![]() ![]() ![]() Do you really think there's enough room for all the exgfx that would be required to do that in Super Mario World? I honestly don't (shit, I couldn't even get Mario's Wacky Worlds foreground graphics to fit) but there was one level in the unfinished ASMT2 that kinda proves me wrong, seen here: I'm more interested in your suggestion of using metal slug assets from mario fusion. Some of the bosses might need to be downscaled but who knows when shit like this is possible:ĮDIT: for some reason, this link is borked. Some color compromises would have to be made but, as you've said, shown, and done, it's possible. That community is great at manipulating the physics in that engine so I assume it could actually be done. The castlevania sotn 16 bit hack could probably work using something like super metroid as a base. I also saw your list of suggestions on hacking ideas. You seem to be getting a lot of graphics from pc mario engine games. Last compliment: I also love it when castlevania maps make their way onto the overwold! Keep up the good work! It makes little things that add a lot of flavor to your hack very easy to implement. Just thought I would mention these awesome new tools. The addon also has a cool function of making layer 3 MUCH easier to use also. The only time you directly have to patch uberasm seperately is if the code effect tool gave you specifies between level main code and level init code. With the addons, you can now just copy and paste any uberasm code into your level directly from within lunar magic. You've already got a great look going for this hack and hdma, now that it's so easy, just adds that extra bit of visual flair to your levels.Īnd if you aren't too hot on using uberasm manually, THIS new addon for lunar magic It allows you to make easy hdma effects (gradients, brightness, parallaw scrolling, wave effects, etc.) for easy insertion with uberasm. I'm actually using a lot of these in my current Mario World hack myself. Levels finally have sprites and content, to some degree. ![]() July 05, 2014, 03:16:19 PM - (Auto Merged - Double Posts are not allowed before 7 days.) The latter is called I Hate You, and will be based on this video: Not shown are some other levels, some ice levels, some military themed levels or a level based on a creepypasta story I read online. Zelda dungeon tiles, from Four Swords Adventures. Generic Castlevania castle level (all final world levels without specific graphics will use this tileset). It's been a long time since the last update, but hey, I may as well post the ton of graphics and level updates made since then.Ĭastlevania Symphony of the Night Clock Tower (part 2 of 3, the 3rd part is in the first post of the topic). Thoughts on the technical side of what I have so far? It's nowhere near done (only the tutorial level and parts of other levels have been finished, and ripping the other necessary graphics tiles is taking a ridiculously long time given the complexity of the sources chosen). So yeah, it's a game in progress I guess. All songs will be identical to original versions (or as close as possible in case of tunes from post Nintendo 64 era titles).Īpart from custom enemy sprites, level intros and other such things, I'm currently working with some individuals to make bosses based on characters from more recent Nintendo games (like those in Mario & Luigi Dream Team, Luigi's Mansion Dark Moon and various others). Some music prepared includes ports of various SNES Zelda songs (sampled to the same quality as the original game's themes), some sampled Donkey Kong Country 2 music and various others. Currently ripping the tiles rather than doing much map design.Īnd in one level, some tiles from The Minish Cap and Four Swords Adventures: Some work in progress maps based on Mario Party Advance:Ībove is work in progress. ![]() Some examples include a level based on Castlevania Symphony of the Night: How are these possible on a SNES? Well, by a sheer miracle that's how. One of the big things about this game are the GBA (and beyond) level graphics. But the point is, can he somehow survive a bunch of unfamiliar locales and make his way back to his home world? Why does this happen? It's explained in the game itself. The story has Mario pulled inside a strange dream world when journeying back through the Mushroom Kingdom one day. Less gimmicky and ridiculously hard than Mario End Game, less easy/seasonal than Mario's Christmas Adventure. Why? Because it's kind of in the middle of the two hacks above. In case you don't know what I've worked on in the past, those were the brutally hard (and rather gimmicky) Mario End Game and the much easier Mario's Christmas Adventure hack, both on the main site here: It's my upcoming Super Mario World hack, due to be out by about 2015 if you're lucky. ![]()
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