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/vr/ - Retro Games


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5595349 No.5595349 [Reply] [Original]

Hi again anons. The last thread got archived due to reaching the bump limit. For those who have not seen, or are seeing this for the first time, I am organizing a small (36 exit) collab hack of Super Mario World with the other anons here, much like the VIP collabs by sister site 5chan and the ever-great JUMP hacks.

Some things I did want to discuss, along with the levels themselves this time, are moreso the other aspects of the hack. This includes it's title and minor cosmetic or asm changes here and there. Included in the current baserom are a few ASM changes to provide a more complete experience to designers. A title is also fairly important to give the hack it's identity and help it stand out.

In terms of the content needed to start hacking itself, I'll detail the first few things below:
> For the actual general usage SMW Editor, you'll need Lunar Magic - https://fusoya.eludevisibility.org/lm/
> You'll also need an emulator...I recommend ZMZ - https://www.smwcentral.net/?p=section&a=details&id=5681
> If you wish, you will also need the Baserom to design your levels. The rom currently has 10 levels complete, with the QoL patches mentioned too - https://drive.google.com/open?id=1YvfIi5nyqXUL_pclprK7W4olaikq2srz
> You'll also have to claim a level, which can be done by using the spreadsheet set up below - https://drive.google.com/drive/folders/1fsLIZscU3EpfmgBqfxEpKe6__ZLAQDl0

Happy claiming and level making once again!

>> No.5595628
File: 330 KB, 1000x552, SMW_a.jpg [View same] [iqdb] [saucenao] [google]
5595628

bumping and suggesting again the incorporation of the beta sprites.
Maybe the problem with some of them is that, since they're new enemies, like the big hammer bros, you guys might not know how to make the AI work? Since it's not a reskin of another enemy in the game.

>> No.5595803

>>5595628
Hammer Bros exist as custom sprites, and a majority of the beta art exists as custom art. We could have these added in if other anons wish to have them

>> No.5595837

>>5595803
What about these other weird sprites like the green circle or square sprites with eyes? The triangle one is in SMW, but what do the other 2 do?

>> No.5595840

>>5595837
I would assume they are placeholders. I could add in the others, however

>> No.5595854

>>5595840
Would be nice to have ALL of them in one romhack though. Even if just as cosmetic background stuff.

>> No.5595863

>>5595854
Everything else would be feasible imo. I just don't know where the placeholder circle or square would go.

>> No.5595895

>>5595837
>>5595840
My guess would be that the round one would act as a bumper, kinda like what the triangle block does if you're on Yoshi, but from all directions. The square one I don't know, maybe that's what would've been used for the snake blocks at some point?

>> No.5595920

>>5595895
A bumper would be really cool, but that goes into ASM territory and I'm ultimately unsure how gimmicky we want the game to become. My plan was to go semi-vanilla for our first project, and then become more asm-like, like the VIP games if it takes off and we do future entries.

>> No.5596795

Bump

>> No.5598215

I decided I will be reworking my Lunar Athletic level to add additional content. Not entieely proud of it yet

>> No.5598530

Can I request a song port?
https://www.youtube.com/watch?v=nBQ4NLQKKQk

>> No.5598549

>>5598530
Another anon was taking port requests in the last thread. Hopefully we can get some nice ports for this project too

>> No.5599358

>>5598530
>>5598549
Forgot to mention in the last thread, I can port music BUT I need a MIDI to do it. I'm not exactly good enough of a musician to port by ear. But it looks like a MIDI won't be hard to find for this, so I'll give it a shot. i need something to do while my thumb heals anyway.

>> No.5599404

>>5599358
I could prepare a Midi later today of any track anons what.

Specifically besides the ones I had in mind, anyone who wants a track ported specifically, post it here for reference as well.

>> No.5599776

>>5599358
Sorry. Here is the midi for the requested song.
https://drive.google.com/file/d/1MnY95dUgZX6CN3DOj2IuyOxFOjHipr5E/view?usp=drivesdk
I'm working on an ice level to compliment it.

>> No.5599816

are there any romhacks now this use the old Yoshi sprites?

>> No.5600180

>>5599816
Nope, although the art exists no one uses it.

>> No.5600196

>>5599776
Forgot to mention, but did you claim your level/sublevel or Map16? If not, let me know and I can add it!

>> No.5600329

>>5600196
Not yet, but it's entirely Vanilla.

>> No.5600509

>>5600329
Right, noted

On a separate topic, I'm not quite good with ExGFX creation. By any chance would someone be able to prepare one that contains the climbable ropes and enemies from the castle sprite-group? ExGFX related topics are still my one weakness haha

>> No.5601270

>>5599776
working on it, strings are already mostly done. shaping up to be a pretty nice one.

>> No.5601367

>>5601270
Sounds good, can't wait to hear!

>> No.5602437

Bump

>> No.5603096

I decided to replay through all the VIP and JUMP games to get a better feel for thr design, so the overall 1quality can improve.

>> No.5604109

Bump

>> No.5605216

Beat VIP5 again. It never occurred to me how steep the difficulty curve gets towards the end. Should we be aiming for that or something a bit on the more moderate side?

>> No.5605516
File: 47 KB, 1274x715, malos_smile.jpg [View same] [iqdb] [saucenao] [google]
5605516

>>5605216
I say, let people make the levels they want, and that'll dictate the difficulty.
Of course we need harder levels for the end, but we don't need to force designers to do jap hack-tier endgame difficulty if they're not up to it. Unless some people actually end up making their levels like that, of course.

A well-designed, moderate-to-hard difficulty endgame is much better than a badly-designed, very hard endgame. which is why i'm remaking the 2nd half of lakoopa in the sky, should be ready soonish. will be a bit easier but still hard, and a lot more fun.
the port of Starlight is nearing its completion too.

>> No.5605765

>>5605516
Yeah, that sounds about right. One thing that I didn't like overly about the JUMP hacks is their commitment to trying to emulate a japanese hack feel. Hopefully, ours will come out different.

>> No.5606476

I decided to replace the intro movie level with one that plays a bit better and doesn't mess with the palette as much. I want to show a level that seems cool and fun to play, but the one I picked sorta I feel may be a bit intimidating to some.

>> No.5606783

>>5595920
Are there any ASM collabs?

>> No.5606835

>>5606783
Our next project would be ASM related, at least moreso than this one. Any ASM for this project would be minor or quality of life to the player, not so much completely new elements. An example would be modifying vanilla elements with additional properties.

>> No.5608249

>>5606476
I ended up replacing the level intro with Clockwork Cliffs. I'll create a new baserom once >>5599776 finishes his level

>> No.5609504

Bump

>> No.5611487

Bump...

>> No.5612926
File: 738 KB, 500x271, Professor_Layton_tea_sip.gif [View same] [iqdb] [saucenao] [google]
5612926

Well, the port of Starlight is finally done.

https://drive.google.com/open?id=14ut1R6oFS3y6iDXZ8z-utJ_WkZdJv8MC

For use exclusively by this collab. Hope it's good enough.

>> No.5612994

>>5612926
I think this'll work, but hearing it with the Ice Level and playable would help me figure it out better. Theres another song or two I have midis of that'd be nice to port, so just tell me when you're feeling up to it again!

>> No.5613627
File: 73 KB, 940x492, 1544831736588.jpg [View same] [iqdb] [saucenao] [google]
5613627

>>5612926
Wow, I'm blown away at the accuracy of this port. Some parts sound even better than the original well done anon.


After replaying the levels in this hack, I decided to restart my ice level. The direction I was taking it got boring, and I assume the player would too.

Are custom sprites allowed for this project? I also want to go all out on the graphics.

>> No.5613684

wow i thought the lunar magic community was completly dead . feels good to see that it's not the case

>> No.5613808

>>5613627
We're trying tokeep custom sprites and asm to a minimum, same with graphics so everything feels cohesive. Not that they aren't allowed, but discouraged

>> No.5613826

>>5612994
>just tell me when you're feeling up to it again
I'll finish fixing my level, and after that I have ideas for another level. Once all that is done, I'll probably be up to it.
>>5613627
Thanks! This is definitely one of my better ports too. The strings at the beginning reminded me of Chrono Trigger, so I pulled my samples from there, and the result fits well. The first strings chord is actually pretty much the same as in Morning Sunlight.

>> No.5614815

I added this song to the rom by the way, ultimately sounds very nice

>> No.5615184

Can someone add "Tom" to the spreadsheet?

Also are we going to apply the No Sprite Tile Limits patch?

>> No.5615275

>>5615184
Can you resend your email? I must've missed it. And we were debating that, considering that then taps into SA-1 usage, and we were unsure if we wanted to use such. (An anon discussed how most Japanese hacks anyways just had a lot of slowdown, but I feel we can evolve past that).

>> No.5615287

>>5615275
My level can actually survive without it.
I just need the custom sprite version of the moving castle blocks.

My email is "tomnoko" at Google mail.

>> No.5615298

>>5615287
Considering the sprite is just a modification of something already in vanilla SMW, I'll allow that. I don't think fully new elements would be ideal, though.

>> No.5615345

>>5615298
Thank you!

>> No.5615419

>>5615345
No Problem! Really sorry about that

>> No.5616262
File: 151 KB, 1147x2048, D4ubx68XkAE05Ya.jpg large.jpg [View same] [iqdb] [saucenao] [google]
5616262

I'm half-way done with the level. I'd like to request some feedback/suggestions.
https://drive.google.com/open?id=1dCewVRYDRZVxksspmzxiVaOqPoHitX9V

>> No.5616573

>>5616262
I played through the level so far and really liked it! It would make for a nice World 2 level, as it seems to be around that difficulty playing it.

>> No.5616576
File: 902 KB, 516x595, tt.png [View same] [iqdb] [saucenao] [google]
5616576

might make one too hard being a speedrunner and all but yeah im in. lunar magic is a good time. been a while

>> No.5616624

>>5616576
The later levels will be harder regardless, so no worries! If you were that anon who requested access just before, I added you by the way.

>> No.5616630
File: 330 KB, 1280x1280, wii_fit_trainer.png [View same] [iqdb] [saucenao] [google]
5616630

>>5616624
gotcha. im in. thanks!

>> No.5616869

I created claim slots for EcGFX, considering I think some anons are using them now. Hopefully the ones added are enough. They're all on the claim sheet in the OP.

>> No.5617894
File: 89 KB, 1880x638, yes.png [View same] [iqdb] [saucenao] [google]
5617894

Second Half of Lunar Athletics WIP. I also added a secret exit to the first half, but it's rather hard to get.

>> No.5618195
File: 97 KB, 1887x699, Untitled.png [View same] [iqdb] [saucenao] [google]
5618195

Level is finished now. Once the ice level is complete I'll create a new base.

>> No.5619061

Bump

>> No.5619653

>>5612994
Actually, can you send me your midis now? Even though I won't work on them immediately, I'll be able to think preemptively about channel organization and samples and such.

>> No.5619716

>>5619653
I'm trying to get them. The Midi im specifically looking for was from 2009, so I'm worried it may be lost. It's from a SNES game though, if that is any help.

>> No.5619861

>>5619716
>from a SNES game
Just tell me what the songs are and I'll figure something out.

>> No.5620276

>>5619861
It's the scenario theme from International Soccer Superstar.
https://youtube.com/watch?v=qaA3MOiacEs

>> No.5620774

>>5620276
I found the midi, it's from 2008 and sounds pretty damn accurate. did you look on vgmusic? if you're looking for a midi, and if it exists, they most likely have it. And since I have an SPC, I can simply use the original samples. Shouldn't be too hard.

>> No.5620826

>>5620774
Sounds great, thanks a ton!

Additionally, I'm trying to decide a good hack name. Do any of you guys have any ideas?

>> No.5621096
File: 54 KB, 613x345, lightningspeed.jpg [View same] [iqdb] [saucenao] [google]
5621096

>>5620826
The port is "done".
https://drive.google.com/open?id=1Zu17tyjkaWIO0vRrBDQtFhAyAbWaZ3ih
Had to make a deal with the devil to get this one out. Tell me if it ends up being cursed and/or doesn't insert, as I'm afraid it might be the case.

As for a hack name, I dunno, a pun with "/vr/" in it, or with /vr/ as an acronym? The /vintage retrospective/ Thread?

>> No.5621142

>>5621096
The port is indeed giving me errors.Specifically

"File: scenarios.txt Line: 1:
Song did not specify target program with #amk, #am4, or #amm.
File: scenarios.txt Line: 1:
Note data must be inside a channel!
File: scenarios.txt Line: 1:
Error parsing h transpose directive.
File: scenarios.txt Line: 1:
Note data must be inside a channel!
File: scenarios.txt Line: 1:
Invlid value for the n command. Value must be in hex and between 0 and 1F.
File: scenarios.txt Line: 1:
Error parsing "l" directive.
File: scenarios.txt Line: 1:
Note data must be inside a channel!
File: scenarios.txt Line: 1:
Note data must be inside a channel!"

is what Addmusic is chugging out for me.

>> No.5621201

>>5621142
Holy shit, I actually packaged the insertion stats file in the .zip rather than the actual song.

https://drive.google.com/open?id=17dMGFdbzeFX7hhIxcSMLW1YbVRoylXut

On my end, AMK compiles it just fine, but ARAM is tight and AMK likes to be random, which was the reason of my concern. I obviously didn't predict my uploading of the wrong file at all.

Also added an SPC, though it's a bit pointless since it sounds 100% like the original.

>> No.5621227

>>5621201
Yeah, this works correctly and fine!

As for the name, Vintage Retrospective Isn't that bad. I'd be down for a name like that.

>> No.5621617
File: 9 KB, 256x224, ice002.png [View same] [iqdb] [saucenao] [google]
5621617

https://drive.google.com/open?id=1dc5bDlvhi2KiXOgTeij6kROTDTSO0-tJ
The level is (mostly) complete. I just need difficulty feedback. Once feedback is received I'll place the actual tiles for the second half.

Once again, thank you porter anon for the beautiful Starlight track. It's one of my favorites from Runescape and helped me build the level with higher ease.

>>5620826
/Vicious Rchitecture/ - Tournament Edition

>> No.5621770

>>5621617
Duew this level looks fucking amazing! I'll be sure to test first thing tomorrow. Great name too

>> No.5622515

>>5621617
Tested it. The Camera messesup if you die after the midpoint. Otherwise, really fantastic!

>> No.5622707

>>5595349
I'll get started on the logo.

>> No.5622709

I'm not a level designer, but want to offer friendly encouragement and gratitude to those working on the hack. I was eager to try the last SMW collab hack (a year or more ago IIRC) but it was never finished - really hope this one is seen through.

>> No.5622759

>>5622709
Thanks for the kind words! You're free to join this one too, even if you're not the best designer. It's meant to be a fun thing, and any contribution counts!

>> No.5623385

Just as a note the next baserom will contain a tiny bit of another map I was working on. Of course I will not continue until more levels have been submitted, although at the moment I have a very solid World 2 plan with the three levels for it atm (Fuzzy Feelings, Dyatlov Pass, and Unidentified Fishy Object)

>> No.5623389 [DELETED] 

>>5623385
*takes a huge shit in your mouth*

>> No.5623440
File: 99 KB, 600x848, 9d39659de8d28cfeaff103490135d38b82b6acd4.jpg [View same] [iqdb] [saucenao] [google]
5623440

>>5623385
Ice Level is complete!
https://drive.google.com/open?id=1cwzaoUBFIx35uKYMv0nxFQw1awowehpM
Please add it ASAP, I want to see the level with the music!!!!!

Also the custom sprites may need to be changed depending on which ones you already have inserted. (I inserted them as "01" in pixi's list.txt)

>> No.5623482

>>5623440
Added! It's no problem at the moment, and sounds amazing with the music. A very nice World 2 level.

Also I forgot to save the submap, whoops.

>> No.5623590

New Baserom Up!
https://drive.google.com/open?id=1fGxH1iv55mHVan9jN3T-MHpavZNYlDgb

Features Dyatlov Pass, and a bunch of small other additions, such as a better Title Screen Demo. I'll more than likely update it again when the other anon finishes the art for the logo

>> No.5623623
File: 34 KB, 1388x867, 1536817904405.png [View same] [iqdb] [saucenao] [google]
5623623

>>5621201
How do you work so fast porter anon? Good shit. Is your thumb better?
>>5621227
I second this name!

>> No.5623626

>>5623623
Sounds good! I think that was the name that artist anon was using, anyways

>> No.5623634

Suggestion for Organizer Anon, can you add the sprite list and music list to the collab file?

>> No.5623650

>>5623634
Sprite list? Do you mean like files for pixi? As for music list, sure!

>> No.5623783

Added both lists to the sheet...what I added should be more than enough right?

>> No.5623839

>>5623783
Perhaps the name of the musical tracks as well? Or should each stage have its own theme song?

>> No.5623918

>>5623839
I'm not requiring custom music, which is why I don't feel it's overly needed.

>> No.5624085

>>5623623
This port went super fast because I shamefully used spctomml. It's not looped and shockful of odd note lenghts. Because of this, my attempts at looping always made everything desync. So it was either ship an unoptimized but perfect port, or spend a long time basically redoing it from scratch for a more optimized, but probably less accurate result. I chose the former. Normally, I'm actually quite slow, since I use the super old-school method of opening a midi in FL Studio and copying every note by hand.

And my thumb is definitely getting better, had my stitches removed and I can almost close my fist now. Thanks for asking!

>> No.5624626

Bump

>> No.5625893

Bump

>> No.5626423

As a note, I removed the Dragon Coin saving from the rom. This was because for some reason one of the patches applied conflicted with it, causing Dragon Coins to not save....yet not reappear in the level either. I'm looking into a fix, but worse case they'll have to work as they did within the VIP games rather than JUMP....

>> No.5626485

>>5626423
Weird... Can you post the list of patches you're using? I can try to look into it as well. On the other hand, i personally wouldn't mind if Dragon Coins had to all be collected in a single run.

>> No.5626502

>>5626485
Overworld Counters (Modified to only track Dragon Coins)
Extended Level Names
Dragon Coin Save
Whatever ASM Addmusic Uses
Whatever ASM Title Record Playback Uses

Outside of that...I don't think any others? These are the ones in my folder at the least.

>> No.5626509

>>5626502
Ah some others I forgot

Time Up Fix
Rope Fix
Disable Bonus Stars

However, considering these are QoL fixes I don't think they did anything?

>> No.5626554

>>5626509
Oh ok, the patches for the counter and the saving are separate. The saving patch probably changes the way the game keeps track of them, and the area where the counter patch reads might be unused as a result, so they show up as uncollected. Since they don't reappear, they must be saving correctly, at least.
Give me a few hours, when I get home I'll look more thoroughly into it.

>> No.5626559

>>5626554
Not exactly, considering collecting the remaining ones in the level (in an example four) only counts as....four. It's as if the level only had 4 coins to start.

>> No.5626839

>>5626559
Tried inserting all the patches one by one, and everything works correctly. Weird. What level are you using to test, and does it have its Item Memory Index setup correctly? (each sublevel must have its own index, and don't use index 3).

Otherwise, the only problematic thing I could see would be the order in which the patches are inserted. I did:

1. DCSave
2. OW Counter
3. Ext. Lvl. Names
4. Disable Bonus Stars
5. Time Up Fix
6. Rope Fix

Didn't try AMK, but I assume that's not the issue.

>> No.5626852

>>5626839
For OW Counters I did change a line of code. Additionally, for DCSave I had it set to save after each was collected, rather than at the midpoint.

Also I tested in every level with coins atm.

>> No.5627027

Is it too late to get in on this? I can't open the spreadsheet.

>> No.5627475

>>5627027
It isn't too late at all! Please just request access and I'll add you on!

>> No.5627650

I finally got around to revamping Lakoopa In The Sky. Since we can have longer level names now, I'd like to change its name to "Capital City of Grinders in the Sky".

https://drive.google.com/open?id=1X8GsgrjpohVQBdoH4gHciIqCFAYtYKn8

The second section is a bit shorter and has new climbing sections. I hope it's more fun than the previous version.

Please make sure that the GFX have been extracted and reinserted at least once, otherwise the page I have loaded into AN2 won't be 4bbp and it won't work.

I have an idea for my next level, but I'd need your approval first. It would be a very big, exploration-based level with 4 exits. While Lunar Magic lets us have 4 exits now, one of the exits would often be the one from whence we came on the OW. So the level would require some fancy setup: a one-way pipe tile on the OW that warps to my level's tile, and an exit-enabled pipe at the beginning of my level that warps back to the OW, at the pipe tile's position. This is all possible within Lunar Magic. Would you be up to it?

>> No.5627660

>>5627650
Let me check it out!

I would not mind at all. However, I am unsure how to use all the new tech in LM3.0. Would you be able to set up all the events for that yourself in the Overworld?

>> No.5627719

>>5627650
Just played through. This is fucking amazing dude! Bar none my favorite level in the hack at the moment. I look forward to your next level!

>> No.5627841

>>5627660
I can set it up no problem. Such a gimmick would probably be better for the first level of a world, and the pipe leading to it would be in the previous submap, after the last level of that world. But I'll first have to see if my level idea actually ends up working well.

>> No.5627862

>>5627841
I could imagine working well in a final world, so maybe set it up with that in mind..?

>> No.5628715

>>5627862
Claimed level 23 and map16 page C for the level for now.

>> No.5628791

>>5628715
Alright added.


Additionally, if the Anons who claimed Four to Zero and Fire Forest don't update me in two weeks or so, I'll make those levels open again. I think that is fair, conaidering I've heard no word from either.

>> No.5629129

I've been considering making the final level a Multiperson level, much like the ones in other collabs. I'd forsee it being roughly 8 rooms or so. If other Anons are interested, I'll reserve some sublevels for it.

>> No.5629343

>>5629129
I've requested access to the spreadsheet and would like to contribute, but I've never made a romhack before. Do you think doing one room in the final level would be more appropriate for me than an entire level? If so, I'm interested.

>> No.5629404

>>5629343
You can try for either! This isn't menat to be a serious professional project, so regardless your contribution will be nice

>> No.5629982

Bump

>> No.5630815

Bump...
I'll create a new baserom once >>5622707 finishes the logo, so we have everything finalized.

>> No.5631697

I decided not to pursue my 4-exit level idea any further, I can't seem to get it to work well. It'll be a 2-exit level instead, with one exit being hidden until all Dragon Coins are collected.

>> No.5631731

>>5631697
Alright, sounds good!

>> No.5631908

suggestion for the status bar: change the box around the reserve item to a pair of slashes.

i also remember op mentioning in the previous thread that he tried to give mario a pair of red/blue 3d glasses. is it something that's gonna happen after all? would be cool.

>> No.5631963

>>5631908
The issue is that on such a small sprite it did not look great ultimately. If we ever do another project that contains more original graphics, perhaps we could do it on a larger sprite. Maybe we could give Bowser the glasses instead?

>> No.5632370

I want to create a level, and I have a few ideas on what to make. Am I allowed to submit multiple levels, or just one?
>Vine/plant filled green cave
>Volcano with blue fire/lava filled with ghosts
>Misty forest swamp with skeletal enemies
>Sunken underwater desert with pyramids

>> No.5632435

>>5632370
You can submit as many as you'd like! Most of us have submitted 2-3, if thats any baseline

>> No.5633170 [DELETED] 

>>5632435
It's good to know I can submit multiple levels. Here's the forest swamp level I have that was just sitting around since last year. Once I finish finals this week, then I'll get to work on some more levels.

>> No.5633176
File: 125 KB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
5633176

>>5632435
It's good to know I can submit multiple levels. Here's the forest swamp level I have that was just sitting around since last year. Once I finish finals this week, then I'll get to work on some more levels.

>> No.5633235

>>5633176
Sounds good, just remember to claim the things associated with your level!

>> No.5633435

>>5595349
We tried this roughly six years ago on /v/. We ran into problems deciding if we wanted to include additional features or simply just build a level hack. Additionally, the reality that the hack wouldn't work on an actual system caused consternation.

>> No.5633443

>>5633435
We sorta met in the middle with this. It's mainly a level hack, with any additional features being extensions of things found in SMW. Additionally, with a lot more improving tech, this hack could also easily work on an actual system.

>> No.5633450

>>5633443
I just sent a request for spreadsheet access if you'll have me. I'd like to put a few levels together.

>> No.5633462

>>5633450
I just added it!

>> No.5633760

I'm thinking of opening 4 additional levels for a sort of "Post-game World", considering we were lacking that at the moment. Those 4 levels would specifically be reserved to be the most challenging in the game. At the moment, without those levels, this hack would have around 4 or so worlds of a medium length each. The japanese hack Super ASPE Mario did something similar, so I don't see why not.

>> No.5634121

Bump

>> No.5634828

Bump...

>> No.5634865

>>5633176
That's a pretty good looking level. What's with the shadow underneath the platform on the left? It doesn't seem to matchup.

>> No.5634897

>>5634865
It's to give the illusion of 3d I suppose, considering the bit of platform above the water.

>> No.5635460

I'm considering including some minor custom blocks, such as a bottomless pit teleport block to reset a level. I don't want to go excessive with blocks to keep the spirit of the hack. Would you guys be okay with it or should I hold off?

>> No.5635943

>>5634865
There's supposed to be a hidden pipe there which will lead to an alternate path in the level. The block on the right will open up a vine which will reveal a key to a secret exit.

>> No.5636051

>>5635943
I can't wait to see it in action? Have you claimed the levels for it?

>> No.5636451

It's obvious that this thread has reached its bump limit. I'll set up a new thread and baserom tomorrow