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Tip: If you set the upper tile of the door to act like the lower tile, two-tile-high doors can be entered even while riding Yoshi.
[ASM Patch] Overhead RPG system
Forum Index - Archive - C3 Museum - Fall 2009 - [ASM Patch] Overhead RPG system
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Thanks! :D
...ExGFX + tile 25 set to act as vine???

/me shot multiple times

Seriously though, this is pretty damn cool. I've already ripped a tileset from Mario and Luigi SS and used urchins as enemies. It works surprisingly well :>
Pretty awesome patch. With a little ASM knowledge, this can be used to make a neat hack. Way to go, WYE.
You know, maybe this will get people more willing to learn ASM.
Just a thought...
Well, while I was trying to get this to work, I managed to learn about ExGFX. :D
This is awesome, but there was one thing that annoyed me. It's that you go back to Pose_Down1 when you aren't moving.
So, I made it load the first pose of the last direction.
It was much easier to do than I thought and it looks much better.
I put the link to it in my signature.
This looks interesting. I'm not sure what to say. But like others said, it could be a Zelda hack. Probaly when you put more to it.
@Electrofire:
I just tested the ASM file, it is unchanged from the original, as Mario still goes back to his facing down pose.
Maybe one day we can make a top-down Zelda-style remake of Super Mario World. That'd be awesome, not unlike this patch.
@RedToonLink:
I just checked and I am sure that the ASM file is changed. Take a closer look (at the bottom) and you will see that I changed the idle routine to display a different pose. I also had the up, down, left, and right movement routines store their first pose to a free RAM adress to be loaded when not moving.
You guys are thinking about how to use this in the wrong way- It may be too hard to program a traditional Zelda game with this... But what if you think outside the box? Making one like Zelda II, rather than Zelda I would require little effort at all.

On this overhead view would be enemies. But these enemies all have similar movement patterns and can't hurt Mario. But when Mario touches them, he's warped to another level, where he's forced to fight the enemies in a sidescrolling/platforming environment. Likewise, if Mario came across certain points on the map, he could enter traditional SMW levels. There you go, a practical use for this that simply requires a few custom sprites.
Wow, I'm really surprised I got this many comments... I really didn't expect this to attract so much attention. I'm not saying I don't appreciate your feedback, not at all, but you should consider that it wasn't hard to do at all, it doesn't require that much code, and it probably isn't as much of a revolution if you don't know much ASM.

Just wanted you to know that. Still, though, I thank you for the comments. ;)
Last edited on 2009-11-15 11:58:27 AM by WhiteYoshiEgg.
this is good to make a zelda hack maybe someone make a boss-special for this patch ^^
Last edited on 2009-11-15 06:39:44 AM by lolface.
Originally posted by WhiteYoshiEgg
Wow, I'm really surprised I got this many comments... I really didn't expect this to attract so much attention. I'm not saying I don't appreciate your feedback, not at all, but you should consider that it wasn't hard to do at all, it doesn't require that much code, and it probably isn't as much of a revolution if you don't know much ASM.


That's because lots of people here aren't masters at ASM. ;)
Originally posted by x-treme
Originally posted by WhiteYoshiEgg
Wow, I'm really surprised I got this many comments... I really didn't expect this to attract so much attention. I'm not saying I don't appreciate your feedback, not at all, but you should consider that it wasn't hard to do at all, it doesn't require that much code, and it probably isn't as much of a revolution if you don't know much ASM.


That's because lots of people here aren't masters at ASM. ;)


That is true, but maybe it will spark a ASM learning bananza? eh?
And even with lack of that knowledge you can at least add "no sprite blocks" and some graphic edits. Just make the "no sprite blocks" invisible. Sure, there is lot of work to do. But if you want something bad enough, you will work for it, eh? (Of course, this is only if you like playing around with it.)

Then when you actually do possess that knowledge, you are bound to create something amazing.

Still, even though you claim it wasn't a lot of work, it is something awesome that no one has released to the public until now. For that, we thank you, WYE.
Like a lot of people have said, I can't wait to see what people make from this. Too bad I don't know anything about ASM. XD
Originally posted by SonicBlue77
Originally posted by Jarimii
Well, I love it. But I'm a noob, and I can't figure out how to apply it. >_< I'm so stupid...


Jarimii, go here: http://www.smwcentral.net/?p=thread&id=25833
This should help you out. ;)
Just download the patch, get a smw rom, then use xkas gui which is found in that link/thread to patch them. Hope that helped.

|-O

EDIT: May I please get the IPS for the kaizo hack, RedToonLink?
Last edited on 2009-11-15 01:41:33 PM by Error 52.
That is the most fucking awesome thing I've seen yet! I can only imagine the hours that went into coding this. Thing is though, as cool as this is, I can't imagine a practical use for this other than for the novelty factor. Still, people will probably use this in EVERY hack from now on, like the sky pop or vwf scenes. Very nice work though, Suns is impressed.
You know, it'd be great if this WAS updated with attacks and at least 2-5 enemies. Also I just noticed that you are able to move up and not move if you wanted to after you acquire a goal sphere/tape. o_o Also since alot of people asked me on the irc to make a tutorial for this, I will.

Edit: not caffie, rizon server.
Last edited on 2009-11-15 02:28:11 PM by Mai.
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Forum Index - Archive - C3 Museum - Fall 2009 - [ASM Patch] Overhead RPG system

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