Mine wrote: ↑5 years ago Yeah, so if the Yoshi's Island background and gimmick in this level didn't give it away, this level is a huge reference to the level "Hit That Switch!!" from that game. The proper name for this level should've been ' "Hit That Switch!!"-esque', but we totally missed it. Oops.
also that level... On the one hand, I hate it because it's so utterly precise and one mistake means you die, period. On the other, that is 100% accurate to Hit That Switch!!, and I ADORE that level in spite of its toughness. Then again, it doesn't really have any of those utter precision points like the final jumps before the Red Switch, or that fall before that, the level was basically "RUNRUNRUNRUNRUNRUNRUNRUN". This one's more, ah, platforming.
Re: SUPER - Mario and Detteiu's Trap Tower
I wonder why wagokoro opted to use buggy custom blocks when regular brown blocks/timed ?-blocks would've worked just as well. I guess they're only there for looks? Such Vanity
is there an integer overflow when you become 256 years old
- This Eye o' Mine
- Posts: 199
- Joined: 5 years ago
- Pronouns: Nah, I'm good
- Location: Ooh, yes please
Re: SUPER - Mario and Detteiu's Trap Tower
That's a good assessment for the level name, and it probably would've made more sense in terms of what the player is experiencing.Nimono wrote: ↑5 years ago I'm surprised you guys translated it as "Exciting Switch", considering the Japanese name for that level in YI has "Dokidoki" in it, which people typically translate as "heart-pounding". Given it's supposed to be a stressful run, I'd probably translate it as either "Stressful Switch" or "Panic Switch", but not "Exciting", since that implies joy to me- this is not a joyful run!
The wordage used could go either way as to translation, and I think my idea about it at the time (this was quite a while ago) was that the rest of the hack's text set a very mock-enthusiastic tone (like the one about the hammer brothers in the first stage and the one about incinerating garbage), so I was fully willing to believe that this was another case where the hack author was being a little bit facetious about how 'fun' and 'exciting' the stage was really going to be, possibly leaning on the multiple use cases of 'dokidoki' for the impact of it.
- KobaBeach
- screw it lion time. we are so f***ing back
- Posts: 6926
- Joined: 11 years ago
- First name: David (evil)
- Pronouns: he/they
- Location: Portugal
- https://koba.talkhaus.com/
Re: SUPER - Mario and Detteiu's Trap Tower
I'd still be down to go and update this just to like, fix the Exciting Switch translation.
If I had to guess, it's either a dumb detail on how SMW is coded, or just GPS building on BlockTool as a base? shrug
To avoid bonking on the ? blocks? Fuck if I knowLazy_ wrote: I wonder why wagokoro opted to use buggy custom blocks when regular brown blocks/timed ?-blocks would've worked just as well. I guess they're only there for looks? Such Vanity
The top corners are still a separate thing in GPS and what not, the only difference is that people know to code their blocks so TopCorner and MarioAbove lead to the same placeArctangent wrote: I still don't think I've ever heard the technical deets on how old BlockTool managed to program blocks without corners.
If I had to guess, it's either a dumb detail on how SMW is coded, or just GPS building on BlockTool as a base? shrug
crossposting this here because it's hilariousはるかぜ on YT comments wrote:this level is a yoshi's island reference to the point you hold jump on the switches to boost from them
on a side note, the german name for that level (extra 2) is called "Fluttering Nightmare" instead of anything about switches, which implies Moyse beat that level ignoring the switches gimmick
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: SUPER - Mario and Detteiu's Trap Tower
It's not just raocow-- I've phased through the block's corner many, many times in this level, and it's definitely the old blocktool. That makes the penultimate jump ridiculously precise.
Wasn't a big fan of this level, but it gets better. (In terms of fun. Not in terms of difficulty!!)
Wasn't a big fan of this level, but it gets better. (In terms of fun. Not in terms of difficulty!!)
Mosts Awards:
Re: SUPER - Mario and Detteiu's Trap Tower
Yeah, the second half of this level has some pretty severe sprite spawning issues, which is actually the second thing (besides the missed SMW2 reference) that we might try and fix in an eventual update.
Our best bet is that the exploding Yoshi's Island platforms don't get cleared in memory if you do not fully explode them and essentially hog up spriteslots further down the level.
Someone else might correct me if I'm totally wrong here, but from my understanding you need to manually include a "despawning routine" every time you code a custom sprite, which can easily be left forgotten.
Our best bet is that the exploding Yoshi's Island platforms don't get cleared in memory if you do not fully explode them and essentially hog up spriteslots further down the level.
Someone else might correct me if I'm totally wrong here, but from my understanding you need to manually include a "despawning routine" every time you code a custom sprite, which can easily be left forgotten.
this is getting laundromatic
- This Eye o' Mine
- Posts: 199
- Joined: 5 years ago
- Pronouns: Nah, I'm good
- Location: Ooh, yes please
Re: SUPER - Mario and Detteiu's Trap Tower
So this level was home to an interesting (and somewhat baffling) emulator compatibility bug, which involved the dual platforms that spin in circles. This is going to be a fairly length and maybe somewhat technical explanation, so strap in. Or just skip past the spoilered part if you want the short version.
Normally, the two platforms are supposed to be on opposite ends of the circle, but when I was testing on BSNES they'd sometimes spawn overlapped on each other, resulting in Mario being pushed to one side when standing on them, like so:
What it comes down to is that, on a real SNES console, the second platform could be spawning opposite the other one as intended, or it could be spawned on top of the other one, with the chances of either happening being 50-50, determined the moment you power the console on. All because of a really thing where it reads from uninitialized RAM when it could've just directly loaded a value of 1. It was fixed in this version to do the latter instead.
Normally, the two platforms are supposed to be on opposite ends of the circle, but when I was testing on BSNES they'd sometimes spawn overlapped on each other, resulting in Mario being pushed to one side when standing on them, like so:
-
- Posts: 549
- Joined: 12 years ago
- Location: USA
Re: SUPER - Mario and Detteiu's Trap Tower
Setting up a pattern of switch blocks being helpful to you and THEN throwing them up as an obstacle is so much better than the switch palaces being just straight traps. I am super excited to see how wild this game gets with traps.
- Arctangent
- squawky
- Posts: 699
- Joined: 9 years ago
- Pronouns: she/her
Re: SUPER - Mario and Detteiu's Trap Tower
it's actually amazing how in the span of three screen the switch blocks go from "unambiguously helpful" to "helpful but can screw you up if you're not paying attention" to "unambiguously antagonistic"strongbadman wrote: ↑5 years ago Setting up a pattern of switch blocks being helpful to you and THEN throwing them up as an obstacle is so much better than the switch palaces being just straight traps. I am super excited to see how wild this game gets with traps.
Re: SUPER - Mario and Detteiu's Trap Tower
Oh, that's a good point, I didn't consider the possibility that it was meant sarcastically.This Eye o' Mine wrote: ↑5 years ago That's a good assessment for the level name, and it probably would've made more sense in terms of what the player is experiencing.
The wordage used could go either way as to translation, and I think my idea about it at the time (this was quite a while ago) was that the rest of the hack's text set a very mock-enthusiastic tone (like the one about the hammer brothers in the first stage and the one about incinerating garbage), so I was fully willing to believe that this was another case where the hack author was being a little bit facetious about how 'fun' and 'exciting' the stage was really going to be, possibly leaning on the multiple use cases of 'dokidoki' for the impact of it.
You know, this level had a pretty interesting feature- the level only scrolled vertically if you stood on ground, so if you fell into a hole, and there was ground far below, oops, you just lost a life anyway. very interesting!
- KobaBeach
- screw it lion time. we are so f***ing back
- Posts: 6926
- Joined: 11 years ago
- First name: David (evil)
- Pronouns: he/they
- Location: Portugal
- https://koba.talkhaus.com/
Re: SUPER - Mario and Detteiu's Trap Tower
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
- Mandew
- d'yo
- Posts: 529
- Joined: 14 years ago
- First name: Marc
- Pronouns: a person
- Location: canada
- https://fishingseasontraversal.talkhaus.com/
Re: SUPER - Mario and Detteiu's Trap Tower
#$55This Eye o' Mine wrote: ↑5 years ago This value (I don't remember what it is just off the top of my head) just so happens to be odd
video games
- Kilgamayan
- Happy Birthday, Schwer
- Posts: 1914
- Joined: 14 years ago
- First name: Rabi~En~Roll
- Location: Location, Location.
Re: SUPER - Mario and Detteiu's Trap Tower
That Thwomp trap made my entire year. What a hilariously shitty thing to do.
Please interact
- FourteenthOrder
- (zeal on discord)
- Posts: 696
- Joined: 9 years ago
- Pronouns: she/her
Re: SUPER - Mario and Detteiu's Trap Tower
That Thwomp was probably the most malicious trap in the game so far, like, wow.
- MonkeyShrapnel
- Poke a Man
- Posts: 563
- Joined: 11 years ago
- First name: Brian
- Pronouns: he/him/his
- Location: Canada Eh?
Re: SUPER - Mario and Detteiu's Trap Tower
The effect of the big smiley tree moving over on the OW was actually pretty cool looking.
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
Re: SUPER - Mario and Detteiu's Trap Tower
Woah, tutorials that teach you in some way other than killing you? This isn't even the same game anymore.
Re: SUPER - Mario and Detteiu's Trap Tower
@that eye of mine: I must say I really appreciate the explanation. Feels good to see math actually come in handy.
Forest = Bog: I enjoy the controlled "sprite spam" in these types of levels. It must be a very satisfying feeling for raocow to avoid all the projectiles in the second half on the first try. At nearly all times there's a way to avoid everything; it's just a matter of thinking fast enough.
Forest = Bog: I enjoy the controlled "sprite spam" in these types of levels. It must be a very satisfying feeling for raocow to avoid all the projectiles in the second half on the first try. At nearly all times there's a way to avoid everything; it's just a matter of thinking fast enough.
Mosts Awards:
Re: SUPER - Mario and Detteiu's Trap Tower
I think it being malicious is offset by the fact raocow inexplicably managed to forget about it though, lol.FourteenthOrder wrote: ↑5 years agoThat Thwomp was probably the most malicious trap in the game so far, like, wow.
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: SUPER - Mario and Detteiu's Trap Tower
We always blame the old block tool, but corners were not supported by lunar magic when that program was made.Arctangent wrote: ↑5 years ago I still don't think I've ever heard the technical deets on how old BlockTool managed to program blocks without corners.
So let's gratefully blame fusoya. We could also blame wa, but I think there was a japanese version of block tool that fixed slowdown issues (and wasn't updated to use corner offsets) that he was probably using.Version 1.64 September 24, 2009 (9 year Anniversary of Lunar Magic!)
...
-fixed sprite interaction with custom block ASM in vertical levels. I
actually fixed this years ago and temporarily released the fix as a
patch, intending to later integrate it into LM for version 1.62. But
mysteriously the fix never made it into the program... I suspect I
was waiting till I had time to check/adjust the fix for the Japanese
ROM as well, and forgot about it.
-implemented the "Mario touched top corner of block", "Mario within
block (body)", and "Mario within block (head)" custom block ASM
hooks. Two of these were used in a few of DW:TLC's blocks. Should
of been done before, but likely wasn't for the same reason as the
sprite fix.
Also, I am flabbergasted that raocow is playing kaizo hacks now. Looking forward to the kouhai replays.
dont wanna jihad no more
Re: SUPER - Mario and Detteiu's Trap Tower
Yes. There are levels further down the line, especially at the very end of the game that are just as hard, but are a lot more fun to play.Is this level a weird outlier?
So even if you'll have to resort to savestates at screen transitions the way you did for today's level, I believe you'll still have a lot more fun actually playing those levels if that makes sense.
Collection of Scrapped Ideas is by far the worst level of the game, glad that's done. (Guess there was a good reason for the ideas to be scrapped in the first place, huh?) Tomorrow should be better!
this is getting laundromatic