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/vr/ - Retro Games


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File: 29 KB, 903x434, cyxNcVp.png [View same] [iqdb] [saucenao] [google]
4857264 No.4857264 [Reply] [Original]

So in the last thread ( >>4842851 ) we discussed about the plans for a hack like this. To recap however and to keep this info in the OP:
> A Vanilla (unmodified SMW) hack that focuses on vanilla design, and features a vanilla gameplay curve of difficulty. No ASM modifications
> Minimal graphics added into the hack to keep a clean uniformed look unlike some hacks that feature clashing artwork.
> Small hack with 30 levels, although if there is more demand to design levels then more can be added.

Below are some important links to get you started making levels:
[https://docs.google com/spreadsheets/d/1omp8DE7_vwwttQWc2ZlXx0RI19UxbLeyolK7kKYr0C0/edit#gid=0] links to the claim-list for levels, sublevels, and map16 pages. Additionally, the baserom is also linked within the list, but will also be posted here for ease of finding.
[https://drive.google com/file/d/1vzhMuZDuBzFw3AwYg-5nJeP_geNOpeSs/view] links to the current baserom (as of 21/6/18). It contains two completed levels and a test overworld to place your levels within.To open it you'll need an IPS/BPS patcher, the former of which will be linked below.
[https://fusoya.eludevisibility org/lm/program.html] links to Lunar Magic, Super Mario World's main level editor.
[https://fusoya.eludevisibility org/lips/] links to Lunar IPS, the IPS patcher needed to open the .ips file linked above. You will also need an unmodified version of Super Mario World to patch onto the .ips file.
[https://www.smwcentral net/?p=section&a=details&id=5681] and [https://www.smwcentral net/?p=section&a=details&id=17615] both link to emulators that can be used to test your levels.

Finally, when submitted your level, please be sure to submit the level's .mwl file along with any map16 or palette data that was added and/or changed.

Thanks to the support given to this effort, and now let us see what we can do!

>> No.4857682

>>4857264
I like this idea, but I don't think it'll get very far. Sorry for the cynicism, but you expect too much from us.

>> No.4857687

>>4857682
Multiple level designers also means there will be a wide range in quality assuming no QA is done, which is more than likely.

>> No.4857742

>>4857687
Of course, there is going to be a bit of QA being done to make sure that nothing overly difficulty gets in, but there will not be so much as to prohibit the actual creativity of the level itself. The real guidelines the QA will be testing will be for difficulty, and if everything within a level works correctly (being doors, pipes, ect). As this will be mainly vanilla, graphics and such would not need to be as closely looked upon as most of the hack already would look consistent.

>> No.4857982

>>4857264
You really should use a No-Intro (non-headered) rom and specify the rom revision.

Your current patch uses an older headered ROM as a base, and these are only ever found in older romsites anymore, which are for the most part shut down by Nintendo.
I could add a header with tush, but it's an inconvenience and just asking for corrupt rom patches later on if someone doesn't get the memo.

For anyone else who needs it, the patch applies to the following:
>Super Mario World (USA)
>Headered

>> No.4857992

>>4857982
Hello. Most of my unmodified roms from my hard-drive are from these old sites, so I don't typically find/use non-headered roms. Someone in the other thread suggested (not for this issue but in general) uploading just the actual rom image itself, as it would not make a difference here and people would not run into this issue when applying the IPS. For the future, however, I will include the revision of the rom for the ease of patching it.

>> No.4858139

>>4857264
Hope this works out. Put this on my 3DS to play it because I was interested in having a bunch of level designs coming from unique perspectives, but unfortunately there's a lot of levels that are either long stretches of precise jumping mechanics, cheap sections or enemy spam. It's still fun though, I'm only two worlds in but there has been a lot of col ideas.

But I was looking for something that has the difficulty and progression of a regular mario game, which many level designers really arent good at capturing. So hopefully this does.

>> No.4858141
File: 5 KB, 256x224, 2092titlescreen.png [View same] [iqdb] [saucenao] [google]
4858141

>>4858139
forgot the image

>> No.4858151

>>4858139
>>4858141

SMWC hacks and the VLDC's in general have their own way of showcasing level design (both good and bad of course), with the ladder having more cheap segments due to being part of a contest. With this project, while the levels will obviously not be as consistent as they would be in a typical SMW hack, there would still be a tad bit of standard to not provoke the player with cheap gameplay while ingame, as the original SMW never did that, and that curve is what we are trying to replicate here.

>> No.4858805

Bump off of page 7, actually have time to work on this today.

>> No.4858827

>>4858805
That is great to hear...is there any level in mind you wish to claim?

>> No.4859515

>>4858827
I figure the number doesn't really matter, we can link anything to the world map right? I've got two levels I'm working on, both of which will also require a sublevel. I'm making zero Map16 changes so far, and I really don't plan to, so I'm not going to bother claiming one. As long as no one fucks with the default tiles present, it shouldn't be an issue. I do have a number of questions to ask.

I am assuming anyone altering a Map16 will be adding tiles and not modifying what's already there. Is this a bad assumption or are we gonna play it like that?

The cape, can we go ahead and assume for the purposes of level creation that the player will have the cape after the first 5 levels at the most?

On a similar note, can we assume the player won't have access to BLUE yoshi until end-game? Would make strategically placed blue shells useful for map design for alternate routes within a level.

The green switch palace, are we putting this in around the same area the cape comes into play, or later in the game? I figure it makes the most sense to put it in the same area we give the player the cape, since that's what SMW did.

Related to that, can we assume the switch palaces will be near the beginning, near the time you get the cape, a bit before and a bit past the midway point of the game respectively? We could pull some late-game unlockable alternate route shenanigans for levels earlier in the hack if so.

Sorry bout the late reply, early morning work.

>> No.4859536

>>4859515
The claiming of levels/sublevels is purely just done in the case that things move fast people know what is claimed and what isn't. For the time being though, I'll add you to the next level slot open on the list in order for both level and sublevel.

> Map16
Yep, its for adding tiles.

> Cape
Correct, the cape will be introduced early on.

> Blue Yoshi
While ultimately it is up to the level creator for that, I will try and stress to keep levels with that as a gimmick to be endgame.

> Green Switch
To keep with the SMW progression, the switch system will be handled just like that.

> Placement
There will be one early game switch and then the other three switches occurring in the mid and late-game, which would allow for cool secrets in the early-game levels later on, exactly.

>> No.4859554

looks like smbx

>> No.4859561

>>4859554
SMBX was more or less inspired by what SMW and SMB3 did. While SMBX has been able to catch up to SMW in some regard with Lua, SMW still has it beat in some regards from a technical aspect and the ability to play on actual hardware.

>> No.4860352

Bump since I would at least like to finish one level before the thread dies. Enemy placement is somewhat tricky if you've never made a level before.

>> No.4860374

>>4860352
Have you ever designed a SMW level prior to working on this?

>> No.4860383

>>4860374
Nope, never had the interest before.

>> No.4860389

>>4860383
A first timer doing level design can always be daunting, and if you have any trouble/questions I would be happy to help. I'm sure that your level will be great regardless, as it is really the heart and soul that matter.

>> No.4861640

Bumping.

>> No.4861821

As for the custom graphics that as intend to feature in the game, would you guys feel that the new graphics featured in Mario Maker could work, or are they too far removed from how SMW looks? Personally, I think it'd be up to the level creators, but I can also include it in tne next baserom and I think it could be a good addition.s

>> No.4861853

Why don't you guys hack your dick into a pussy for once in your lives

>> No.4861926

>>4861853
t. projecting /v/irgin

>> No.4861945

Additionally, while we did agree that custom music would use AddmusicK, there large amount of music sent to me in the last thread uses mainly AddmusicM. Would it work better to edit the music to work with more up to date tools or use the older software and work using ports from there?

>> No.4861952

>>4861821
As long as it doesn't interfere with the graphics already present so level designers have the choice, I'm alright with it.

>>4861945
As long as it works on real hardware, I'm indifferent. Then again, I'm not working on music or sound.

>> No.4861957

>>4861952
I think AddmusicK is more likely to work on real hardware, but AddmusicM can as well with some additional editing. As for the graphics, they would be in ExGFX anyways, and not replacing the default tilesets, so people who design the levels would be able to have a choice to use them or not.

>> No.4862016

>>4861926
youre right, im 31 yearold virgin :(

>> No.4862284

>>4861957
I hate to say it OP, but it looks like it's just you and me who are interested in doing anything in terms of levels. With the exception of the people who've offered to do the overworld, music, and spritework, most people just stop by to say it'll never happen. Unless someone shows interest in making a level in the next week or so, this will be a very short hack.

Have you tried recruiting level makers in the romhacking general thread?
>>4737376

>> No.4862436

>>4862284
I did consider that, but I felt it'd be a bit of a bad decision to cross-promote there as that is typically for all sorts of hacks, not just for SMW. However, if there really is minimal progress within the next few days, I could attempt it. Getting it off the ground is the important thing, and from there it'll be able to snowball into something larger.

>> No.4863273

Alright, I am currently inserting some minor new graphics into the rom for Super Mario Maker's SMW Airship and Ghost House art, as those are the two tilesets that got a massive update. The art itself doesn't provide anything really custom, in context to how SMW looks, and everything within the art can function like an already existing SMW tile.

>> No.4864371

Bump. I'll try for a bit longer to get this off the ground. I know there is not a lot of support for a project akin to this, but I do think that there is some appeal. The level editor is fairly easy to use, even for novices, which allows anyone to jump in and make a level. The fact that this hack also intended to not be massive nor use custom content also allows for quick and easy accessibility for anyone who played SMW already. A hack like this also has never been presented in this form either, which could give this hack an interesting angle to work off of. Something like this hasn't been done before and there is nothing quite like it out there to play, which could also lead to some interesting gameplay designs and levels that wouldn't be able to be found elsewhere.

>> No.4864521

>>4862284
>most people just stop by to say it'll never happen
Just passing by to say i hope it works out and if i see it posted on /vr/ ill be playing it.

>> No.4864559

>>4864521
Hey, even if you aren't gonna contribute, I do appreciate your optimism. Considering that there has not been interest outside of like two people to design levels, the chances of this being completed is indeed fairly slim, but with some motivation, there is potential for it to move forward and be completed. The initial sights for this were set as a low 30 level hack as I expected minimal interest, but I do indeed think that we could pull something like that off.

>> No.4864586

So do I need to claim a specific level before working on it, or can I just start working on one and it would be added to the list once I'm done with it?

Also it might be too early to say this, but would the final level be made by one person or would it have multiple rooms made by different people like other collabs?

>> No.4864595

>>4864586
The level you claim doesn't matter as long as you mention you are claiming a level, so it can be marked down (and in that case would be put in the next level slot free). This is only so people who are claiming levels already know what content is taken and what isn't, but the actual level you make does not have to match with the level number in SMW. You could technically just start working on a level and then it'd be added once you're done with it.

Additionally, We may do something with each final level room would be by someone else if there are a good amount of people who join in. If not, however, then it would be relegated to just one person designing the entire level.

>> No.4864603

>>4864595
Alright, I'll be claiming a level then. Hopefully shouldn't take long.

>> No.4864606

>>4864595
Alright, thank you a ton. I'll mark you down.

>> No.4864946

>minimal graphic changes and no ASM
Disgusting. And here I was hoping we'd get something cool-looking like the Ctulhu hack.

>> No.4865050

>>4864606
I'll also claim a sublevel and a map16 page

>> No.4865106

>>4865050
Alright, I'll mark you down for that as well.

>>4864946
Even when you strip away the graphics and music the Cthulhu hack is still very very well designed from a gameplay standpoint, which I would like to achieve. I do not want this being a sort of graphics over gameplay hack, as very quickly you can not focus on the design part first. Just because there is no ASM doesn't mean you cannot create interesting level design, there are a ton of Vanilla SMW levels in hacks that have some insanely clever level design.

>> No.4865208

>>4865106
If you get this off the ground, perhaps the next project can include custom graphics, though that sounds like a much bigger effort project.

>> No.4865490

>>4865208
That is ideally what I would like, but I want to focus getting a simple project like this done first. If this does, and is completed, then going foward the hacks would be more of the size/scope of 2ch's VIP Collab.

>> No.4866131

Bumping.

>> No.4866843

>>4865106
I'm just saying that one doesn't have to be sacrificed for the other one. There's people like me who are only interested in doing graphics and others who do level design, it's not like everyone has to add to the gameplay part as well. It'd just be kind of bland, it doesn't mean the game will play any less better, but I think an anonymous collaboration project could be a good excuse to try out being creative in other ways besides just the level design. Even if it's not entirely consistent you can just have every world have its own style or whatever it is depending on the artists involved.

>> No.4867085

>>4866843
I am fine with having additional graphics, that was never the problem, but I wanted to keep the actual graphic changes themselves to be in the style (or close to) that of Super Mario World. I already added the Super Mario Maker art into the hack already,and while the style for those is a bit different, overall it stays in line with the other art. What I didn't want was just art going all over the place, bouncing from like SMW to Chrono Trigger to Yoshi's Island to Kirby's Dreamland 3. As long as the new graphics made at least vaguely look like they were from SMW (as the SMM maker art does) then you're free to do what you want, so long as its not like custom made blocks or whatever.

>> No.4868007

Alright so, as of right now, the Super Mario Marker art for all the SMW enemies and tilesets (not including the custom content that was in SMM and not in SMW) are now in the hack. When the next baserom is posted, they will be included within it. It's additionally very easy to change if some people do not prefer certain adaptations of SMM's SMW sprites.

>> No.4868597

Are we in need of a ghost house level? I've got something I made in SMBX that I could port to SMW tomorrow if so? Or I could make a normal level from scratch if it's not needed

>> No.4869118

>>4868597
Considering I have the Super Mario Maker tiles for a Ghost House ported in, we could always use one. All level types that were featured in the original SMW are on the table for being used.

>> No.4869519

>>4864606
>>4865106
Finished the level. Here are the files:

https://bin.smwcentral.net/u/26283/ClockworkCliff.zip

Also I ended up not using the sublevel, so you can free it up if you want.

>> No.4869679

>>4869519
Hey, thanks. I'll check it in a little bit.

>> No.4870149

>>4869519
Hi, just played through the level. Very nicely done, and fits early-game difficulty nicely (could see this being one of the last world 1 levels or the first world 2 levels in terms of its difficulty curve). My only concern is that there is still like another minute of gameplay after collecting the last Yoshi Coin, making it's overall placement weird. Otherwise, great work and it's really great to see another finished level.

>> No.4871537

Would people prefer if I uploaded a new baserom right now with the SMM art added, or wait until one-two more levels are added to update it. I dislike the idea of constantly updating it as I do not want to set it out early to update the baserom when one little thing changes.

>> No.4872759
File: 160 KB, 1763x909, trick house early build.png [View same] [iqdb] [saucenao] [google]
4872759

Porting this level is coming along nicely

>> No.4872760

>>4872759
I like the look of it so far, but be sure to account for the different screen size of SMW. Iirc SMBX has physics that are closer to SMB3 than to SMW, so some jumps possible in that may not be possible here.

>> No.4873635

Bumping...

>> No.4874179
File: 112 KB, 1242x867, trick house early build2.png [View same] [iqdb] [saucenao] [google]
4874179

>>4872760
Your correct, SMBX does have physics that allow for bigger jumps to be made. I've fully tested the level in the LM internal emulator and it's 100% passable, though I might make some of the jumps easier after I add in the enemies as I don't think it's fair to have jumps you can barely make while having to avoid enemies at the same time.

Btw, should we link the internal emulator in any future OPs? It's a pretty handy tool and is similar to how you test in Mario Maker, anyone used to that would get a lot of use out of it

Lastly do we want to update the google doc in the OP for claims to also have a place to list secondary entrances? We're not going to run out of them (you get 0x1FFF secondary entrances) but it might make it easier to stay organized and not have possible conflicts between level designers.

>> No.4874185

>>4874179
The internal emulator, from what I can tell, is fairly buggy so I typically do not use it. I will update the google doc in the OP for secondary entrances, however, as I think it may be fairly useful.

>> No.4874198

>>4874185
Alright sounds good, I do always test in Snes9x, higan and ZSNES before I declare a level finished anyways.

Also, what's the hash for the ROM that was used to create the baserom patch file? Just want to make sure the patch I make for submission is made with the same file that the baserom is

>> No.4874430

>>4874198
The final level submitted just needs to be in .mwl format anyways, no need for a patch. Just send a .zip that contains all the stuff for your level (.mwl files, map16 files, palette files, ect). The current baserom uses a headered rom.

>> No.4875562

>>4874179
Alright so, once you finish up this level, I'll update the baserom with the four finished levels and the updated Map16 (with the new Mario Marker tiles).

>> No.4876526

finished the ghost house
>https://bin.smwcentral.net/u/35228/vr%2Bhack%2Btrick%2Bhouse.zip

>> No.4876590

>>4876526
Hi, thanks for this. I did like the bit of a puzzle here, and felt dumb when I realized the solution. My only concern is that the arrow pointing to the hidden door can be seen from the area where you exit the pipe and with the two doors, which could give away the answer instead of tricking the player through a maze of doors. If you made the arrow placement smaller, it'd allow for a better chance of people falling for the loop and as a result makes the level a bit longer.

>> No.4877195

>>4876590
>someone else was actually able to figure out the puzzle
wasn't expecting that, I'll go redo the coin arrow tomorrow

>> No.4877268

>>4877195
Great, I'll play the update tomorrow.

Also, would people like if I opened ExGFX slots for custom graphics? The SMM art use some ExGFX but I don't see why not they shouldn't be available for everyone. I'd like to just get some opinion first before I do so because I don't know how people feel about using ExGFX and whatnot that isn't already inserted.

>> No.4878671

I don't think I'm going to need my Sublevel 31, so I am setting it to open.

>> No.4879345

repositioned the coin arrow in v2
>https://bin.smwcentral.net/u/35228/vr%2Bhack%2Btrick%2Bhouse%2Bv2.zip

>> No.4879519

>>4879345
Yep, this works now.

Also, I am going to open up 20 ExGFX slots for the time being. If people would prefer more I will add more.

>> No.4880616
File: 38 KB, 992x496, smwmm.png [View same] [iqdb] [saucenao] [google]
4880616

[https://drive.google.com/open?id=1Yu1O3ossDKknjxvxXBxSZd7DSDYkOKc6]

New baserom up right now. It contains the first four finished levels along with a test level for the Super Mario Maker GFX (Those inserted are the Airship, Ghost House, and Underwater GFX). I held off on changing the enemies to the SMM versions of them as I was concerned that their designs aren't as good as the plain vanilla sprites.

>> No.4882403

Bump for relevance.

>> No.4883008

>>4857682
/vp/ made a fucking fangame
What makes you think /vr/ can't do a simple romhack?

>> No.4883125

>>4883008
Hacks are far easier to create than fangames. Considering how small this hack is compared to vanilla SMW (1/3 smaller), I think it is entirely reasonable that we could complete this.

>> No.4884485

As I do not think it could hurt to add certain QoL SMM Enemy sprites (such as the Goombas, Koopas, and Fireballs). If people would prefer a certain enemy to use the SMM spriteset, just post it here and I will add them to the rom today. Thanks a ton.

>> No.4885467
File: 2 KB, 203x161, aaa.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Added in the first few batch of enemy changes. These changes include updated sprites for Goombas, Bomb-ombs, Buzzy Beetles, Fire Flower and Fireballs. I did not include new sprites for Yoshi, Keys, Magikoopas, or Munchers just yet, although that may or may not change later within the next few days, Once a few more levels flow in again, I'll post a new baserom with these new enemy changes.

>> No.4885716
File: 922 B, 256x224, final2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

The "Nintendo presents" screen should be replaced by something like pic related but with a 4chan clover and text along the lines of "4chan presents" or "/vr/ - Retro Games" or something like that.

>> No.4886163

>>4885716
Something like that would requite doing a sort of UberASM bypass, so I don't know how feasible that'd be. However, I am sure that there is more than enough space to fit the "/vr/ - Retro Games" text if the text is formatted correctly.

>> No.4886615
File: 44 KB, 648x492, vr Retro Games Presents.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>4885716
>>4886163
I tried
https://bin.smwcentral.net/u/26283/GFX00.bin

>> No.4886627

>>4886163
Aeon genesis does it in every hack

>> No.4886947

>>4886627
No, I'm not saying it wouldn't be possible (because not only is it possible but you can also do some insane stuff with it) but it would potentially a bit of ASM meddling, which as of right now has been on the absolute minimal side of things. If people want to have the title screen look like that, I'd prefer to potentially get a consensus prior before moving on in that direction.

>>4886615
That does indeed look interesting and could work, actually, if we don't go the UberASM route.

>> No.4887709

>>4885716
Do you mean the full-sized clover logo or the favicon?

>> No.4888186

>>4887709
I assume he meant the full size one considering the super famicom logo's size in the screenshot is far larger than the favicon icon.

>> No.4888224
File: 22 KB, 398x398, 4chan_Logo.png [View same] [iqdb] [saucenao] [google]
4888224

>>4887709
>>4888186
Yep, I meant the full-sized clover logo

>> No.4888410

>>4888224
I'd prefer to actually get levels completed before doing stuff regarding the OW and Title/Opening. If other people would like it, I'll add it in but I do have my concerns.

>> No.4889160

>>4888410
If anything I think getting the logo in the hack would lead it to get at least a bit more of attention, thus potentially more levels. Also, even if it requires some ASM meddling, since it does not affect gameplay in any way I don't think anyone would have a problem with it.

>> No.4889545

>>4889160
Alright, so I'll get to work inserting it today but I will need some art assets first, if anyone is willing to draw some graphics for the clover.

>> No.4890625
File: 45 KB, 648x492, cloverlogo.png [View same] [iqdb] [saucenao] [google]
4890625

>>4889545
https://bin.smwcentral.net/u/26283/cloverlogo.bin
Like this?

>> No.4890754

>>4890625
Yeah, I think this could work if a bit more shading and color was added to it. Atm I think it's too jagged but the actual clover size is good.

>> No.4891220
File: 53 KB, 648x492, cloverlogo.png [View same] [iqdb] [saucenao] [google]
4891220

>>4890754
https://bin.smwcentral.net/u/26283/cloverlogou.bin
Tried to recreate the one at the home page.

>> No.4891305

>>4891220
Yep, this'll do. I'll try doing a mockup based on these to see which design people prefer for the intro.

>> No.4891369
File: 2 KB, 512x224, logoconcepts.png [View same] [iqdb] [saucenao] [google]
4891369

Here are two concepts I did for how to handle the intro screen. One is like the picture that an anon posted prior in this thread, whereas the other is my own original take on how to do the intro logo. I'd like to get opinions on both however.

>> No.4891481

>>4891369
>>4885716 here
I think your original take on it is better, since it looks more like the logo/title combination from the home page.

>> No.4891498

>>4891369
Overall I prefer the left one (original take), but the one on the right isn't bad either.

>> No.4891996

>>4891369
I prefer the 2nd one

>> No.4892046

>>4891369
2nd one looks good, just needs to be centered a bit better
Also, just an idea : maybe you could make each leaf a different color, like the original logo in >>4885716

>> No.4892132 [DELETED] 

>>4892046
Made a few mockups to illustrate what I mean

>> No.4892137
File: 6 KB, 775x226, mockup.png [View same] [iqdb] [saucenao] [google]
4892137

>>4892046
Made a few mockups to better illustrate what I mean

>> No.4892981

>>4892137
I think that the first one could work if people want it. Right now I'm torn between that and my original take.

>> No.4894595

For the time being I intend to use the first logo on the new mockup, as I like it the most. If people prefer others I will change it, but for the time being this will stand to be the intro sequence as of now.

>> No.4895416

Should we replace the Yoshi Coin with something? I was considering the 4chan clover as well but I fear it may be a bit too repetitive considering the intro.

>> No.4896829

Bump

>> No.4897550

As it turns out it is fairly simple to replace the intro GFX in uberasm, so I will work on that later today. I hopefully think this would be the only real major ASM modification.

>> No.4898078

Just about inserted it, but I need some proper palette files. Does anyone know if they could set something like that up? I am unsure if the palettes shown in the mockup would be able to work.

>> No.4898096

>>4857264
I've never played a single SMW hack. Is there one that focuses on just the best quality levels possible, without focusing on being hard? Like just a better SMW.

>> No.4898113
File: 7 KB, 508x440, wwwwww.gif [View same] [iqdb] [saucenao] [google]
4898113

>>4898096
Not really, most either try and be overly creative yet tougher than anything SMW does or are too easy. The hack we are trying to make here does intend to do what you mentioned though, being SMW but better.

Additionally, this is what the intro looks like ATM. The palette is glitched though, so once someone is able to send me one that works and I can insert it, it'll look perfect.

>> No.4898145

>there will never be another smw romhack as good as return to dinosaur land
why is this

>> No.4898192

>>4898145
Honestly, most people do not care for simplistic hacks anymore. Everyone wants to be the best at their craft and create extremely tough level concepts to stretch their creative limits. No one feels that a good hack can be done with plain Vanilla SMW anymore, and while it is tough, with enough planning and design it is possible to create a hack with the spirit of SMW.

>> No.4899021

I should be able to create a proper palette for the intro, potentially, using unused SMW colors. The actual insertion for this was fairly simple, although it is annoying to re-insert the content every time a minor change is made. Hopefully after this is finalized we can actually return to making the rest of the levels in this hack....

>> No.4900118

While I don't think I'll have time today to insert it, I do have something I'd like to bring up. Should we focus on only using submaps for this hack or build something big and grand on just the overworld? While I'm in favor of doing the latter suggestion, most smaller scale collabs use the former for the most part. In a pure vanilla hack, that would be an interesting way to stand out, but I would like to hear from other people here first.

>> No.4901006

>>4900118
I don't think we have to necessarily stick with either way, we could start on the overworld and then have the last few levels in some kind of Special World submap.

One thing that needs to be defined first though is how are worlds and progression gonna work out.
Are we going to have a set of strictly defined worlds that you go through a linear fashion, or can we have branching paths that let you go on an alternate routes?
Could we instead just let the player choose the order in which he wants to finish the worlds, but have the last world blocked off before completing everything before it?

>> No.4901441

>>4901006
I was considering having the overworld be structured like SMW, with many branching and alternate paths on a main overworld. I think this is the best way to do it to keep the true authentic feel of SMW.

>> No.4901891

I am not creative enough to design a level, but I wanted to pop in and show support.
It'll be really cool for /vr/ to have it's own community hack like 2chan's VIP Mario series, even if /vr/'s won't have any cool ASM stuff.

>> No.4902141

>>4901891
Hopefully future entries will do some of the cool stuff the VIP hacks did (if we get that far at least). Mind you VIP 1 was more or less fully vanilla with some sprite/palette changes, which is what we're doing. I know that no many are favor but I'll keep pushing this project constantly as I know we can make a hack, regardless of size and scope.

>> No.4902172

Shame the only decent editor for SMW is a clusterfuck to use.

>> No.4902219

>>4901441
I like that idea, though that would require some levels to have secret exits, which should be mentioned in the level list.

As for the overworld design, are we just going to take all the level in the end, order them by difficulty, and then base it on that?
Are we going to have switch palaces?

>> No.4902647

>>4902219
I don't want to force secret exits upon a designer. it is their choice to include it or not within their level. Once all the levels are finished, they'll be ordered by theme and difficulty and be placed in worlds that fit a proper and nice difficulty curves. We also may have Switch Palaces, but I did not account for them on the level list due to the fact that we haven't decided on it yet.

>>4902172
There's supposed to be a new editor coming but it won't be ready for years...for now this is all we have, even if it is a messy hell to use. However, despite the steep learning curve to it, once you figure out how things in LM work you can do great stuff with it, and I can help out those who struggle with it here when making a level.

>> No.4903132

>>4859515
Brilliant

>> No.4904295

Bump, should have time to finish the intro today...

>> No.4905452
File: 6 KB, 312x324, gfx.png [View same] [iqdb] [saucenao] [google]
4905452

GFX and palette are done accordingly, but I am having trouble inserting the palettes properly into the game due to SMW not recognizing custom palettes on a per-level basis. If anyone knows how to/can do it, I've linked to the files needed for it below.

[https://drive.google.com/open?id=1ndYNnT4DtPMtDOg3a5yqXBTf5hLSZiK5]

>> No.4906796

Bump again, trying to get more levels and whatnot now. Once a few more are finished I'll create a new baserom.

>> No.4907062

>>4905452
Damn, that looks cool

>> No.4908514

bump again, hope we can get some more people building levels

>> No.4908670

>>4908514
I'll claim another level.

>> No.4908948

>>4908670
Alrighty, added!

>> No.4908972

Would mixing vanilla spritesets be allowed?

>> No.4908986

>>4908972
Do you mean having two tilesets/enemy groups be in the same map16/ExGFX file?

>> No.4908990

>>4908986
Yes

>> No.4909001

>>4908990
You could easily do the latter without any asm by choosing a ExGFX page and putting the tiles you'd prefer in that and then creating a map16 page based off that, and not use ASM. I'd say you're free to as long as the art keeps still in line with SMW and such.

>> No.4910130
File: 32 KB, 1792x432, Level00C.png [View same] [iqdb] [saucenao] [google]
4910130

>>4908948
>>4909001
Here's what I have done for now.

>> No.4910408

>>4910130
Quite a clever use of one tiled water, I recall playing a level like that a while ago during a contest. Looks great so far, I look forward to playing this one.

>> No.4912140

Bump

>> No.4913585
File: 235 KB, 635x478, file.png [View same] [iqdb] [saucenao] [google]
4913585

I was gonna post this in the general romhack thread, but that's gone. This should be the next best place.

>come across rom hacking in general
>most of them are incredibly rudimentary, partly due to the fact that the NES uses programming that's about as decipherable as alphabet (hexadecimal?) soup
>then come across these various japanese rockman hacks like minus infinity, basic master, or CX
>these try some next level shit or have extremely detailed pixel art, or less commonly well rendered music, while being completely functional on authentic hardware
>the closest the west has ever come to their level lies mostly in Sonic and occasionally SMW
>ywn have the same level of autism as japanese rom hackers

>> No.4913984

>>4913585
At the very least in SMW some japanese hackers actually make their tools public, so then people can at least try and attempt to make something that is to their level.

>> No.4915571

Stay alive thread.

>> No.4915613

>>4915571
While progress is very slow, I don't mind. I feel that we'll eventually finish this and get it done, as more people will eventually flow in.

>> No.4915860

>No ASM
Does that mean no sprite modifications?

>> No.4916816

>>4915860
Why would custom graphics require ASM?

>> No.4916935

>>4915860
Custom graphics are allowed. If you scroll up, you'll see some of the custom art I've added in.

>> No.4918439

Bump

>> No.4919547

I think I'll claim another level for myself if no one else does in the next day or two.

>> No.4921738
File: 48 KB, 2816x432, Level00Cc.png [View same] [iqdb] [saucenao] [google]
4921738

A bit more progress

>> No.4922864

>>4921738
Looks really clever so far, I look forward to playing this.

>> No.4925087

Bump

>> No.4925090

Is this being made with real hardware and bsnes/higan in mind or is this intended for ZSNES?

>> No.4925336

>>4925090
This is being made with real hardware in mind.

>> No.4926880

Bump

>> No.4929323

Bump

>> No.4929709

Hopefully more people will onto this soon.....I really want this to work out.

>> No.4931417

Bump

>> No.4932024
File: 29 KB, 1536x432, Level0AC.png [View same] [iqdb] [saucenao] [google]
4932024

Still progressing, should be done soon.

>> No.4932125

>>4932024
Looks great, can't wait to have this done and play it. We need more activity right now,

>> No.4933094

Bump

>> No.4933208

Is this the rom hacking general? Where is the /rhg/ ?

>> No.4933269

>>4933208
It died a couple weeks ago and no one bothered to make a new one, which says a lot about how active it really was.

>> No.4934949

Bump

>> No.4935290

Anyone have ideas to improve people claiming levels?

>> No.4935797

>>4935290
A) Just throw the patched rom in a zipfile without needing Lunar IPS, along with a txt link to where to get the latest editor.

B) Explain how to actually find Level 1-9, A, B, and C in Lunar Magic, because the first level that loads up is the one with the giant Bullet Bill but that's actually Level 105.

C) Link to a site where we can upload our level files that is not SMWCentral.

And most importantly:

D) Provide confidence in whoever is reading this thread that this will actually get finished. I want to contribute myself, have Lunar Magic ready to go, even did a patch and checked out the levels. But once the thread got to replacing graphics, changing the intro, disagreements on features, and other trivial crap I got the impression this project won't get finished because there seems to be always something new to add, while the actual gameplay content is taking a backseat.

The whole OP is too confusing. Took me 15 minutes to figure it out. My SMW rom wouldn't even properly patch initially. Turned out I needed to load it in Lunar Magic first, then apply the patch. I've never worked on a rom with other enthusiasts, so I had no idea that was a step.

Do A+B+C for a new thread and I bet more people will contribute. Simplify the process. Just my two coins.

>> No.4936192

>>4935797
Once this thread gets archived I'll do that. The trivial crap was really to drum up interest and get more people involved, but I really just want to focus on getting levels done and completed first.

>> No.4936324

>>4936192
When the new thread goes up, I'll contribute by claiming one level. Get things rolling. Would be awesome to put out a romhack out there collectively.

>> No.4936372

>>4936324
That was my idea, really. I'd like to see /vr/ and 4chan in general be able to put out their own hacks comparable to those made by 2ch. I dunno if I should just let this thread die however or keep it going with how it is right now.