Posted on 06-24-15, 10:25 am
Birdo


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Yes, those ones. With the editor you can at least change their icon, type, and area (destination).
Posted on 06-24-15, 05:28 pm


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Posted by WhatTheHack
P.S. Congratulations on ~%50 development completion,  skawo!


Thanks. Hopefully the second half will be more speedy.
Posted on 06-24-15, 11:04 pm
Roy Koopa
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The first half was already insanely fast for the amount of work you've put into it.
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Posted on 07-12-15, 10:13 am


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Posted on 07-12-15, 10:55 am
Fire Brother
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Cool! I see you used the diagonal Banzai Bills.
Posted on 07-14-15, 02:20 pm
Shyguy


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Just curious, are the diagonally fired Banzai Bills seen in the video an ASM/sprite hack? If so, that is quite inventive!
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Posted on 07-14-15, 03:18 pm
We do what we must because we can

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Posted by WhatTheHack
Just curious, are the diagonally fired Banzai Bills seen in the video an ASM/sprite hack? If so, that is quite inventive!


No, actually not:
http://nsmbhd.net/thread/2966-new-class-id-discoveries-and-extra-info-on-old-ones/
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Posted on 07-14-15, 06:41 pm
Buster Beetle
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Posted by KingYoshi
Cool! I see you used the diagonal Banzai Bills.


They still pop out smoke in a weird way... I wonder if there's a way to fix that?
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Posted on 07-15-15, 10:07 am
Birdo


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You mean without code hacks?
Posted on 07-15-15, 03:19 pm
Buster Beetle
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I'm aware that it would probably require ASM or something.
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Posted on 07-16-15, 06:01 pm
Birdo


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The answer to all "is it possible?" questions is "yes with ASM", unless you want your DS to teleport or something.
Posted on 07-28-15, 05:42 pm
Shyguy


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Hey  skawo, I'm curious to know, what will become of those two levels you posted videos of on your YouTube channel? The ones you said were possibly getting scrapped from Newer DS. Will those be available to play at all?
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Posted on 07-28-15, 06:48 pm


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It was stuffed into the unused slots
Posted on 07-29-15, 10:05 pm
Shyguy


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Posted by skawo
It was stuffed into the unused slots


Oh, very clever! I suppose you could also release an "unused content" pack, like Newer Team did for Newer Wii. But if you only have 1 or 2 unused levels, that hardly seems practical. So this makes a great alternative!
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Posted on 07-30-15, 08:10 am
Birdo


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You can just make a copy of the rom, and export the unused levels into used slots to play them.
Posted on 08-02-15, 06:12 pm
Red Koopa
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skawo when do you THINK the game is going to be coming out?
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Posted on 08-04-15, 04:21 pm
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Posted by themasterkoopa
skawo when do you THINK the game is going to be coming out?


Posted by MarioFanatic64
On Skawo's behalf, I'll say this.

It'll be ready when it's ready
Posted on 08-04-15, 05:20 pm


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I don't know. I don't really have much motivation to work on anything productive right now.
Posted on 08-15-15, 12:38 pm


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Progress update:
Aside from a few new levels, I've upgraded most of tilesets that needed it from 2 palettes to 4; the undeground, crystal cave and main overworld tilesets specifically. Everything's sharp and nice now.

I've also added some new music, this time stuffing some of the songs into one swar; for instance, the Tower, Water and Freezeflame themes use the same, 70+KB SWAR and the same SBNK. This had to be done so I could use all the sseqs that used WAVE_VS in the original.
Posted on 08-29-15, 07:06 pm
Shyguy


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Posted by skawo
Progress update:
I've also added some new music, this time stuffing some of the songs into one swar; for instance, the Tower, Water and Freezeflame themes use the same, 70+KB SWAR and the same SBNK. This had to be done so I could use all the sseqs that used WAVE_VS in the original.


Sorry for late reply, but I gather you decided to use the freezeflame music theme after all? Earlier on from I gathered, you weren't planning on using it in the game due to lack of music space or something.
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