N64 Spooky Game Jam 2022
1:04:51
14 күн бұрын
Пікірлер
@patcdr
@patcdr 4 күн бұрын
Caverns of Blood Mirror: bloodycaverns.net/ Castle Quest Mirror: questingcastle.net/
@JAMCHDjesusangleMoralsCabral
@JAMCHDjesusangleMoralsCabral 9 күн бұрын
note: the firaga fighter appeared in no name, but it first appeared in sent your regrets to the czar
@theopoldthegamer4284
@theopoldthegamer4284 14 күн бұрын
Thank you so much!
@theopoldthegamer4284
@theopoldthegamer4284 14 күн бұрын
I haven't watched the video yet, but I feel like I should have made the autoscrolling section easier
@superstardream1739
@superstardream1739 20 күн бұрын
*Clears throat* YOU PICK WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARIO
@jetman152307
@jetman152307 25 күн бұрын
It's not Law and Order without CHUNG CHUNG. You forgot the CHUNG CHUNG. No CHUNG CHUNG, no go😂
@patcdr
@patcdr 25 күн бұрын
There's a few in there. Earliest is around 1:21.
@masoncamera273
@masoncamera273 28 күн бұрын
This is a nice level but really visually confusing
@Zute-i82
@Zute-i82 Ай бұрын
I just rewatched this and realized how bad that hack actually was... I guess rom hacking isn't for everyone :/
@patcdr
@patcdr Ай бұрын
First attempts at any kinda design are rarely great. Some amount is talent, but a larger part is learning and refining your craft.
@S0larisPrime
@S0larisPrime Ай бұрын
Are the Google sheets no longer available?
@patcdr
@patcdr Ай бұрын
It's still up: docs.google.com/spreadsheets/d/1FuwAUd0ehPNP71QoXzoyCeH1pcmoH6THplDqAd95TyU But do be aware that not all of the puzzles are the same for every playthrough.
@SomeGuy712x
@SomeGuy712x Ай бұрын
Yeah, this is definitely a blatant level edit of 105 alright. Honestly, I think I'm gonna call shenanigans on Sliding Shell Relay being disqualified while this one wasn't. Yes, Sliding Shell Relay had its issues, but I still think it was far better than this level. (1:08) Heh, nice placement of that Yoshi coin on the subscreen boundary there. :P
@patcdr
@patcdr Ай бұрын
Can't really disagree. Reading the judges comments, they seemed split between encouraging a new hacker and going "lol no". Guess they wanted to nicer about it or something.
@markvd1008
@markvd1008 Ай бұрын
So, this is the *last place* entry.
@XCATX25
@XCATX25 Ай бұрын
The algo that suggest the very low view videos is getting better, they are getting more interesting and appropriate for my tastes. Don't tell youtube though
@JanMichael2003
@JanMichael2003 Ай бұрын
I made another ROM Hack, Im the creator of Silver Level Pack which you moderated a few yeats ago.
@5xg378
@5xg378 Ай бұрын
What's your setup to play this game? im unable to get past the oil spill because one little press of the button just sends the robot to shit and i cant complete the containment
@patcdr
@patcdr Ай бұрын
It's a real computer. You can see the stats here: kzbin.info/www/bejne/Y3mTg4erg9Z-nqs The solution I ended up using was CPUGrab: www.vogons.org/viewtopic.php?t=44
@WillyWonkaCL
@WillyWonkaCL 2 ай бұрын
A51!!!
@jburbygo
@jburbygo 2 ай бұрын
What computerized tiles are you talking about?
@patcdr
@patcdr 2 ай бұрын
It's more of a general concept than something concrete. I think it's possible to write a program that understand how tile composition works in the VLDC ruleset that can accept a tileset and emit an approximation of said tileset. It could, as well, emit a proof how which tiles it composed to create each tile. But I haven't written such a program. And I'm not aware of anyone who has, but I think it's possible to very probable that it could happen by next VLDC.
@SomeGuy712x
@SomeGuy712x 2 ай бұрын
Ooh, how did I not watch this back when you first played it? Well, I'm watching it now. Better late than never! (0:06) Heh, the "13" turned into "L3", due to some of those brown blocks being sprites. (0:16) The last three things there are a Castlevania II reference: "Get a silk bag from the graveyard duck to live longer." (3:25) Heh, the turn blocks did a good job of deceiving you with those arrows there. (4:33) LOL, you found a "bogus" bonus room. :P (4:53) The music there is the Worst World Map from VLDC8. (5:51) MOON!!! (6:52) That's the thing-- You don't need that silver P-switch. It came from a turn block, of course. Also, yep, the P-switch music is Marble Madness - Practice Race. (7:04) Oh, that's cool. I remember watching a video about that Marble Madness sequel some time ago. It's a shame it was never officially released, because it looked neat. (7:40) Chuckinators to the rescue! So, this room is intentionally made to be unbeatable normally the first time you get to it, but upon resetting it once, you'll end up in a nearly identical room, which has the same layout, but different music and added Chucks. (However, if you manage to sneakily solve the room on the first visit via glitchy tricks before you enter the Chuckinators version of the room, you end up in an Easter egg room that mentions how you derailed the plot, and awards you a moon and a bunch of coins. And then you end up returning to the level at the Chuckinators.) (9:06) Heh, the turn blocks deceived you again, tricking you into entering that reset pipe. (9:41) "Mistakes were made." And then you just so happen to respawn Chuck at the exact right time to save that attempt! Nice! ...Oh, but you didn't collect Yoshi coin III there. Oh, well. (10:59) Pfft... That's not one of my level's messages! :P 🐟🐟🐟 (12:06) Odd... The P-switch music continued playing there after the P-switches expired. (12:22) Eating block: "I must go now. My planet needs me." :P (12:41) Again, it's a deception, as it was a turn block that provided that blue P-switch. (12:57) The blue P-switch is indeed a red herring. (14:21) Why is the P-switch music not ending when the effect expires for you there? Is it something glitchy with your setup, perhaps? (15:29) The sublevel entrances are not pipe entrances, preventing the player from trying to cheese things by carrying a P-switch through a pipe. (16:15) Correct, the silver P-switch here is yet another red herring. (16:34) Yep, that's exactly how this part is supposed to work, with you goading Charles. (17:05) TEST↓ level FTW. :P (17:07) Fun fact: The TEST↓ level's original 1-up checkpoint objects are still there, but you jumped over the ones on the ground here. (17:21) However, just in case the player fails to trigger either checkpoint 1-up below, I put another set of checkpoint objects up here that the player must pass through on the way to the door, so it should be unmissable. (17:30) Yeah, this is Chrono Trigger music. (17:44-17:47) Critical miss to the extreme! You took a dumb hit, then failed to collect your reserve item, then took another dumb hit to the same Podoboo again! I really did not expect you to die like that, and was hoping you'd beat the level deathless. (17:48) Huh, why didn't the screen scroll down during the death animation? It should've done so like normal. (18:13) Well, if you did that without triggering any of the 1-up checkpoints, you would've had to redo the entirety of the second half. (I should've put checkpoint 1-up objects in that pit too, but I didn't think of that back then. Derp.) (19:30) Maybe I made this room a tad too hard. I probably should've put a mushroom on the player's spawn point in this room. Oh, well. (23:55) Derp. That run was looking good until you collected those coins making up part of the eating block path. (24:02) Yeah, maybe I should've come up with a way for the player to be able to restart about halfway into this section if you made it far enough. (25:11) Even if you skip ahead with P-switch power, there's an impassable cement floor here that the eating block must devour in order for you to be able to proceed. (26:25) Derped again. (27:55) Welp, you fell for that one. Once again, it was a trick, with the P-switch coming from a turn block. (However, that P-switch is actually vital for stuff below if you're trying to beat this level coinless.) (29:32) I usually just go to 1 or 2 MB when I'm making a level for a contest. I almost never need more than that. (30:04) Nice Chuck KO while breaking those turn blocks yourself. (30:14) Zip! Yep, without hitting the blue P-switch, the eating block goes to the next part of its path by itself here. (30:26) BARF! Failed at the last possible obstacle. (31:55) LOL, nice one. And, there's cutoff. My level won't be accepted at CostCo. :P (32:01) Death count: 3 (34:14) Heh, I don't think I tested this part as small Mario, but it's nice that you can still go around and hit that last turn block from below in time! (34:28) Fun fact: I originally intended for the player to fight Lemmy right here, but there were issues with trying to add him to this vertical level partway down, so I moved him to a separate sublevel while putting one more tiny puzzle, requiring the player to pick the correct pipe in order to find him. Of course, the choice should be obvious. (34:38) Derp! You chose... poorly. (36:33) Yeah, I tried to make sure there was a leeway of 3-5 blocks each time the player needs to hit a P-switch to get the eating block to change tracks. (37:18) Yep, the actual correct pipe is marked with brown blocks under it, of course. (37:22) Alright, it's boss time, vs. Lemmy! (37:55) Flawless victory! (38:11) Brown block in castle destruction cutscene FTW. (38:36) I'm glad you really enjoyed my level. Thanks for playing it! (39:58) Yep, thank you, MarkVD100! (40:47) Ghostbusters NES reference FTW.
@markvd1008
@markvd1008 2 ай бұрын
GD Difficulty Judge (doing it from zero without dying): Easy Demon (especially the castle part) 2:48 Oh my gosh! What are you doing! LOL. 4:27 Oh boy... 5:07 29.29 you mean. 5:49 Well then! 9:08 And you fell for the turn block's trap again. 9:44 LOL. 11:02 That message is from the SD2SNES Twitch thing, isn't it. 12:45 Of course not, that P-Switch came from a turn block. It's tricking you. 17:47 Demo Count: 1 19:31 Demo Count: 2 20:21 Hatsune Miku? 23:35 Dang, by a few pixels. 24:02 Tell me about it. 25:23 Pff. 29:35 IKR? 30:15 ZOOM! 32:02 Demo Count: 3 33:48 Dang it, faint F-Bomb! 34:17 HAHA! 37:55 And GG! 39:59 Yep.
@SomeGuy712x
@SomeGuy712x 2 ай бұрын
(33:48) Darn it! Why did he have to swear there? I didn't even hear it myself at first. And here I was putting this video into my favorites. Knowing this, I cannot make this video a favorite anymore.
@HunterCarrell
@HunterCarrell 2 ай бұрын
Dammit I missed the stream
@HunterCarrell
@HunterCarrell 2 ай бұрын
I couldn't get all the sound off sounds in the game because of the limitations of the SPC700 (Not without sample streaming), so I picked my favorite ones.
@modernkiwi6447
@modernkiwi6447 2 ай бұрын
Who is that nefarious stationary hammer brother??
@111111222222221
@111111222222221 2 ай бұрын
Awesome level!
@jburbygo
@jburbygo 2 ай бұрын
I understand the disco neon aesthetic is cool and all but I feel like it's a little overplayed in VLDC entries? I understand if it's a meta you need to follow but like, surely there are other good themes to try under the competition's limitations
@patcdr
@patcdr 2 ай бұрын
It might be because I've only played twoish VLDCs, but the neon aesthetic hasn't gotten old for me yet. It's prolly cliche for people who've been following the contest a lot longer though. I get that. Also, thinking about it, it's one of the easier approaches for newbies to VLDC to have non-vanilla tile compositing "new" graphics without going full Idol and somehow making everything into a more impressionist style, but that seems to require years of experience working within the odd confines of the VLDC ruleset...which is also a skill only useful for making cool looking VLDC levels. Anyway, just rambling a bit.
@yasmilley6654
@yasmilley6654 2 ай бұрын
I've been playing a fan made Mario game back in 2012 and I need to find it again, it looks exactly the same as Mario epic 2 but with different levels, so propably a modded version of it. can anyone help me
@markvd1008
@markvd1008 2 ай бұрын
1:22 Interesting. 3:44 There's a moon to the left of the gray platform that's after the note block. 7:56 Yeah, this is why it can be a chokepoint, albeit not a big one, and why I kept messing up.
@SaudAhmedShaikh
@SaudAhmedShaikh 2 ай бұрын
So... This is the 1st VLDC to have strong language, right???
@patcdr
@patcdr 2 ай бұрын
That's an interesting question. And one that's not easy to answer, if we're looking for any vulgarity in textboxes or even words drawn in the background. But as for level names, according to Zandro's site, there are no pre 14 VLDC levels with a swear word in their title.
@SaudAhmedShaikh
@SaudAhmedShaikh 2 ай бұрын
@@patcdr oh yeah.
@yoboibeerus1387
@yoboibeerus1387 2 ай бұрын
One tile auto scroller jumps are always a pain. They're so jank
@jburbygo
@jburbygo 2 ай бұрын
32:01 Hello, that is me! I've never touched Lunar Magic and don't have a SMWC account, but I was responsible for the background/aesthetics, Daizo brought it to life and did all of the level design. I sent him a painting during a livestream which we then converted into Layer 3 tiles and he explained how making a BG works, and I also put together some tiles for the level once he explained overlaying 8x8 tiles. I'm really glad you enjoy the background and aesthetic-- I wanted to do something atypical of what I imagined a normal factory to be, and that inspired the rest of how the level looks. This is my first foray into anything romhacking, I hope to work with more technical-minded people in the future!
@SomeGuy712x
@SomeGuy712x 2 ай бұрын
Alright, it's my level. Let's see how well (or not well) this went for you... (I'm immediately fearing the second-last room...) (0:06) "Goes Yum" is an anagram of "Some Guy". :P (0:18) That says "donkadons", not "donkeys". (0:52) Silly glitchy bonus game tile, I think caused by the sprite limit being 20. At least it doesn't harm anything. (1:08) The weird sound effects are a side-effect of the custom music I used. I do think they sound kinda neat, though. (1:32) Pfft... First death already. Wow, I didn't expect anyone to die in the first room unless they were suiciding on purpose. :P (2:37) Okay, for realsies this time! (2:44) Heh, you grabbed that mushroom on the same frame that blue Koopa hit the edge of the ledge it was on, causing it to fall. (3:09) Pfft... First death on the "for realsies" run. (3:36) Oh, no... That's another thing I was afraid would happen... (3:40) So, yeah. I derped, and didn't notice until a couple weeks after the deadline. All vertical exit pipes in this level were one tile too high, breaking the level's main gimmick if you enter them as small Mario without Yoshi. The pipes do properly reset the area if you're big Mario without Yoshi, though. And, I had only tested them as big Mario. I did make a V1.3 of this level that fixes them all (I mainly just moved all objects and sprites down one tile, and adjusted the level entrances accordingly), but of course it's V1.2 that'll get judged, since the deadline was already long since passed. (3:58) Derp! I don't know why you suicided to Chuck there. (4:44) Yoshi's tongue can reach the springboard from there, dood. (6:17) Now for the KOOPARADE room. Let's see how many you burninate in one breath. (6:23) Roasted 9 of them! My best during testing was 14 roasted turtles of the 15 green duders there. (The only one I didn't hit was the one below the munchers.) (6:55) That feeling when you notice something just a second too late. I know that all too well myself. (7:01) Nice catch. (7:08) Oh, maybe I should've tried to incorporate different colored Yoshis into this, but the level's current size is probably already big enough with all the challenges I made using just green Yoshi. At least the different colored shells come into play a few times. (7:11) Portal reference FTW. (7:53) Yes, the green berries do properly add the 20 seconds here, even when you're well above 999 on the timer. (The timer started at E14, which is 1414. I set it that way because this is VLDC14.) (8:20) Bop-nom. Ha, the fish gotcha. :P (8:31) That's actually supposed to be a "Z", and it says "ZWEE!" reading vertically. (9:18) Again, you realized something a second too late. Whoops. (9:36) Nice one. :P (10:39) LOL, accidentally managed to get Charlie into that first gap for a little shortcut. Awesome. (10:52) Not to worry, as this area is a vertical level, and enemies can't despawn by going off the sides of the screen. (Unless they leave the level boundaries entirely.) (10:58) "Come back here and scare me off my horse!" That gave me a chuckle. (11:15) Now for the BS Legend of Zelda reference, which raocow had recently played. (11:39, 12:08) This room is meant to show an issue I had with this gimmick in vertical levels, in that Yoshi actually persists off-screen when he goes out of bounds, never properly despawning. So, that's why there's almost no Yoshi ? blocks in vertical sections, as they'll produce a 1-up unless you reset the room. (12:23) At least I was able to be clever with the 20-sprite limit, resulting in a different message being displayed when you reset this room without Yoshi. (12:32) Pfft... You jumped right into the death juice, dood. (13:13) Oops, RIP Chuck. (14:29) The lightning itself can indeed scare Yoshi, even though it won't harm Mario until it lands and turns into fire. The start of that room wouldn't work if the lightning was unable to scare Yoshi. (15:04) Yeah, message box tricks are one of my specialties. :P (15:12) It's when you stack multiple copies of the "Display Level Message 1" sprite, which is normally only used on the intro screen when starting a new save file. (15:22) Hey there, patcdr. I'm Some Guy and a bunch of numbers! :P (15:40) Fun fact: Initially, I had a Koopa or a mole positioned to scare Yoshi to the left, but the race ended up being super tight, barely doable even when moving efficiently. However, by having Lotus pollen scare Yoshi instead, he flees at a slower speed, giving the player a lot more leeway. (16:11) Yeah, you won the race by a huge margin there. (16:21) Yep, eating blocks are another one of my speciaties! :P (16:38) Actually, the blue shell isn't strictly required. If you can somehow bounce to the pipe with Yoshi before it's eaten, you'll still clear the room. (17:32) At least it's not as annoying as the block snake sound in the Solo Archipelago raocow is currently playing through. (18:08) And now for... DANMAKU... Ugh, I know I made this room too hard. In V1.0, it actually had three Pitching Chucks on the far right, but I changed one of them into a Clapping Chuck instead. I wish I had removed a second pitcher before the deadline too, but it's too late now. I only hope you manage to complete it without too much pain. (18:33) Darn... That would've been nice if that worked. (19:48) Pfft... How did that even happen? I have a 1F0 tile right there that the lightning "lands" on, so there should've been no way for Yoshi to fall through it like that. Wacky. (21:41) Now for DANMAKU, take 2. (22:20) Argh, you moved right into the lightning. (24:03) No, Yoshi does truly run out of bounds here, with no objects or anything hidden off-screen to catch him. It's just that he simply doesn't properly despawn in vertical levels for some reason. (24:40) LOL, nice one. Accidental door entry, yo. :P (24:58) Accidental block clones too, yo. :P (25:41) DANMAKU, take 3. (26:00) Argh, failed again. And yes, it's Moonface, from The Goal Tape Heist. (26:46) Heh, got the little shortcut again. It's not strictly "intended" for Chuck to be able to fall into that gap there, but when I saw it was possible in testing, I decided to leave it as is. ("It's not a bug. It's a feature!" :P) (27:56) This is the exact same room that gets repeated. I made use of the sprite limit to cause a different message the second time, because one of the message sprites fails to spawn the first time you arrive here with Yoshi. (28:34) I wish I had made DANMAKU much more lenient... (29:15) DANMAKU, take 4. Action! (29:42) Oh, man... Same thing happened to me in episode 2 of me showing off my level. I got shrunk, made it to the pipe without Yoshi, and erroneously got sent to the GOAL room instead of resetting DANMAKU. That's how I discovered this issue in the first place, and it's really too bad I didn't find this out until mid-July. Argh... (30:16) Turn block bridge zip FTW. This room is not difficult at all, and I figured I'd toss in this little gimmick for the final room for the player to enjoy. Fun fact: At first I tried this with falling gray platforms, but those didn't properly let the player zip up through solid ground. Fortunately, I did find out that this works with turn block bridges, so I didn't have to scrap the idea entirely. (30:48) Yeah, this trick works better from the right side. (31:11) "YOU WIN!" (31:44) MoF = Mountain of Faith. (32:32) It actually is supposed to be "Flight OF the Bamboo Cutter", but SMW Central used the wrong two-letter word there, and I had copy/pasted that. I fixed it to say "of" instead of "in" there in V1.3. (33:04) Unfortunately, 0 moons gotten. I wonder if you'll come back to this level in the future to try for the moons? (Fortunately, all of them are before DANMAKU, so you don't have to repeat that room again, unless you want to try to do it "legit".)
@markvd1008
@markvd1008 2 ай бұрын
2:45 Pff, at the right side of the screen. 3:10 Nice one. 3:39 *facepalm* 4:00 What? What are you doing! You want to do it legit? 6:27 That was quite a bounce. 6:48 That's actually a good question! 7:08 I guess that would've been cool. 10:41 That can work. 12:28 You did get a different message. 15:04 Yeah, I suppose that's a conclusion. 15:23 Heh! 18:08 Oh boy. Here we have a massive chokepoint of this level. 18:27 Pff, glitch the shell. 18:34 Well, you tried to be clever there, but that failed anyway. 22:21 Oooh, so close to dodging that lightning! 24:03 You would think that, but that's not actually the case. It's similar to how the Bower Statue fireballs work in vertical levels. 24:30 Maybe depends on overworld from what I remember? 24:40 That's the mistake I tend to make out of habit for some reason. 26:34 Pff, how silly. 27:16 Whoa, hello, squiggly black glitch at the bottom. 27:56 It's the same room, but I'll let SomeGuy explain that. 28:28 Yep, SomeGuy has been calling it "critical hits". 29:46 Welp! Guess you're doing the skip AGAIN. 29:57 Nice frame perfect enter with Yoshi scare! 31:45 Mountain of Faith.
@SomeGuy712x
@SomeGuy712x 2 ай бұрын
(24:03) Whoops, "Bower" should be "Bowser", but if you edit the comment now, the favorite patcdr gave you will disappear. Welp.
@Zizenstein
@Zizenstein 3 ай бұрын
I forgot to tell you. Thank you and awesome run!
@puff-jiggly-puffgames5076
@puff-jiggly-puffgames5076 3 ай бұрын
Oh, the song is the same version of Bloody Tears in Bowser's Hideout 2!
@mellowasiam
@mellowasiam 3 ай бұрын
I think there was a Magic the Gathering shareware game too? Also seeing Skunny triggered some deeply buried nostalgia. Thank you!
@alfombracitario
@alfombracitario 3 ай бұрын
thanks for moderating my hack!!
@raulmenezes1961
@raulmenezes1961 3 ай бұрын
Amigão vc tem uma hack com bart simpson? Queria baixar ela mas não encontrei
@patch6750
@patch6750 2 ай бұрын
it was rejected, but now i resubmitted it
@andy02q
@andy02q 3 ай бұрын
What was he thinking?
@patcdr
@patcdr 3 ай бұрын
The thoughts of ldad are simply inscrutable.
@Robin_100_Percent
@Robin_100_Percent 4 ай бұрын
It really was a short level
@חייםסופר-צ3ל
@חייםסופר-צ3ל 4 ай бұрын
I mean, the lack of questionability is questionable, but...
@LegoAngel-yk6pe
@LegoAngel-yk6pe 4 ай бұрын
can't do same all the time or get old but every anw and then is good bring it back, Duke rises from the ashes, Albert Wesker is the ugly brother, Duke copy quotes of Ash Williams (Army of darkness) be more Amazing habee powers, movesets, armors and weapons of some of the others male heroes from others franchises without removing chainsaw hand and boomstick Josh McGrath / Max Steel Action Man (1993) Dante Sparda (devil may cry) Clay (Lego Nexo Knights) Alfred Francis Simmons / spawn Leon Scott Kennedy (resident evil / biohazard) John-117 or Noble 6 B-312 (Halo) Zavala or Lord Saladin or Lord Saxx (Destiny) Luke or Cade Skywalker or Galen Marek / Starkiller (star wars) Arkantos (Age of Mythology) Kratos (God of war) Ryu Hayabusa (Ninja Gaiden) Ash and Chery 20 years old have more equivalents from others dimensions in cartoons, animes, videogames nier automata little witch academia infinity train tmnt kid cosmic glitchs techs Star vs the forces of evil amphibia owl house Shantae mighty switch force females characters be Daughters of Ash Hotaru Tomoe / sailor saturn Chino Kafuu (gochuumon wa usagi desu ka / is the order a rabbit) Tee Zeng (kung fu wa) Reggie Abbott (twelve forever) Emilie FUJIWARA/ Reanne GRIFFITH (Ojamajo DoReMi) Tip (home) China Kousaka (Gundam Build Fighters) Gigi (underdogs united) Dot, Lotta, Audrey (harvey street kids)
@figuidos
@figuidos 4 ай бұрын
I had seen this hack on smw central but I was too lazy to download it
@karinou7757
@karinou7757 4 ай бұрын
Thanks for the video, I needed to understand for the palace level of the green switch to know, which way I have to take the blue switch and unlock the rest of the same level to gain the other side and take the other mushroom and the other gray and blue switch.:)
@patcdr
@patcdr 4 ай бұрын
Moderation markers: 0:16:13 Invisible one way? This looks weird, but possibly intentional. 0:18:40 Save percentage seems off. Not sure why it's 1F5%, but it's consistently that value. 0:23:50 Cutoff around these pipes. 0:38:25 The music blocks turn into garbage tiles in this level. Maybe others levels too. 0:39:56 This Star Coin is impossible to get without getting hit, which is annoying give you need a fire flower to get the last one. 0:43:05 Are the Podoboos and Iggy Balls supposed to be grey? I should check this. 0:45:44 Ninji ends up jumping through the floor here. 0:52:16 There's a lack of contrast between the background and the munchers that can make them hard to see. Something to consider, but definitely not important. Purple aesthetic is still really cool in this level though. 0:54:35 End of level text is warping for some odd reason. 0:56:44 I'm baffled by what happened here. Somehow, I ended up in a bonus room? Couldn't reproduce the issue, but it's really effin' weird. 1:26:12 Music needs to reset its tempo. Died via time up and the music is still fast in this section. 1:27:30 Cutoff around this pipe. 1:27:55 Fair bit of lag around here. 1:29:08 On the right side of the lower pipe that's left of the character sprite, there's some cutoff. 1:47:40 Level only has one star coin. 1:50:52 You go behind the grass here. If intentional, is just fine. Seemed a bit weird. 2:07:16 There's a weird interaction with the slope here if you're big. Maybe open it up a tile? 2:17:19 Maks investigated the stars flickering in the level. Here's the text: "Okay, so Level Name has an HDMA that runs on every scanline that stores the exact same position to layer 2, and because of 1 hack I know that you can't run scroll position HDMA on the scanline that SMW IRQ runs, because you'll end up with incorrect layer 3 horizontal position, in that level's case, the layer 3 position ends up being either $0000 as intended or $00xx where xx is the layer 2 horizontal position high byte (so it flickers the further in the level you are)\", \"orig\": \"Okay, so Level Name has an HDMA that runs on every scanline that stores the exact same position to layer 2, and because of 1 hack I know that you can't run scroll position HDMA on the scanline that SMW IRQ runs, because you'll end up with incorrect layer 3 horizontal position, in that level's case, the layer 3 position ends up being either $0000 as intended or $00xx where xx is the layer 2 horizontal position high byte (so it flickers the further in the level you are)" -- Maks 2:19:35 Lots of lag here. 2:22:21 Is it intentional that you can stand on the poisonous swamp water here? 2:26:20 Level only has four Star Coins. 2:28:52 Fair bit of lag here. 2:37:38 Water behaves weird here too. Could be the same issue Maks pointed out above. 2:38:24 Cutoff around the pipe to the left. 2:40:01 Can get on top of the level here.
@patch6750
@patch6750 4 ай бұрын
at 2:40:22, the midway is there, but it was the palete which causes the tape not to be visible
@patcdr
@patcdr 4 ай бұрын
Ah, that would do it. Still can't see it, though. Saw you already resubmitted. Good luck with the next moderation!
@patch6750
@patch6750 4 ай бұрын
all issues have been fixed, and the boss routine has been changed, thanks
@patch6750
@patch6750 3 ай бұрын
@@patcdr, the hack is being moderated
@patch6750
@patch6750 2 ай бұрын
edits: 1. removed some sprites from level 2 2. removed tile cutoff 3. decrased the volume on the music at the train level 4. added an autoscroll sprite after midway 5. fixed the explotion graphics from the bramble blast 6. changed the coin to a midway tape 7. at the bumpty level, slopes are removed 8. removed outlined tile in overworld 9. changed the player beggining position at disco shell level 10. at the brutal mario inspired level (fuzzy's fortress), during battle, the music was changed 11. the boss is replaced by an thwompin' chuck boss because the original boss malfunctions in accurate emulators 12. same as above (fixed explotion graphics 13. the levels uses now teleport uber asm 14. changed the midway tape palete this list explains all the fixes i did before resubmission
@JAMCHDjesusangleMoralsCabral
@JAMCHDjesusangleMoralsCabral 9 күн бұрын
@@patch6750 i saw a rejection log, since there is an umbeatable part in king thwompin chuck's when the player defeats the fire bro and then gets teleported back to the beggining of the level instead of the right section
@puff-jiggly-puffgames5076
@puff-jiggly-puffgames5076 4 ай бұрын
I know this Video is about 2 years ago, you asked about what Background is the level in 6:30. I usually like to find stuff like this. I looked through the graphics page and it looks like Wario Land 4 - 40 Below Fridge (Intro). (However upon closer look in the preview images on the page it's more decorative, but this level doesn't have those extra stuff, it looks similar).
@patcdr
@patcdr 4 ай бұрын
Well, I appreciate the effort. Maybe one day we’ll know.
@חייםסופר-צ3ל
@חייםסופר-צ3ל 4 ай бұрын
This is the best kind of troll. The one that makes you think "oh well this is going to be boring". And a minute later you say "Guys I don't think this is boring... help"
@MARVEL-Enthusiast-Gaming
@MARVEL-Enthusiast-Gaming 4 ай бұрын
Does this rom work on the SNES Classic Mini?
@patcdr
@patcdr 4 ай бұрын
Well, It's an SA-1 hack. Some quick Googlin' seems to indicate that the SNES Mini's emulator doesn't support that enhancement chip. Can't hurt to try though.
@mjdxp5688
@mjdxp5688 4 ай бұрын
The race level didn't feel right without the constant sound effect spam.
@patcdr
@patcdr 5 ай бұрын
Moderation markers: 0:07:52 Fair bit of lag here🔗. 0:09:25 Cutoff to the right of the bone here🔗. Be sure to check for it elsewhere. 0:12:43 Music is louder in this level. 0:16:15 Stops being an autoscroller if you reenter via the midway. Probably need another autoscroller sprite there too. 0:42:43 Explosion graphics are corrupted here🔗. 0:42:59 Death blocks are deceptively low here🔗. May want to raise it by a block or something. Minor issue. 0:47:32 Midway bar is a coin🔗 in this level. That's kinda weird. 0:47:40 Coins are blue in this level, which is also weird. Did something go wrong with the pallets? Fine if intended, but it looks out of place. 0:48:04 Midway bar respawns. Fine if intended, but based on the rest of the hack, seems wrong. 0:56:06 Slope here🔗 can catch you. Consider using slope assist tiles under those. 1:19:40 Outline around water level never changes🔗. Looks like it should based on the over world style. Minor issue. 1:25:38 Level scrolls up🔗 at the start. Not a big issue, but is easy to polish. 1:54:15 The aiming routine that this boss🔗 uses doesn't work properly on better emulators and real hardware. It doesn't wait long enough for the multiply/divide registers to settle. It's fine in SNES9x, but won't work well in BSNES. 1:55:20 The song is only coming out the right speaker🔗. Not even sure how that can happen. 1:57:34 Messed up graphics for the explosion and the fireball dying. Fireball's prolly fine, and it's kinda a minor issue but something to keep in mind. 2:34:28 You can die to the pipe spawning🔗. It kinda dumb, but you can do it. 2:40:22 Midway bar is missing its graphic🔗.
@puff-jiggly-puffgames5076
@puff-jiggly-puffgames5076 5 ай бұрын
SMW’s version in Mario Maker is a little different. Even stacking the munchers in Lunar Magic looks weird. I can see where this user wants it not to be a rule, but I’ve been reading a lot of smw archives and like a quarter or more of it is the mod team complaining about stacked munchers. It does look a little odd but SMM made it a bit better because they’re actually connected instead of floating a bit above them.
@patcdr
@patcdr 5 ай бұрын
It's true. Mario Markers do have better stacked munchers. Also, as one of the SMWC mods who has to complain about stacked munchers, I can confidently say it's a problem that's become less and less prevalent with each passing year.
@patcdr
@patcdr 5 ай бұрын
Moderation markers: 0:35:12 Bisected sign🔗 here. 0:36:34 Music in this level is a bit louder than the other ones. 0:43:01 Can softlock🔗 by LR scrolling. 0:53:03 Hacks need full credits now. Not sure if I missed them in the hack, but didn't see any in the zip either.
@puff-jiggly-puffgames5076
@puff-jiggly-puffgames5076 5 ай бұрын
Can't wait for part two of this! I also believe Grand Poo Bear also played this and struggled a lot with it as well at different events with the game.
@patcdr
@patcdr 5 ай бұрын
You're in luck then! Part 2 should come out tomorrow. I'll have the check out the Poo Bear vod too. Curious where he got stuck.
@leys3r
@leys3r 5 ай бұрын
it just worked! amazing thx