A Super Mario Thing - DEADLINE: Feb 28
Re: A Super Mario Thing - Collab Hack
yoshicookiezues, I think I should re-do my level, because my old computer is still in the repair shop, I don't really want to make it again, but I will. I only have one problem, I don't want to download all the sprite tool stuff on my mom's computer, so could you please insert the door generator into my level once I finish it?
<SNN> WHO DARES
<Kristian> TO TRY TO STOP THE TIME BOMB?!
<Kristian> TO TRY TO STOP THE TIME BOMB?!
Re: A Super Mario Thing - Collab Hack
Is there a way to alter piranha plant jump timing? Right now they jump at the same time.
Edit: Well it looks like you can glitch it. The plant jumps into a block and delays and thus multiple piranha plants jumping is offset. Hmm.
Edit2: Wow, so the upper right lip of the piranha plant will catch on a block and reset it's jumping position only after it's first initial jump. How lame is that?
Edit3: Somebody should set up a spreadsheet with this specific info on it for sprites.
Edit: Well it looks like you can glitch it. The plant jumps into a block and delays and thus multiple piranha plants jumping is offset. Hmm.
Edit2: Wow, so the upper right lip of the piranha plant will catch on a block and reset it's jumping position only after it's first initial jump. How lame is that?
Edit3: Somebody should set up a spreadsheet with this specific info on it for sprites.
Re: A Super Mario Thing - Collab Hack
Final area of ghost house.
The nearly finished last room for my ghost house. At least it's outside. Now I have a question. This house is surrounded by lava, which you see through the first windows, and outside in this area. (The red backgrounds). Except with the no yoshi level entrance, it shows you entering the ghost house with the default area... which has a black background.... So ummm??? If you can change it for just this level that'd be great, if not is there some sort of "No Yoshi Entrance" sprite I can put at the start of the level.
The nearly finished last room for my ghost house. At least it's outside. Now I have a question. This house is surrounded by lava, which you see through the first windows, and outside in this area. (The red backgrounds). Except with the no yoshi level entrance, it shows you entering the ghost house with the default area... which has a black background.... So ummm??? If you can change it for just this level that'd be great, if not is there some sort of "No Yoshi Entrance" sprite I can put at the start of the level.
Re: A Super Mario Thing - Collab Hack
If you can find a midi of a song you want for that stage, I'll convert it for you since you seem to have been unlucky with addmusic so far.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
Re: A Super Mario Thing - Collab Hack
Ya lol... ok I'll look for something.Kil wrote:If you can find a midi of a song you want for that stage, I'll convert it for you since you seem to have been unlucky with addmusic so far.
What do you think should be the max size for a midi you'd convert? I know the .txt thing should only be 4 kb, but what do you think would be a bit high to try to change to 4kb. A 10 kb midi?
edit: If I find any I'll just send you a zip with any songs I find, and if one happens to be possible to convert, then I only need that one.
Alot of them are probably gonna have too many channels.
Ok I got some songs picked but I'm still going over them.
The number at the end of each song shows how much I would like that song. For example, the number one would be one I'd like to see converted alot. And 10 would be something like "it'd be cool but I have better choices"
And then there are some with "boss #" the # will be replaced with a rating number of how much I prefer it. The "boss" shows I'd use it for boss music if I could get one (which means I'd only need one of these songs if you can convert it in addition to one of the normal ones) Some songs don't even loop well. I dunno what you can do with those.
Then if I put an "E" at the end, it's either something I'd like to see if you could do just for fun, or that I've already heard is very difficult but possible. (Basically it's the levelup3 I failed at and church organ)
fell free to cutoff anything at a certain point if you can make it loop there
Last edited by Chdata 14 years ago, edited 2 times in total.
Re: A Super Mario Thing - Collab Hack
No idea about the sizes, but I can make the final .txt result smaller with a few tricks.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
Re: A Super Mario Thing - Collab Hack
Ok here they are. The mml music (mml-escape the tower, iceboss, battle with geetz, and gesselchaft) sound like the easiest to convert to me.
If you can't do anything with any of them that's fine.
If you can't do anything with any of them that's fine.
Re: A Super Mario Thing - Collab Hack
Ok, I converted geetz2 because it was the only song in that zip with less than 8 channels.
percussion didn't turn out that great, but there's not much that could be done.
percussion didn't turn out that great, but there's not much that could be done.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
Re: A Super Mario Thing - Collab Hack
I think it's perfectly fantastic. (That's alot) Thanks!
- flameofdoubt
- Posts: 0
- Joined: 14 years ago
- Location: Britain
Re: A Super Mario Thing - Collab Hack
Could someone please help me with my level on a few points, me being new to lunar magic-
My level has a p-switch puzzle and a reset pipe. When i use the reset pipe the coins collected from the p-switch puzzle do not respawn. Is there some way i can make them do so?
I have no sublevels but i'd like there to be a change in music. Is this possible? If not i have another solution, if so, how?
I don't fully understand the system of layers outside of objects and sprites. Is there a quick and easy method to put about four tiles of an object in the foreground to a sprite, so it "covers" it, but still have all the other objects behind? If not then oh well, but if so it would make my level look a little bit nicer.
Now for the big one: there aren't really any collab tutorials out there. I've inserted a fair few custom sprites into my level, straight into the rom; overwriting all the old ones and such to work out the level design and such. Can some point in the direction of an explanation, or just tell me- how do i put in custom sprites without ruining everyone else's day? I gather you make a specific file for them or they take up a certain place in memory that i'd need to reserve in the "stuff inserted into the rom" thread, but i don't really know where to begin with understanding and carrying out that process.
Your help would be greatly appreciated!
My level has a p-switch puzzle and a reset pipe. When i use the reset pipe the coins collected from the p-switch puzzle do not respawn. Is there some way i can make them do so?
I have no sublevels but i'd like there to be a change in music. Is this possible? If not i have another solution, if so, how?
I don't fully understand the system of layers outside of objects and sprites. Is there a quick and easy method to put about four tiles of an object in the foreground to a sprite, so it "covers" it, but still have all the other objects behind? If not then oh well, but if so it would make my level look a little bit nicer.
Now for the big one: there aren't really any collab tutorials out there. I've inserted a fair few custom sprites into my level, straight into the rom; overwriting all the old ones and such to work out the level design and such. Can some point in the direction of an explanation, or just tell me- how do i put in custom sprites without ruining everyone else's day? I gather you make a specific file for them or they take up a certain place in memory that i'd need to reserve in the "stuff inserted into the rom" thread, but i don't really know where to begin with understanding and carrying out that process.
Your help would be greatly appreciated!
Pixie casts Dekunda. Insufficient MP!
Re: A Super Mario Thing - Collab Hack
You need to look at the ROM Map on SMW Central and use Hex Editor, so that P-Switch and coins (?) respawn after returning.flameofdoubt wrote:My level has a p-switch puzzle and a reset pipe. When i use the reset pipe the coins collected from the p-switch puzzle do not respawn. Is there some way i can make them do so?
- flameofdoubt
- Posts: 0
- Joined: 14 years ago
- Location: Britain
Re: A Super Mario Thing - Collab Hack
Thanks! Is that something i would need to do to my level personally, which would carry over into the final hack, or is that something that would need to be done to the final hack that would therefore affect my level?
Pixie casts Dekunda. Insufficient MP!
- yoshicookiezeus
- Help! pawprint
- Posts: 148
- Joined: 14 years ago
- Pronouns: he/him/his
- Location: Sweden
Re: A Super Mario Thing - Collab Hack
That would not be a particularly good idea, as it would allow players to enter bonus rooms and such a whole lot of times in a row to max out the life counter. I am not entirely sure about this, but I think that coins placed through Direct Map16 Access always reappear after you return to the room. If that doesn't work, you can just use the custom block that is solid when a blue P-Switch is in effect.FRK wrote:You need to look at the ROM Map on SMW Central and use Hex Editor, so that P-Switch and coins (?) respawn after returning.
- flameofdoubt
- Posts: 0
- Joined: 14 years ago
- Location: Britain
Re: A Super Mario Thing - Collab Hack
Thank you very much too, i'll give that a try.
Edit: That's solved the problem, hurrah!
Edit: That's solved the problem, hurrah!
Pixie casts Dekunda. Insufficient MP!
- AnimeRules
- Posts: 0
- Joined: 14 years ago
- Location: The Place Where Everything Is
Re: A Super Mario Thing - Collab Hack
Here are some vids of my recent level, opinions and criticism are appreciated, even though I already submitted the level. :)
Sorry for the crappy quality, but for some reason the AVI files wouldn't upload to youtube, so I had to put them through WMM.
http://www.youtube.com/watch?v=vRrNfYpcLYg
http://www.youtube.com/watch?v=2mzTpkLoLzk
Sorry for the crappy quality, but for some reason the AVI files wouldn't upload to youtube, so I had to put them through WMM.
http://www.youtube.com/watch?v=vRrNfYpcLYg
http://www.youtube.com/watch?v=2mzTpkLoLzk


"Sometimes my hell, is so totally what" -raocow
-
Argumentable
the biggest shit
- Posts: 686
- Joined: 14 years ago
- Location: A butthole
- Contact:
- https://argu.talkhaus.com/
Re: A Super Mario Thing - Collab Hack
Personally I don't like how much the skeleton fish and dry bones blend in with the background. I hardly even knew skeleton fish were there. Also you used the ugly doors, I think it could use some graphical touch-ups, but other than that its fine really.
Also, let me post mine that isn't submitted yet, and point out some things. The first being that I have tweaked some stuff since I uploaded this on youtube (I mostly put it up to show the boss to someone, but knew I'd probably end up posting it anyway)
http://www.youtube.com/watch?v=8uUElY6iVp0
I'm not terribly happy with the second area, but I've added some coins and ? blocks so it looks a little better. Some bees were moved around, too. I considered a generator for outside, but ended up with shooters instead. I might put in a generator too. I really wanted to put in some honeycombs, but it I am having an awful time getting a pattern that doesn't need a billion custom blocks. If anyone can make something decent I'd definitely use it. Or even the start of something decent (I'd likely need to change it anyway). Or really any other graphical tweaks, or suggestions on anything, even if you think I fixed it. I'm very open.
Also, let me post mine that isn't submitted yet, and point out some things. The first being that I have tweaked some stuff since I uploaded this on youtube (I mostly put it up to show the boss to someone, but knew I'd probably end up posting it anyway)
http://www.youtube.com/watch?v=8uUElY6iVp0
I'm not terribly happy with the second area, but I've added some coins and ? blocks so it looks a little better. Some bees were moved around, too. I considered a generator for outside, but ended up with shooters instead. I might put in a generator too. I really wanted to put in some honeycombs, but it I am having an awful time getting a pattern that doesn't need a billion custom blocks. If anyone can make something decent I'd definitely use it. Or even the start of something decent (I'd likely need to change it anyway). Or really any other graphical tweaks, or suggestions on anything, even if you think I fixed it. I'm very open.
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
- flameofdoubt
- Posts: 0
- Joined: 14 years ago
- Location: Britain
Re: A Super Mario Thing - Collab Hack
Argumentable: i think the layout of your level is very good, plenty of challenging difficulty, and that boss is nicely made. i would suggest making the boss a little harder though. The level looks rather challenging but in comparison the boss is an easily dodgeable 3-hit kill. i wouldn't suggest upping the hit count but would it be possible to put in some other things to worry about? maybe hives on either wall, since i think it's ridiculously hard to make the boss become more difficult as it has less health?
Pixie casts Dekunda. Insufficient MP!
Re: A Super Mario Thing - Collab Hack
You are QUITE the hacker, Argumentable. Ever think about making a hack yourself?
Anyways, I am very impressed by this level.
Especially the upside down bushes. :3
Anyways, I am very impressed by this level.
Especially the upside down bushes. :3
<SNN> WHO DARES
<Kristian> TO TRY TO STOP THE TIME BOMB?!
<Kristian> TO TRY TO STOP THE TIME BOMB?!
-
Argumentable
the biggest shit
- Posts: 686
- Joined: 14 years ago
- Location: A butthole
- Contact:
- https://argu.talkhaus.com/
Re: A Super Mario Thing - Collab Hack
I agree with you about the boss. Its just something I found on SMWC that I turned into a snail. I don't think it has the "once you beat it the level is over" thing attatched to it, though, and I know nothing about changing the code. Perhaps someone who does can look into it, then I could add an eerie - I mean bee - generator (I don't think the level will end with a generator, but honestly I haven't tried it or looked at the sprite closely)flameofdoubt wrote:Argumentable: i think the layout of your level is very good, plenty of challenging difficulty, and that boss is nicely made. i would suggest making the boss a little harder though. The level looks rather challenging but in comparison the boss is an easily dodgeable 3-hit kill. i wouldn't suggest upping the hit count but would it be possible to put in some other things to worry about? maybe hives on either wall, since i think it's ridiculously hard to make the boss become more difficult as it has less health?
I also find this comment funny cause there's also a youtube comment that says "it seems too linear and it doesn't look difficult at all." I never got the linear comment. Its a Mario game, they're all more or less linear. I can always add more bees to make it more difficult, though.
I was actually "working" on a hack before this came along, so I'd like to think I got all of my "Oh god what a shitty level" levels out of the way with that. Maybe. I really only recently, as in during this colab thing, learned this map 16 stuff and graphic swapping. I think my sprites could use some touching up, but overall not bad? I think the youtube comment I got about them being mediocre is valid.Kristian wrote:You are QUITE the hacker, Argumentable. Ever think about making a hack yourself?
Anyways, I am very impressed by this level.
Especially the upside down bushes. :3
Anyway, the story is I got really bored with it, but this made it fun again, I might go back and get rid of the crappy levels (most of them) and try again. Its also horribly disorganized.
In a couple days I'm gonna go back and do some tweaks this, but if anyone has neat graphics they want to add to it, or any comments (what you like, what you'd like to see changed) please give them to me somehow.
But I'd especially love to see the boss changed (or some new boss that I can resprite)
Edit: Wow thats a lot more than I think I meant to write
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
Re: A Super Mario Thing - Collab Hack
I really like the style of your sprites though.
Simple, yet effective, as they say.
This collab has inspired me. I am going to go back probably, and make a new hack also, and I'm going to attempt making my own graphics.
I'm aiming for almost, AUS graphics. Really simple. But it looks good.
Or something.
Simple, yet effective, as they say.
This collab has inspired me. I am going to go back probably, and make a new hack also, and I'm going to attempt making my own graphics.
I'm aiming for almost, AUS graphics. Really simple. But it looks good.
Or something.
<SNN> WHO DARES
<Kristian> TO TRY TO STOP THE TIME BOMB?!
<Kristian> TO TRY TO STOP THE TIME BOMB?!
Re: A Super Mario Thing - Collab Hack
BEEEEEEES.
Anyway, Argumentable, my only real complaint was the repetitiveness of the 'dodge between waving bees walls' segment - even if it's different patterns, it coulda used elevation changes, platforms, walls, etc, to mix it up a bit more.
And maybe a bit more color variation on the snails. A bit of shading/highlights.
Other than that, it's good. Also, BEEEEEEEEEES
Anyway, Argumentable, my only real complaint was the repetitiveness of the 'dodge between waving bees walls' segment - even if it's different patterns, it coulda used elevation changes, platforms, walls, etc, to mix it up a bit more.
And maybe a bit more color variation on the snails. A bit of shading/highlights.
Other than that, it's good. Also, BEEEEEEEEEES
Re: A Super Mario Thing - Collab Hack
Looks good Argumentable, but it really lacks some kind of bottomless pits. Imo there's just not enough platforming, just "dodge some enemies happy fun time".
-
- Posts: 0
- Joined: 14 years ago
- Location: Toronto
Re: A Super Mario Thing - Collab Hack
@ yoshicookiezeus
Are the grass, desert, and special worlds all part of one overworld map and all use one music track?
Are the grass, desert, and special worlds all part of one overworld map and all use one music track?
Re: A Super Mario Thing - Collab Hack
@ Argumentable-I hope that doesn't get removed from YouTube due to all the boo-bees. 


I hate you all.
- yoshicookiezeus
- Help! pawprint
- Posts: 148
- Joined: 14 years ago
- Pronouns: he/him/his
- Location: Sweden
Re: A Super Mario Thing - Collab Hack
The demo counter is done.
Or rather, the main function of it is. I realized just after recording and uploading the video that it uses the same addresses for all three save files, but that should be easy to fix.
Or rather, the main function of it is. I realized just after recording and uploading the video that it uses the same addresses for all three save files, but that should be easy to fix.