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I HATE YOU

>_>
Haven't read the actual creepypasta, but the screens look charming. I'll sure give this a shot when I can.

EDIT: Aaannd played it. Impressive work, especially at the end! Although I feel like K3fka Kefka's laugh was kinda out of palace where it was used... I think it would've been better if nothing played at all rather than having it.
Curious about the ending music too. I'd really love to know the source, or if it's something you did yourself.
Originally posted by Big Brawler
Only works in Snes9x

Yeah. I haven't tested it in other emulators, but Snes9x should be good enough!

Originally posted by Leomon
Originally posted by MercuryPenny
also what's the song that plays at the ending screen? speeding it up it almost sounds like a reversed 'i love beijing tienanmen'

i already love this hack

hahahahah

Originally posted by Wakana
Although I feel like K3fka Kefka's laugh was kinda out of palace where it was used... I think it would've been better if nothing played at all rather than having it.

At first I was thinking of playing the save prompt/message box SFX but I thought that'd be boring. And "that creepy k3fka laugh" seems to be a creepypasta cliché thanks to sonic.exe so I thought I should use it because it's "creepy", right? #ab{:P}

Quote
Curious about the ending music too. I'd really love to know the source, or if it's something you did yourself.

Hong Kong 97 is all I can say. Special thanks to Vitor for porting my own special reversed creepy version though, I highly appreciate it.

Oh yeah, here's a video for those who are too spooked to play it.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
I though that you don't make custom sprites/bosses anymore.
Anyway, it's a nice and creepy hack.
THAT CREEPY KEFKA LAUGH

But yeah, since I played early versions of this, there's no much I can say you haven't already heard from me. Good job!
It was pretty cool.
NOTABLE HARDSHIPS I WENT THROUGH AND THEIR (MOSTLY UGLY) SOLUTIONS

- Banzai Bill and Big Boo couldn't be in the same level due to GFX limitations
Solution: Hex edit to remap both their tilemaps to a GFX file which contained both of the sprites. As a result, they look broken in other levels but hey, this is basically a 1 (okay well, 2)-level hack.

- Making Mario look pretty shocked on the overworld when he's in the whirlpool
Solution: Add shocked graphics to Mario's OW GFX file. Hijack Mario's OAM and when he's in a certain position, do some really, really -really- ugly math:

Code
LDA $629E,x
CMP #$0A
BEQ +
CMP #$0B
BEQ +
CMP #$0C
BEQ +
CMP #$0D
BEQ +
CMP #$1A
BEQ +
CMP #$1B
BEQ +
CMP #$1C
BEQ +
CMP #$1D
BEQ +
BRA .end

+
CLC
ADC #$3C
STA $629E,x

Basically, it's the walking frames + #$3C tiles, which ended up resulting in my shocked walking tiles GFX. Thanks Medic for being very patient with me and helping me out with this.

Side note: Mario's OAM on the overworld is 4x 8x8 tiles. Why Nintendo WHY?! The graphics file is made so that you could load a single 16x16 tile instead, that would make life so much easier.

- Huge slowdown during the thwomps part and the boss fight
Solution: SA-1. Required me to basically restart the hack, but it was worth it.

- Podoboos caused OAM issues during the boss fight because it used 4 OAM slots because it's made of 4 8x8 tiles.
Solution: Download imamelia's podoboo sprite disassembly from the sprites section and edit its GFX routine to make it a single 16x16 tile instead. It went from this:

to this:


- The health bars wasted unnecessary OAM space. See above screenshots, the 4th-last row and the 3rd-last row, you'll see empty health bar frames. This also caused OAM issues.
Solution: fix the bug. I mean, it's a bug, after all. Of course I fix it. Special thanks to VitorVilela for helping me code the function where the health bar reduces 1 by 1 graphically, it was really tricky to get that to work. Special thanks to Dotsarecool for helping me out and telling me about no$sns' VRAM viewer thing. He also explained to me about OAM queues and everything which sounds like a fancy system, but I ended up not coding one.

- The boss fight needed a custom hurt routine to make Mario's life health-based rather than powerup-based
Solution: A small patch to make Mario's life health-based during a certain level:
Code
ORG $00F5C6
JSL NewHurt
BRA $00

then in some free space:

!MarioHP = $747B
!FreeRAM	= $610B		;basically the level number which is used in most level-based patches (uberasm for example)
NewHurt:
REP #$20
LDA !FreeRAM
CMP #$0026
SEP #$20
BNE .normal

DEC !MarioHP
BEQ .rip
LDA #$04
STA $7DF9
LDA #$7F
STA $7497
PLA
PLA
PLA
RTL

.normal
STZ $78E3               
LDA $73E3
RTL

.rip
JSL $00F606
PLA
PLA
PLA
RTL

I don't even know if those triple PLAs are working correctly, it was just a random guess and they don't seem to cause any problem SO EH.

- The End screen: Mario's and Luigi's torso are shared graphically, so I couldn't make it so that Luigi's torso was bloody while Mario's was normal.
Solution: none, I was too lazy for this one. I could've made the screen a separate game mode (mode 5? the one with 256 colors for 1 layer) but yeah. Laziness prevailed. I just made Luigi's shoulders a bit bloody that's all. Also, Mario had double eyebrows in the creepypasta, I fixed that. I don't think the author noticed that error.

- More OAM issues during the boss fight, especially with those falling flames.
Solution: At this point I just wanted to release the hack so I didn't bother with it. Sorry.

- Coding the Luigi boss fight itself
Solution: I was thinking this would be impossible for me because the only boss I have coded is that shitty Spiny boss for SMWCP, but I guess I underestimated myself. Just need to go about the process very logically and everything just kind of happens... naturally.

- Sound effects spazzing out on snes9x during the boss fight. I guess I can blame AddmusicK.

- Normally in the first level, when you encounter the keyhole and the blind boo the music was supposed to fade out, but I ditched that idea, because apparently the fadeout command doesn't like to work with music which affect the global volume (the w command). I'd actually go as far as calling this an AddmusicK bug which probably *should* be fixed sometime.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
I felt scared in last scene. (impressions of elementary student level)
That ending music sounds like some demonic chanting, as if Satan was trying to get some message across.

I wasn't expecting the boss fight to play out like it did; it's much easier than most custom boss fights I've seen in SMW hacks considering both you and the boss can take roughly the same amount of hits.

Like say, compare this to the Shattered Dreams boss in JUMP.
Originally posted by levelengine
That ending music sounds like some demonic chanting, as if Satan was trying to get some message across.

well you'll be pleased to know that
it's actually wo ai beijing tiananmen
slowed down and reversed


Originally posted by levelengine
I wasn't expecting the boss fight to play out like it did; it's much easier than most custom boss fights I've seen in SMW hacks considering both you and the boss can take roughly the same amount of hits.

Like say, compare this to the Shattered Dreams boss in JUMP.

It's all a matter of difficulty curves

No way in hell would JUMP's Gundam fit in a shorter, less challenging hack like this
HackPortsASM"Uploader"

That seemed to be fun. Good to see you releasing stuff after a while, it was fun to help you and see how the game was slowly progressing.

Who knows if you can do more mario creepypasta hacks in the future? :P
GitHub - Twitter - YouTube - SnesLab Discord
Fanatical like a Demon
Holy shit that boss fight! You should totally make 3 hit custom koopaling bosses for SMW o_o'
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Just played it and read the story, you did pretty good, the laugh at the end was creepy. You should recreate Ben Drowned next.

What's with "my" next anyway?
Want a review from someone who played it before reading the story?

Here you go:

Well, it was fun. It wasn't exactly creepy, but it was fun.

Then I died.

Gameplay was good, if a bit easy. I died via the mushroom.
But the level is long, and the mushroom is a bit of an unfair death, though that's only a minor complaint.

Graphics were top-notch, great job.

The story was a bit confusing, though, because I hadn't read the original creepypasta. Not much could be done there, but it's worth mentioning. Maybe you could've given an invincibility code, insead of auto-invincibility, because my initial reaction was "WHOA!- oh, I'm invicible." Then later "'Why aren't you dead?' well, why'd you give me invincibility then?" There were absolutely no problems at the end, though.


Overall: Worth checking out, but read the original creepypasta first.
Want to see my Super Mario Timeline?
Oh yeah, the original pasta did mention about inputting invincibility codes and all but I thought that would be a bit too extreme for a hack. I don't know if it would be accepted in the hacks section that way either.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
I remember hearing about you making this a year ago. I'm glad you finished it. I wish you could have thought of something creative for the freakish mushroom powerup instead of just instant death. So many unexplored possibilities there.

Either way, nice work Ersanio!
i've secretly and silently been waiting for this for the longest time
I actually had other ideas for the mushroom but I got lazy.

Quote
- stop music, swallow screen in darkness (windowing hdma) while mario cowers in a corner. continous heartbeat sfx maybe?
- turns palette/everything blood-red
- continously pop up a message box "NO ESCAPE". of course, there should be enough delay so the player can progress.
- inverse mario's controls for the rest of the hack
- make mario have that mushroom's face. [02:59:04] <VitorVilela> since you don't use SA-1, just MVN an uncompressed modified GFX32.bin to $7E2000 for instant results!
- rainbow hdma the entire screen for the duration of the level.
- lose an extra life. kill if out of lives for game-over.

My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Mushroom should have crashed the game.
while the original pasta was really lame (especially since it was supposed to be a parody), this hack is top notch and surprisingly fun.


also why did the dead marios swim away from me when i wanted to swim with them i want to be with my felllow marios