Posted on 10-08-15, 08:45 pm
Giant Koopa
We do what we must because we can

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Posted by LuigiXHero
That's a neat idea actually. Shoving all the levels into a single hack.


Ahem... http://nsmbhd.net/thread/2433-3-years-of-nsmbhd-happy-birthday/
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Posted on 10-08-15, 10:28 pm
Goomba


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Posts: 32/33
Since: 08-02-13
Posted by Arceus
Posted by LuigiXHero
That's a neat idea actually. Shoving all the levels into a single hack.


Ahem... http://nsmbhd.net/thread/2433-3-years-of-nsmbhd-happy-birthday/

We should do another one of these.
Posted on 10-09-15, 11:54 am
Giant Koopa
We do what we must because we can

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Posted by JamesMuddy
We should do another one of these.


That would barely include a max. of 20 new levels. Wow.
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Posted on 10-31-15, 11:58 pm (rev. 1 by  newluigidev on 10-31-15, 11:59 pm)
Porcupo


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Since: 08-17-15
Hey! Its newluigidev here. I know I haven't been active in awhile and the reason for that is that I'm working on a brand new full length hack called Return to Dinosaur Island! It has the level structure of SMB3 (e.g. towers being horizontal levels, castles being airships). It will be released some time during next year, but the whole point of this reply is that I'm showing off my favourite level of the game, w1-2! Of course it isn't finished yet but it has a red block/switch gimmick which I activate in the video. (shown here)

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Posted on 01-31-16, 11:37 am


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Some cool things you can do with a little knowledge of ASM:























If you want to test yourselves, here's the download link:
http://www.mediafire.com/download/1l2zim2rdjyne6x
To patch with the European version of NSMB.

The only hack not featured is the Horizontal scrolling for Sprite 255.
Posted on 01-31-16, 04:21 pm


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This is all very cool but...
Would the "snow castle" level end really be considered an ASM hack? It seems more like a retexture to me, so correct me if/where I am wrong.
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Posted on 01-31-16, 04:36 pm


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Here you go: (Retrieved from the description of the video)

Snow levels now have an appropriate end-of-level castle that matches the level's theme.
As such, a new folder has been created in the ROM, called ztoride, containing a duplicate of S_tikei_nohara.ncg but with the added snow, as well as a duplicate of the 21 textures used for the end-of-level castle (again with the added snow).

This ASM hack will read a value unique to each level (that can be changed) to see if the game should load the normal castle graphics (bit=0) or the snow castle graphics (bit=1).
Posted on 01-31-16, 05:21 pm


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Ah, ok. That is really cool, I need to do that in my hack! I watched the video on this forum, so I couldn't see the video description
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Posted on 02-02-16, 01:16 am
Paratroopa


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Since: 07-03-13
This is what happens when you are bored and don't want to work on your hack for one day:

Download
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Progress:
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Posted on 02-15-16, 04:09 pm


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Since: 05-01-13

This level will be available in the next beta.
Posted on 02-15-16, 04:32 pm


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That's incredibly well designed, well done.
Posted on 03-28-16, 01:34 am (rev. 1 by  themasterkoopa on 03-28-16, 01:44 am)
Red Koopa
dupe of MegaMarioManiac

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Heyo! I'm back with another level..
In my opinion this one is better then my last one.. as i learned some new neat tricks. (For example. look at the water)
Anyway this contains 1 unused enemy too which i think is pretty cool.
Enough of my Blabbering here's the level!







Fun Fact... You'd Think a level as short as this would not take long. well it took me a few hrs to make this cuz i tested stuff and most of the stuff ended up unused and scrapped.

Like it?







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Posted on 04-17-16, 09:13 pm (rev. 1 by Stellaris on 04-17-16, 09:15 pm)
Paragoomba


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My first level ever: (Credits for the music people and graphics people)
https://www.youtube.com/watch?v=7hGOo9bbKIo
Turn on Captions for FUN! (Ignore the glitch)
Posted on 04-17-16, 09:51 pm
Flurry
newsuperexpandkongs

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It is a simple but bland level. It is your first, so I'll give you that. But it is just a tiny and short stage even for 1-1. It is me.

Also why not make a thread about your hack if you have at least 3 good screenshots? I'll give credit, you win for using my Yoshi's Island SSEQ.
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Posted on 04-17-16, 09:54 pm
Paragoomba


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It is a simple but bland level. It is your first, so I'll give you that. But it is just a tiny and short stage even for 1-1. It is me.

Also why not make a thread about your hack if you have at least 3 good screenshots? I'll give credit, you win for using my Yoshi's Island SSEQ.

You're supposed to have 20 seconds per level. I uh, forgot to add that.
Posted on 04-17-16, 10:52 pm


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It is an alright level, but the area after the checkpoint were bland. The part right before the glitch could've used a few red koopa troopas, and the level ended quickly afterwards. But hey, as someone above already said, it is good for someone's first level.
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Posted on 04-18-16, 02:30 am
Paragoomba


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Oh, okay! I'll fix that.
Posted on 04-28-16, 11:47 pm
Red Koopa
dupe of MegaMarioManiac

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Since: 06-30-15
Hi i have a already finished castle level that i'd like opinions on.



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Check my channel out, getting popular! https://www.youtube.com/channel/UCw2xCNQhuwpnfnf1-wfRefQ
My Hack:

Version 1.3!!!!

Mario Kart 7 Community Code:
21-5521-8342-6897
Please join that community it needs players!
Posted on 04-29-16, 12:11 am (rev. 1 by Thierry on 04-29-16, 12:17 am)
Green Birdo

Once upon a time there was a tiger.

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It's not too bad, but there's that empty space at the start, a few areas that feels cramped (especially the part with the ropes), a small lack of coins, and uh, what's with the pointless star in the middle of a zone with nearly no enemies? And there's also the two pointless invisible block around the block containing the star.

A bit later, you find a red pipe right on the path, absolutely visible (unlike the one in the original castle) within an area with absolutely no pipes. Like, just by looking at this pipe, you can guess it leads to area 3.
Said area is fine, but if I were you, I would have put the star nearly right in the corner, instead of next to the two blocks.

When you get out, you can barely escape from the 2 blocks tall space you have to groundpound in. Many people would end up stuck in there, you shoud consider that.

Then next, the wall next to the Boss door has got the wrong tiles. Those are meant to be used between the wall and cielling tiles.

In the area with paratroopas, you're going to be in trouble if you don't have a fire flower.

Bowser boss is unchanged, and should remain that way.
Posted on 04-29-16, 03:21 am


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I disagree with Thierry about the paratroopas, I think you should just move them a bit more to the right. But everything else I agree,

Personally, this level felt very Nintendo-ish, does anyone get what I'm saying?
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