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Mario's Keytastrophe: -NEW- Final Demo!

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I totally didn't request my C3 stuff to be posted here, but it was done, so I might as well answer some questions and fill in some plot holes.

Originally posted by NES Boy
stuff about the split map


You're correct as to what I had in mind - however, it's going to go a bit deeper than that. While it will involve the "war" between them, there will be something at the very end of it all.

Originally posted by Count Crotchula
@ The Legato Fail/S.N.N.: Did you show us ALL of the ASM Hacks, or are there still more up your sleeve?


I didn't really show any ASM at C3. There will be a ton more in store for the hack.

Hmm .. I should have something new to show soon. Might be a toss up between a video (which I haven't made in forever), or an ASM goody. We'll see.

(also Spade, that BG was changed. Note the date on the picture is from about two months ago.)
Originally posted by Count Crotchula
In the first screen that NES Boy posted (the two overworlds), the red side looks like hell, and the blue side looks like... more hell?


Hell with flowers? I shouldn't think so. Now the Asphodel Fields, on the other hand...
Hmm, I think I may have found a bug in this demo




In Exodome Foyer, I have a blue shell and I throw it past the colored blocks and I get transported to the lift.

Is that meant to happen? Or is that some mini bug?
Well, the code is set to activate when the three are in place. If you threw the shell over the blue block, and you have the green and yellow spring in place, then you'll be transported.

Perhaps in the final version I will force the player to be standing on the block WITH the sprite .. hmm ..
I've encountered a bug that I DON'T understand at all, that no one else has posted regarding clarinet snowwood...

Actually, on my first play through of the game, this did NOT occur at all...

But on my 2nd and 3rd files, whenever I strike that note block at the end of the level, instead of the text appearing on screen then finishing the level, It just simply faded back to the level select screen like I manually exited the level with the select button, and the level was NOT beaten

Also, in files 2 and 3, I only have 35 Key spirits, and I'm POSITIVE I beat everything *obviously barring clarinet snow wood since it can't be beaten at all*...I got all 37 key spirits on file 1, but I couldn't on files 2 and 3 for some reason... I know its possible I just missed something, but I really don't think I did...I meaned looked EVERYWHERE, redoing some levels again, and finding nothing.


I'm playing on an emulator on the Wii if that matters...
The only obvious exits I can think of you missing would be the Exodome-Staccato Shrine-Skyway route, Trumpeteer Cliffs, or Sorrowsong. Other than that, everything is pretty straightforward.

I'm pretty confident I know why file 2 and file 3 are not working as well.

Ironically enough, I will be releasing a bugfix version of the hack this week, which will completely remove slowdown, fix some nasty bugs apparent in the original demo 3, and change a couple of things around. There might be a couple of added goodies as well, for those who decide to play it through again.

I will take time and look into this issue now as well. Thank you for bringing it up.
Another post! I have posted nothing for ages...

Anyway, I got excited when I saw this thread, I didn't read it completely. Does the current demo on the site include a "split map of red and blue"?

Good luck on your hack!

Hello.
Originally posted by Lunar Wurmple
Anyway, I got excited when I saw this thread, I didn't read it completely. Does the current demo on the site include a "split map of red and blue"?

Actually, he's saving that for the last world. I guess you haven't read it as completely as you claim you did. The map will be available when the full game comes out.
Your layout has been removed.
The long awaited bug-fix version of Mario's Keytastrophe is now here! Here are a couple changes from the prior version: (copied from the Read Me)

-95% of slowdown has been removed, and it is now fully functional on any emulator.
This was the game-breaker for a lot of people.
-The ROM is now 4 MB to allow more features, such as enhanced music.
-Fixed some nasty SRAM conflicts which disallowed Game Save 2 or 3 to work properly
if Game Save 1 was completed.
-A new track has been added entitled "Deep Legato". It now plays in Legato Highlands.
-A new track had been added entitled "The Magical Note". It now plays upon the normal exit
and the boss exits.
-Added a message block explaining the Rock Block in Staccato Westwood.
-Fixed Chopin's palette.
-Grove of Lost Clefs can no longer be entered after obtaining the rope.
-Fixed the glitch in Lair of Leopold which would make you permanently stuck, along
with altered the puzzle a bit.
-Changed the track played in Clarinet Snowwood to match the one played in Andante Causeway.
-Moved the keyhole around in Clef's Decision II.
-Applied the Level Names Extender, which now shows the world and level number.
-Added a room called "Boarding Room" to the Staccato Exodome to fix Layer 2 issues.
-Fixed the Level Name in the Legato Highlands Jeopardy room.
-Slightly more vibrant mainland palette has been added.
-The track "Renegade of Lamentando" has been changed.
-Tracks 35, 36, 37, 38, and 39 have been added to the soundtrack folder
-Few more minor changes, both technical and visual.

Latest version is here!

If you were unable to play it before due to lag, or want to replay it with a couple new things, feel free.

Enjoy!

(NOTE: Please make sure you start a new game, with a new SRM and ZST file. If you're using the one form the old demo 3, it won't work properly, and then I'll get complaints which aren't even really legit. Thanks.)
i'm using the old SRM, but i'm not using the old ZST.
it will create a problem with the game or with the old bug?
if the latter, no matter (LOL an engrish rime)
i like this hack at all, also, a question: the your asm is difficult? just a curiosity <:)
My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
Your hack is looking amazing. But, what are your plans about the other Key Spirit Blocks? I really wonder what the 110 Key Spirit Block Does...
Now I leave my IPS patches of my hacks for everyone play and edit as you want to.

Bramble Invasion & Surreliatus


Originally posted by Dinhomer
i'm using the old SRM, but i'm not using the old ZST.
it will create a problem with the game or with the old bug?


Chances are yes, it WILL cause issues. I would just start clean if I were you.

Originally posted by Dinhomer
i like this hack at all, also, a question: the your asm is difficult? just a curiosity <:)


Some of it is - some of it is a lot easier than you would think. I'd say the most advanced ASM in it is the INV controllers, and the event switchers.

As for the Key Spirit blocks .. well, you'll just have to wait and see. Heh.
*Hopes he won't get fussed at for what may seem like a bump*

Finally got into a mood to play this. I've been using my Wii to play a lot of the ROM hacks around here, and when I tried using this one, I had very frequent black-screen lockups during level transitions. I'm using the GX version of Snes9x with the Homebrew Channel if that helps at all. I was forced to savestate (freezing is slow and annoying :<) at every level start, and sometimes at certain pipes and doors. I knew from the first few levels though, that this one was gonna be fun, even with the frequent savestate hassling.

I really enjoy puzzle games, and seeing a ROM hack that focuses on figuring out how to do something instead of struggling with doing it is a lot more enjoyable for me. If it were not for the lock-ups, I would not have needed to use savestates for pretty much this whole demo. But that doesn't mean I didn't find it at all challenging.

I managed to find all 37 Key Spirits, and most, if not all, of the Jeopardy rooms. I personally hate Jeopardy though so coming up with something more original on these might be in a bit better taste. ;3 I like the actual room concepts though. I think they're more like music box rooms, if you ask me. I did also find the half finished exit in the key shop. Got to the cave area with the NPC blocking my way. I will admit I didn't find the Access Shaft though, as I didn't pay enough attention to the room names to find it again.

I also didn't really encounter any actual problems with the game, aside from one puzzle I was able to skip via top-screen scaling in the Jungle area (secret exit to the sound test zone). Instead of getting both springs, I can just jump over the top and fall down to the door. I'd put a roof on that spot and force people to collect the springs.

Possibly my favorite stage was the Exodome. I loved the puzzle there, and how you could solve it the slow way with the P-Switch, or just be impatient and use the shell. I also really liked the coin collecting puzzles. Atleast you don't have us using the fireflower power to reach that coin goal. :o Avoiding enemies until getting the Flower? That sounds troublesome!

Anyway, can't wait for more updates, and I'd be more than willing to help with it.

I also hope you can get the Wii-emulator bug fixed. I'd like to go back through at some point w/o worrying that it's gonna lock up on me when I start a level.
Please spmeone could help me?

I am cant' pass from Deep Melody Path because the memories of Retro told about 7 codes and there there are only 4 box...

What I do?
Originally posted by Neto592
Please spmeone could help me?

I am cant' pass from Deep Melody Path because the memories of Retro told about 7 codes and there there are only 4 box...

What I do?

You might want to post in the Help in Hacks thread, which is ALIVE, so no one'll get mad, AND it has this specific purpose.
Your layout has been removed.
Please don't bump, it's against the rules, check dates before posting in an old thread, etc.

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