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Your least favorite part of SMWRom Hacking

using you're instead of your
Originally posted by Medic
using you're instead of your

Your right, doesn't it bite you're ass when people don't care about they're grammer? It's like their completely apathetic in there own little world.
-Making puzzle levels and making sure there's no way to break them.
-Ripping graphics, BGs in particular, isn't that tedious if you use edit's online BG ripper). What is tedious is ripping the animation frames for tilesets like YI's caves.
-Not being able to clear the list of recently opened files without editing LM's registry.
-Forgetting to check "Enable custom palette" when making a custom palette.
-Composing music is fun. Repeatedly inserting it into the ROM to test it, not so much.
-Laziness.
-Also overworld editing, but that's mostly because I'm not that good at it.

That's all that comes immediately to mind right now. There's more, but I feel that those things are rather nitpicky.

You hear dice being thrown...
My SMW ROMhack: Super Market Roll Drums is active once again!
Second 2014 C3 Demo Here ([thread] [demo])
Lunatic Lolo, an Adventures of Lolo 2 hack: 20/54 Levels ([C3 thread] [demo])
Originally posted by Best Video Gamer
-Making puzzle levels and making sure there's no way to break them.

Originally posted by Best Video Gamer
-Also overworld editing, but that's mostly because I'm not that good at it.


This.

Also, testing the levels multiple times can be annoying for me, as ideas can't come out very well.
Windowless ride, feeling alive
Are you alive or just breathing?
The bugfixing phase, especially when you're dealing with finicky sprites/blocks/etc that don't work quite the way you want them too (or only work half the time). Often, getting things completely bug-free requires you to sacrifice much of what makes the level unique.

Also, while I enjoy drawing graphics, it can often be frustrating to figure out what to draw. You may have a castle level, and the level design may be done, but what should the background look like? Guess you could go with arches, but what else should be there, and will this background look too much like one from a previous level? Those are the sorts of questions I struggle with a lot.

Lastly, having to remap sprite tiles. Say thwomps conflict with swooper bats... you relocate the swooper tiles, only to find they eat up the slot of another sprite in a different level.
Oh yeah, making sure levels cannot be broken in a way they are not meant to be. While I don't mind most levels being broken (such as with a cape), certain levels are not meant to be broken (such as puzzle levels, or levels where the storyline progresses through the level). Many levels will have only small Mario in mind, so it is best to first take away the player's powerup and reserve item. Then after the puzzle is complete, the player is put in a room with two flowers and two capes, so the player is able to get their powerup back. (This could also give the player a free powerup if he/she did not already have one before the puzzle, but oh well)
don't click this link...
Searching for the one line of code that bugs your sprite and keeps it from functioning correctly. For every time you want to check if you've solved the problem, you have to reinsert the same sprite back into the ROM over and over again to test its functionality. The same can be applied to putting music into the game where an instrument in the song gets out of sync or there's one or two foul or wrong notes. You have to constantly reinsert the .txt file too.
ASM editing, oh and don't forget about block editing and other kinds of complicated stuff like that.
Does the fact that far too many SMW hackers don't put enough effort into their level design count? It seems that even though SMW hacking is as popular as it is, it's really hard to find a SMW hack to play that has decent level design. Even a lot of "vanilla" hacks don't have the focus on gameplay that I'd expect (instead, they often focus on creating custom graphics out of SMW's tiles).

Regarding actually creating hacks, I suppose that would be the overworld limitations-- one main map and six submaps, 120 exits... it's not as much as you might expect. The limitations on editing the Mode 7 bosses (even with hex-edits and generators) can also be annoying.

I also have trouble creating easy levels without them being boring, though it's not like those are necessary, especially if your hack isn't introducing new features for the player to need to adjust to.

(Oh and I can actually port my hacks rather quickly; I've done it plenty of times when trying to resolve ASM issues. It probably helps that I put all of my patches and hex-edits into one huge file (something I started doing during the first time I needed to port ZGC, which took quite a while due to all the random hex-edits I'd included) though.)

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Originally posted by Supertails
Lastly, having to remap sprite tiles. Say thwomps conflict with swooper bats... you relocate the swooper tiles, only to find they eat up the slot of another sprite in a different level.

Are you using p4plus2's sprite tile remap patch? I don't think it works for every sprite, but so far, whenever there's been a conflict between two sprites I'm using in a given level, I've always been able to remap one or the other for that level only.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Octopus
It appears that lately level designing is my least favorite part of SMW hacking, which kind of sucks. Like, I can come up with a basic idea and gimmick for a level just fine, but when I try actually making the level I usually get bored after about one screen and close LM.
Here's just a few things I don't like about SMW hacking:

- Coming up with an interesting/funny/strange idea, then either being too lazy to implement it or I can't actually implement it.
- Not being able to port music or create complex ASM at this time.
- Not being able to use layer 3 for custom use in levels (yes, I know there is a patch that does this, but I don't understand how to use it yet. I'm hoping FuSoYa will implement layer 3 editing in a future version of Lunar Magic, so that this will be easier to do).
- Creating events on the overworld (it's annoying and tedious when I have to do many of them).
- Having to deal with glitches that I have absolutely no idea how to fix, and that nobody else knows how to fix, either (a good example of this would be the custom music I used that broke because of perfectly normal looking ADSR).

There's probably a few other things, but that's all I can think of now.

Edit: Here's another thing that really irritates me.
- I hate it when, if I use Transhextion or I apply a patch that is just hex edits, sometimes some of the recent changes I made to a SMW ROM will undo themselves for no reason, regardless of whether the hex edit had anything to do with what got undone. This is especially aggravating if what I changed was something major that was tedious to do. Even if the change wasn't something major, the thing that gets undone is usually something I forgot I changed recently. Oh, and before anyone asks, no, this doesn't happen when I apply a patch that is not a bunch of hex edits.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Another thing I don't like: Having a LOT of ideas, then having the worlds toughest time to try and squeeze them all into 1 hack... Seriously I have had ideas for the hack I'm working on now, and have had to give them the boot when I figured out I wouldn't be able to implement them without it being obvious on my intensions.
So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


The OW. Pretty much.

The point isn't the need to place tile per tile, but have a good idea of what to do. The design, islands, level positions, world themes, where to place this and this etc. Have this ideas takes some time, and when I decide what I want, I just lost my patience to start designing on LM :/
It's easily the best thing I've done
So why the empty numb?
Well, the level design, bugfixing tests and organization.

They're a bit boring, since you must get then working and you must test everything to see if it's okay.
Taking into account everyone's opinions, I think I can accurately say that everything about SMW hacking sucks.


Or we all like and dislike different things, but that's crazy talk. :)
Originally posted by DiscoMan
Well, the level design, bugfixing tests and organization.

They're a bit boring, since you must get then working and you must test everything to see if it's okay.


Am I the only one who is urged to impose an obvious question to point out the contradiction?
I dislike level desing and inserting patches or other ASM stuff.It never works the first time...
Your layout has been removed.
I kinda hate when I am about to make a level and then I lose all my ideas in an instance, so I am staring at the screen thinking of what I should do.
My least favorite aspects of SMW hacking are:
* Hacker's Block, especially if it goes on for more than a day
* Tools bugging out on me. This recently led to me having to port to a clean ROM. Stupid BTSD refused to open the ROM.
* Not having all the resources I need to do what I want to do and not knowing how to make them myself. This leads to me needing to request things when requests RARELY get fulfilled. This, and Hacker's Block that went on for far too long, killed Mecha-Bowser's Revenge.
* Trying to find the perfect resource for a particular level. This happens most often with custom music. I'm very particular about what music goes into my hack. It has to sound like something that could fit in a real Mario game, even if it's not from Mario. That means I'll dismiss songs from games like Final Fantasy and Donkey Kong Country. This was more annoying before I learned how to port music.
* THOSE SLAGGING RED EXIT PATH TILES ON THE OVERWORLD. To this day, I haven't really been able to get them working without the help of other users.
These things have frustrated me to tears and have led to episodes of religious fanaticism in the IRC where I blame God for the problem. I also become annoyed when my questions aren't answered right away. It leads me to believe I'm deliberately being ignored and laughed at by the community.
Quintesson Judge: Silence, or you will be held in contempt of this court!
Hot Rod: I have nothing but contempt for this court!
- Transformers the Movie (1986)
overworld editing, level designing (someone, anybody on here i really need your assistance on both of these if i'm ever going to have a hack on SMWcentral that's just as good as the rest|-O