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#smw custom music
lordtheodorexiii · 1 year
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switchmusicbox · 2 months
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Just a simple yet somewhat wacky tune to introduce a simple yet really wacky game. Or something like that.
Credit to Tristian Jackson for Sequencing this MIDI
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game-boy-pocket · 1 year
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Well I couldn't get enough Mario after beating Return to Dinosaur Land so I started up another hack and finished it tonight. It's Classic Mario World 1: The Magical Crystals - definitive veresion -
This one is not nearly as basic as return to dinosaur world but it still uses mostly vanilla sprites, of course there's new backgrounds and color pallets which look beautiful imo, way better than vanilla SMW.
It's a fair bit harder too. It never quite reaches Kaizo territory, I think it's just the right level of challenge for me, personally peaking, though I do think the bosses are a bit whack, as custom SMW bosses often are. They just tend to move too suddenly nd have poor hit etection and can damage you even if you're doing everything right and jumping on their head. The final boss in particular was a bit of a nightmare.
Thankfully this game saves after every level, and it even saves your lives and current power up and yoshi. I had close to 90 lives in the final level and went down to 70. There's also a fail safe for falling in pits, instead of instantly dying, you'll lose your power up and bounce upward out of the pit, this won't save you if you get stuck under a level or can't land on a platform though.
One thing I don't care for is that the enemies can just jump over koopa shells. Every enemy can do this unless it's approaching from behind. I don't know why you'd get rid of one of Mario's most reliable ways of dispatching enemies.
Also, as always, lovely music, most of it from Donkey Kong and Sonic, but a few I didn't recognize.
I reccomend this one to skilled players wanting more challenging but fair Mario, it was a lot of fun and i'm looking forward to checking out the rest in the series, it looks like he's got 3 more of these.
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crashynews · 2 months
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Gold of the Rapa-Nuis: SMW Custom Music (Crash Bash - Manic Panic)
A chilly and somewhat sad theme that plays in Manic Panic, one of the polar push minigames. Sampled Port by Pink Gold Peach SPC
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retrogamingreplay · 2 years
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Super Mario world the Lost levels episode II [Longplay] SNES 2015 #tutorial #walkthrough
Super Mario world the Lost levels episode II [Longplay] SNES 2015 #tutorial #walkthrough
One of the best Super Mario world mods I have ever played. Get it!! From the author: Here it is, 8 months after Super Mario World: The Lost Adventure – Episode I, isaix finally released Super Mario World: The Lost Adventure – Episode II. This hack features: 79 new levels(more than the original SMW) Over 100 custom music Custom graphics New boss fights New power ups Custom palettes A bit harder…
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infernoztorm · 4 years
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[DefleMask] Passat of the Hero (Sega Genesis Remix)
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sm64mario · 3 years
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gammaprimesmw · 3 years
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I'm Back to Hacking
Moving all my worthwhile hacks to sites other than SMWC, hanging out with friends from said site for months in a Discord group DM, lack of other things to do (I need a break from TF Chronicles at least), and playing Super Mario World has finally pulled me out of what I thought for sure would be my retirement from Super Mario World hacking. No, Super Mario Outbreak isn't being picked back up. I don't have the files for it anymore. Instead, I started something a bit simpler. I call it "Super Mario Bros: Vanilla Islands."
"Vanilla" is a term that gets tossed around a lot in the SMW community. It refers to a hack that only uses the game's built-in assets. There's a bit of a spectrum to Vanilla that goes from pure vanilla all they way to mixing tilesets and even manipulating the tiles by rotating, merging, or remapping colors. The latter is the sort of "Vanilla" typically accepted in SMWC's Vanilla Level Design Contests.
Vanilla Islands isn't completely vanilla, even by the VLDC definition. It does try to use default graphics as much as possible, but simple edits have been performed on some tiles already. There may even be the occasional Super Mario World-styled custom sprite, like a Hammer Bro or Venus Firetrap. Those will likely appear later in the game. I just started this yesterday, so I'm still only in World 1.
In an effort to still keep this project relatively small and simple, the level progression works like that of Super Mario Bros. Each World has 4 levels. There aren't any Secret Exits though. Hopefully, 32 levels won't burn me out, especially when they're built on largely vanilla aesthetics.
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Here's the map for World 1. Yeah, it's blocky, but that's intentional. I'm going for a sort of hybrid of Super Mario World and Super Mario Bros. 3 style with this. The rest of the maps will have a similar aesthetic to this. When I do criticize an Overworld for being blocky, it's often not just blocky. There are other signs of minimal effort having been put into such maps. While this is blocky, it's also decorated and has varying elevations to keep it from being boring.
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Here's a video of the first level. I'm debating on whether or not to give the levels subtitles, like some of the New Super Mario Bros. games do. I have an ASM patch ready for that in case I do it. I kinda want to make each subtitle some sort of musical reference. It may be the title of a song, a pun referencing a song title, the name of a band, or a pun based on a band name. I'll call this level either "Take It Easy" after the Eagles' song (one of Mom's favorite rock bands), or "Here We Go" after the *NSYNC song. The latter would be more in line with my own tastes. If I go that route, here are some ideas for names and the kind of levels they could be used for.
ANALOG UNDERGROUND
Digital Underground is the band responsible for "The Humpty Dance." If this is used for 1-2, it won't look very digital, so it'll be analog.
REX IN EFFECT
It's a Rex-centric level representing Teddy Riley's old rap group that was famous for "Rump Shaker."
UNDER THE BRIDGE
This level would feature a lot of bridges, and a lot of things that can attack the player from underneath them.
WHEN THE LIGHTS GO OUT
This would be one of those dark room levels with a flashlight effect.
OPPOSITES ATTRACT
A level with this name could, at its simplest, feature enemies that behave in a fashion opposite their normal behavior, such a Boos that follow Mario when he looks at them, instead of when his back is turned. If I'm feeling particularly cruel, even the objects in the level can have opposite behaviors. ? Blocks could give out Poison Mushrooms (or the regular and Poison Mushrooms could have swapped graphics), or coins could decrease your coin count (and maybe kill you if you collect one with a coin count of 0). Alternatively, items affected by P-Switches may have the opposite of their P-Switch behavior. One room could have coins that are solid and "used" blocks that act like coins. Another could have coins that hurt you and Munchers that act like coins. I could really mess with people with a level like this.
NEW JACK FLING
This level would use the Fling Block sprite available on SMWC.
6 FT. UNDERGROUND
This could be an underground tomb full of undead enemies, like Dry Bones and Bony Beetles.
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jawbreakers2015 · 5 years
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Player Profile: Hang
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avid modder, occasional TO and montage video producer from Germany top 12 in the Jawbreakers Stunfest Qualifier (artwork of Drop by Kagu)
What names do you go by?
I used to go by Troke for the entirety of April. Which was based on a dumb coincidence where I talked to Neer and had one of my usual mobile spelling errors and I wrote "I'm having ha troke" instead of "having a stroke".
I wanted to go away from "Hang Boy" since quite some time as I specifically wanted to get rid of the "Boy" and just "Hang" felt wrong and was still associated to Hang Boy anyway. But I guess I'm back to that now.
Reason to why I wanted to rid myself of "Boy" was as simple as me linking my online persona to my OC (By choosing her for profile pictures on basically any platform) which then of course lead people to believe she is a male based on the thought "Hey this is Hang Boy. So the profile picture must also be Hang Boy".
The name Hang Boy btw occurred just as I started my first step into the internet, when I was a big fan of the Binding of Isaac. So i needed an online name and I ventured through Isaac related things. Which was when I came across the Tarot card "Hanged Man". So I just took that and adjusted a bit.
How do you feel about your performance in this tournament?
Was pretty okay. I didn't expect to get far into it. Although I'm a bit sad I didn't make the Top 8 picture. Only needed one win more as well.
However I would have been disappointed in everyone else, if they allowed for me to reach Top 3. So good that didn't happen.
What was your strategy preparing for and competing in the tournament?
I haven't played Blaze in weeks. The only times I played recently was to get some recordings for a Toxic montage. Right before the tournament I was more worried to finish my Isaac run. Which I did win!
And during the tournament was pretty much just "Turn some nice music on, jam to it, play some Nitro, do some silly cuff shenanigans, do dumb parry grab down throws so the viewers can laugh over something".
I did "fly" with Nitro in one match but sadly it wasn't streamed so only Hellraiser was able to see the glory of Flying Cuff™.
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Which was your hardest match of the tournament?
Hellraiser I suppose. He did kick me out of it. I never really played him or saw him play and he didn't fall for my aggressive playstyle, so it was a tough time.
What surprised you most about the tournament?
Cherry's second place finish. I know he's good, I think he's underrated even.
But second place is a really good finish. Even more so beating JawDrop since, in my opinion, he has some of the craziest tech and can be really really confusing to play against.
(Yea he also has weird lag even tho he lives in France but whatever :p)
Is there anyone you didn’t face that you wish you did?
I would have wanted to play Defur if possible. To some degree I see his entrance as a sort of meme entry. But jokes aside and game aside, I can only take my hat off to this man and his effort for the tournament scene.
Sadly didn't get to play Daio. It feels like a tradition to face off against him in FellowsTV hosted tournaments. Which always goes the same way tbf. He counters my playstyle hard, I'm annoyed to play against him, don't bother changing my playstyle in order to win, get demolished. But the tradition counts!
I'd put Neer in the same boat. Hate playing against him but it just kinda has to be.
How did you get into Lethal League?
A friend bought it for me. We played a couple of games, he had to leave. I went into QM, found Garu, got absolutely demolished, he friended me and pulled me into it.
I specifically remember seeing his Latch corpse juggles and thinking "Man this is so cool, I want to be able to do this too". So right of the bat I started to play for the style, which is what I still go by.
Style > Efficiency
It feels bad not having paid for LL nor Blaze but I bought LL for a bunch of friends so guess that checks out.
What's your current Lethal League experience?
450+ hours in LL 340 hours in Blaze (As of now. 26.4.2019) And a giant bunch of hours of community interaction and modding.
I was very excited when asked to be beta testing and it fulfilled a childhood dream of being in video game credits.
Despite only getting into Beta a month before release, I stacked up 90 hours before the game came out. Lots of 9 hour playtime days. It was massive fun.
I bought almost all of the merch...got most signed by Tim & Dion too. I went to the Netherlands twice to meet TR. It was fun, they are cool people. Watching Dion doing a live dance off was pretty rad ngl.
I brought self made cheesecake the second time, but Tim had to get it into the building since they check your bags for normal visitors and it wasn't allowed to bring food.
I'll never forget the sight of Tim with his big bag looking like he's smuggling a bomb into a convention.
Who are your main/side/counter character picks?
Everything. So yes random, it's random.
However I most enjoy playing Nitro because of all the dumb things he can do. Especially flying, cuff storage (specifically for down angle on the ground, to just pull a little bit forward) and half pull.
Doombox is also very fun. Special>bunt>smash>parry>special>repeat can chain pretty often on some opponents and is hilarious.
The only characters I "despise" playing are Toxic and Sonata. But only because I'm really bad with them.
What are your favourite character outfits?
Dust and Ashes. Just their whole design.
For real tho. There's not really skins that stick out to me since I use my own modded ones.
Can you share your favourite/most used custom outfit?
Hm I missed that that's not "outfits"...well take a load of skins! In order
Mothyman Jeviman Spacetor Golden Switch Drop Palette Sonata Supercharged Latch PaDice-a the Rapper Skull Grunt Supercharged Grid Supercharged Doombox Dropbox FYouBox Nitro with a blue, white and mint color scheme I made for every character and lastly my Toxic skin with that same color scheme
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What are your stage preferences?
Idc. I play random so who really cares. I guess insert the usual "Paradise field eclipse succs!!!"
What input method do you use?
PS4 Controller Dpad for movement L1 Bunt R1 Swing R2 Grab
I used to play LL on a cheap SNES controller using only face buttons. When I was over at Dutch Comic Con with Serchiot I played a couple games of Blaze with his PS4 controller and really liked his layout and the feel of the controller. So I just sneakily stole his layout and got myself a PS4 controller.
Coming from all face buttons, I needed some time to get used to it. But in my opinion it's just superior this way.
How do you make your character montage videos?
I have two ways of recording clips. Just consciously recording with OBS or putting Shadowplay on and saving every time something cool happens. I usually just boot up Blaze and jump into ranked to get some games in. With the Toxic montage it was a bit different since I now have a 4K monitor but 4K can hardly be recorded at 60fps and setting the output resolution in OBS to 1080p got me weird screen effects. So every time I went to record, I put the resolution of my monitor to 1080p in order to at least get that in good quality. Then I just cut all the good clips out of the recordings and mix ‘n’ match ‘em. What's usually the hardest decision is what music to use. There's been a couple of songs that I'd like to use, but they either don't fit over Blaze gameplay, don't fit my playstyle or were just the wrong length.
My two favourite Montages are definitely for Candyman and Nitro. Candyman took a long way to develop, because I just wanted to show off so much. It's one of the few montages where I actually asked higher skill players for games instead of jumping into ranked. Picking the song was really hard, I was only sure I wanted a Klaus Veen track, but OD V2 was too mainstream and most others were too short. So in the end I opted for two songs with a break in between the montage. Splitting the clips into two sets, each song one. With the second part containing what I considered the more hype bursts.
And for Nitro I actually had the montage pretty much done, but I wasn't too happy with it. Still planned to just upload it like that tho. However when I saw the Nitro voice actor interact with a community member in a way that could only be described as "incredibly wholesome", I was inspired to redo most, if not all, of the clips and do the best I could. For the first time actually going into training mode to lab some combos (mostly corpse juggles tbf) and eventually learning Flying Cuff™ too. Watching JawDrops Blazin' Combo video and taking a slice off the Nitro plays there. Which resulted in a montage I am very happy with.
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What other games do you play?
It differs from time to time.
The only games I always come back to are retro games like SMW, CTR or something like Mario Kart 8D. Which I always enjoy playing at local tournaments and pretty successfully so even. People just can't handle it when someone plays with one hand.
Atm I also like playing TBoI Rebirth.
Will you come to Stunfest?
Probably not. Driving/Flying over to France is just very expensive. I would love to meet all my Baguettes (Lusked, Jawdrop, Aru and Lalou, who stated he can't make it due to exams, yes I know). But exams and the neer-ing end of my apprenticeship is leaving a lot of work to be done.
So it probably won't fit into my schedule. However never say no! Trips to Blaze events aren't uncommon for me.
Is there anything else you’d like to say to the community?
Play the game for fun, not for glory.
Stop rubbing yourself for an imaginary title that doesn't mean anything as there's not even any competition for it.
I can't stress enough how great Soda City Funk by Tim Legend is. Go listen to it right now.
And for my last words. Be more like Kota. And remember, We love Ramkat <3
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binarycounter-dev · 7 years
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Heya!
Sup everyone! 
I’ve decided to start up a tumblr blog for my dev and music stuff because i can’t be bothered to set up wordpress on my webserver. Here i will talk about development of personal projects of mine, answer questions, etc. All brought to you in broken English and Dolby digital.
To bring everyone who doesn’t know me quite yet up to date, here’s a list of currently ongoing projects (I’m not gonna list any that are in dev-limbo).
VGMStems (#vgmstems) Try it Out!
Server application that extracts stems/multitrack, soundfonts, midis out of common video game music files.
Allows for easy editing, remixing and “high quality ripping” of VGM.
Current status: Currently released version: v0.1 supports multitrack extraction of NSF (NES), GBS (GameBoy) and SPC (SNES) files. v0.2 is basically ready.
Goals for v0.2: Better design, non blocking server backend (so that multiple people can access it at once), Support for more systems and formats (VGM/VGZ, AY, HES, SAP, KSS)
Goals for v0.3: RSN support (maybe even in v0.2), Export to MP3/OGG/Flac, Custom length (length is locked to 3 minutes right now)
Goals for v0.4: Gameboy Advance Soundfont and Stem support (Very tricky, but i had some success with tests)
Project Tito (#project-tito)
Huge Home Automation Project, including a voice assistant, a RGB LED Matrix for notifications, Remote controlled outlets, centralized audio routing and possibly more
Powered mostly by a Raspberry Pi
Current Status: I have the hardware, software and hardware implementation still need to be planned
Project Retro (#project-retro)
Trying to write/modify a sound driver for the SNES SPC sound chip to fit my needs.
Making an album of SNES chiptunes that will be released both in typical online music stores, but also as SPC set and a SNES rom to be played on a flash cart. (Possibly even a physical release?)
All the stuff related to the album or random SPC stuff will be tagged as #project-retro as well
Current status: I have all the dev tools, got the basics of SPC700 ASM down, let’s go!!
Super Mario World: Repainted (#smw-repainted)
Super Mario World rom hack with custom music, levels, graphics, sprites... The whole package.
Dank maymays.
Current status: I’ve written several custom music tracks including a few originals and a few ported from Siivagunner rips. Currently looking for mem(e)bers. 
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stardev94 · 8 years
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I love Super Mario custom music!
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gammaprimesmw · 3 years
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All My Worthwhile SMW Hacks - Now on GBATemp
For those who have perhaps wondered where the SMW in my screen name comes from, it comes from my long history in the Super Mario World ROM hacking scene. It's something I originally discovered all the way back in 2006. Back then, I quickly fell in love with the ability to change levels. I could make the most annoying levels of the game a bit more bearable. (Looking at you, Tubular!) Before long, I had joined Acmlm's Board and attempted to pass a collection of blatant level edits off as my first SMW hack, only to be shot down rather quickly. I briefly quit, only to start again. This time, I tried to make my own levels, only to eventually break something in my ROM. I almost gave up yet again before finally producing my first passable (at the time) hack late that year. I intended to follow that up with another hack called Super Mario Bros. 5, but ended up burning out sometime in the following summer. I then left hacking behind until late 2010. That's when what I consider my real SMW hacking journey began.
By late 2010, a lot had changed about the scene. New utilities now existed, and new custom assets could be inserted that the average user wouldn't dare to mess with in 2006. Custom music, blocks, and sprites could be inserted whether or not one knew 65c816 Assembly. Meanwhile, I was getting better at pixel art, allowing me to make my own graphics from scratch. Before long, I had decided to resurrect Super Mario Bros. 5, recreating the whole thing practically from scratch. The result would be Super Mario Bros. 5 Roborn. It wasn't easy to pull the hack off, even with new skills and tools. I'd suffer from bouts of Hacker's Block, which is like a writer's block or artist's block, but it affects the ability to create new levels. I'd also run into technical problems and the inability to find the right resources to do everything I really wanted to do. Learning to make my own custom music helped somewhat, but I would still be dependent on the ASM people to either code what I needed or fix bugs involving whatever custom code had already been inserted. Sadly, requests for custom bosses were seldom, if ever, fulfilled. This fact would eventually kill a sequel to SMB5R known as Mecha-Bowser's Revenge. I wanted custom bosses that didn't exist and lacked the patience to learn the necessary ASM skills to make them myself. After canceling that hack and honing my level design skills a bit, partially thanks to a great tutorial written by AxemJinx. I entered my first Vanilla Level Design Contest in late February of 2012. While my level didn't win or even place in the top 5, it didn't place at the bottom either. A very critical hack reviewer called XKeeper, who I remember being one of the people to lambaste my earliest attempts at SMW hacking, gave the level a 4/5 when he played it during a Twitch stream. The time was fast approaching to try for another full-length hack. I tried my best to manage my ambition with this one. I'd keep the story simple. Bowser kidnapped the Princess (again). Koopalings would be the World bosses, and the existing bosses and boss templates made custom Koopalings feasible. I decided to draw all the foregrounds and backgrounds for this project. Only one thing really posed a threat to this project: Hacker's Block. It would get so bad sometimes that I'd question the morality of ROM hacking, believing the blocks came from God/my conscience trying to stop me from promoting the "sin" of downloading ROMs. Thankfully, friends like imamelia would reassure me that it wasn't. The hack was finished just as 2012 came to a close. This is the oldest hack that I felt worthy of going on GBATemp.
It was game on from there. I'd produce several more hacks. Each one would receive mostly positive reviews. The most frequent complaint I'd receive would be that my hacks all felt the same. I was, and still will be should I return to hacking, a traditionalist hacker. I tried to make my hacks feel like official Mario games. I eschewed the typical ROM hacking practice of making something significantly harder than the base game. I'm the first person to test the levels, and I'm not the greatest at video games. Lost Levels-tier difficulty curves aren't my thing, and Kaizo definitely isn't my thing. The latter fact suited me just fine. Up until about 2015, Kaizo hacks were banned on SMWCentral. That would start changing that year. A little thing called Janked Up Mario Party (AKA JUMP) was released, and it began changing the very culture of SMWC. Kaizo hacks were now permitted, thanks to them being popular with Twitch streamers. I kept going for several more years, even as popular opinion began turning against my "safe, homogenized" hacks, and Streamer Kaizo hacks began taking over the hack database. Let's Plays and streams of my hacks became more and more sparse, and my overall motivation to hack slowly dwindled through 2019. I burned out so back early last year that, for a couple weeks, I became thoroughly convinced that ROM hacking was a sin, regardless of what people like imamelia said. That conviction would bring me to tears every time I thought about everything I had created. I was still proud of it. These hacks were still available. I could've very easily asked a staffer on SMWC to take them all down, along with all the other resources I created. Being seen as crazy, and the fact that I could never truly erase what I'd done, ultimately held me back. Eventually, I gave into temptation, popping into a friend's stream while he was streaming a hack called Return to Dinosaur Land. That night, I also had a chat with Daizo Dee Von, and he finally convinced me that I was wrong about the whole "ROM hacking is a sin" thing. I salvaged some levels from the canceled Chocolate Collection I was working on since late 2019, threw in a few contest entry levels, and built a few new levels to create a much smaller collection hack simply called "Ten." I could've been done there. That could've been my send-off to the world of SMW hacking. Then COVID-19 happened, inspiring me to start another project inspired by the various conspiracy theories surrounding the pandemic. Unfortunately, I didn't have enough inspiration and motivation to see said hack through, and it was canceled. I decided then that I was pretty much done with hacking. I'd been doing it for a decade straight. That was probably the real reason I was burning out, rather than some divine intervention. I was burned out, and SMWC's culture was no longer one that really supported my style of hacks. I was no longer the one whose hacks could generate hype in large swaths of the community. I was now known as someone who just put out a string of very similar hacks. I even wondered if a sufficiently-trained AI algorithm could make hacks like mine. Maybe that thought can go two ways. I could see it as meaning I'm more like a machine than a person when it comes to designing levels, or the hypothetical AI could be seen as passing the ROM hacking equivalent of a Turing Test.
Anyway, here are the rest of the hacks. You will need a Super NES emulator and a Super Mario World ROM to play these. I can't tell you where to get the latter, but I can recommend using snes9x as your emulator of choice.
KAMEK'S ISLAND (2013)
MARIO & LUIGI: KOLA KINGDOM QUEST (2014-2015)
SUPER MARIO WORLD: BOWSER'S CATACLYSMIC TRAP (2014-2015)
SUPER MARIO LAND 3: TATANGA'S RETURN (2015-2016)
MARIO IS MISSING DONE RIGHT (2016)
SUPER MARIO BROS: THE EARLY YEARS (2016-2017)
SUPER LUIGI LAND (2017-2019)
SHORT BUT SWEET This is a collection of 4 mini-hacks I made during this time. These were usually side projects I did to keep my skills sharp and still do some hacking without burning myself out on the larger projects. Often, these would incorporate levels I had made for various hacking contests. One of them, Oiram's Invasion, is actually a contest entry itself, created for the 2013 12 Days Before Christmas contest. It's my highest-ranking contest entry on the site, having made it all the way to 3rd Place.
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