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The Base ROM (6-15-13 @ 3:49PM CST)
Forum Index - Events - SMW Central Production 2 - The Base ROM (6-15-13 @ 3:49PM CST)
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"Hopefully" was the key word in that sentence. I never received the file, or any updates on the flying frames, despite PMing him back in .. September, I think?

We're going to be on our own for getting the feet and cape frames drawn i guess.
I have been gone for over two months, I come back, and STILL no updated base ROM? Wow... this project needs WAY more revitalization. For being a WIP for so long, I assume the major hack critics are going to expect something amazing. Hopefully all the levels will be completed by March.
School has been slowing people down, including SNN. But I assure you the project is still very much alive. Most levels are near completion so we really haven't needed any base rom updates.
Originally posted by AnybodyAgrees
I have been gone for over two months, I come back, and STILL no updated base ROM? Wow... this project needs WAY more revitalization. For being a WIP for so long, I assume the major hack critics are going to expect something amazing. Hopefully all the levels will be completed by March.


Why exactly have I needed to update the base ROM? The only reason I was doing it before was to add sprites/blocks into the ROM so that people could work on their levels, but since the ZIP with those files is included with the base ROM, I don't need to do it much anymore. That, and I've only received a couple of levels, so a major update isn't really necessary.

I'll more than likely be doing one soon though, just to apply some bugfixes + patches.
I had some free time tonight, so I figured I'd update this. New things include:

-"Onsen Overhang" (014: Kojeco2) inserted.
-"Tropopause Trail" (116: 2dareduck) inserted.
-Tons of bug fixes, including graphics-wise and sprites-wise.

Note to MrDeePay, because I'm sure you'll read this: I've added all of the hex edits you've posted into my fixall.asm patch. However, something is suddenly causing it to crash, so you won't see them on this update. Once I figure things out, I should be able to re-patch the thing.
Ooh....porting now...

EDIT: I think the link is wrong; the downloadable base is dated 12-28-11
Last edited on 2012-02-13 10:58:41 PM by Punk Sarcophagus.
Can I see the hex edits patch to see if I can find it out specifically?
You can give it a shot if you'd like. Link.

I didn't really look at it much yet myself. It basically crashed once and I said screw it. If I had to take a random guess, it probably has something to do with the status bar rather than your additions.

...which is really strange, because it actually didn't crash before I added your stuff, and considering they aren't overly huge additions, I'm a little stumped.
Oh btw unless you didn't see my edited post, the link is wrong.
Should be fixed now. Not sure how I missed something that obvious, but oh well.
Update

Originally posted by S.N.N.
You can give it a shot if you'd like. Link.

I didn't really look at it much yet myself. It basically crashed once and I said screw it. If I had to take a random guess, it probably has something to do with the status bar rather than your additions.

...which is really strange, because it actually didn't crash before I added your stuff, and considering they aren't overly huge additions, I'm a little stumped.


You're correct. If you patch everything but the below code, it'll run fine.

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;Start Status bar removal
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

ORG $0081F4
	NOP #3		;DRAW

ORG $008293
	db $00

ORG $0082E8
	NOP #3		;DRAW

ORG $008C89
	NOP #955

ORG $00A2D5
	NOP #3		;FUCK THIS ADDRESS FUCK IT TO HELL

ORG $009051
	NOP #40

ORG $00985A
	NOP #3		;DMA

ORG $00A5A8
	NOP #3		;DMA

ORG $008F98
	NOP #3


After some trial and error, the problems start conveniently where P4+2 told that address to be fucked to hell. I don't know if that was a new addition to the patch (since I don't keep up with those things) or something was changed in it, but trying to patch any of those addresses will cause a black screen w/music on level load.

For the time being, you can either continue to omit the entire patch until a working solution rolls around, or the more commonly updated hex edits portion of the patch is applied separately.
Last edited on 2012-02-14 02:47:34 PM by MrDeePay.
I was worried about that. It was working fine before too, so I don't know why it suddenly decided to throw a tantrum.

In the meantime, I'll just leave that patch alone. Once I get the remaining levels in, I'll go ahead and throw those offsets at p4plus2 and see if he can figure out what's up. He said he wanted to do a bit more with the bar anyway, so...
-"Emerald Escapade" (023 - cstutor89) inserted.
-"Sideshow Showdown" (111 - Vic Rattlehead) inserted.
-"Fantastic Elastic" (115 - S.N.N./Lightvayne) inserted.

AddmusicM has started crashing the ROM as well. Since the get-go, I've felt so uncomfortable using this program given how it's never really been used on a full hack before. At this point, I'm pretty much going to try to find a way to transfer everything over to Addmusic 4. Remember, the only reason we used AMM was so that the hack would work on BSNES, but with AM4, this issue would be corrected by default. Of course, the main problem here is Kipernal's level, which basically solely relies on utilizing AMM's features to make it work.

If we (well, most likely him, since it's his level) can find a way to get the gimmick working on AM4, then I should be able to finally do a safe base ROM transfer. Fixing the songs that use .brrs shouldn't be a big deal, and I'll personally go through them and make them work with AM4. As it stands though, we're going to eventually end up at a wall when I need to insert music again.
-"Stone Sea Sanctuary" (1F - GN) inserted. It's virtually unplayable at this point though, due to the lack of L3ExGFX in the base ROM.
-The first part of the final factory level has been inserted, though it's missing some laser sprites.
-Venus Fire Traps should no longer appear above pipes.
-Fire Bros/Ice Bros' projectiles now have fair hitboxes (or at least, they should .. give them a test if you'd like).
-Other bug/graphical fixes, such as a new BG in 009 (thanks MrDeePay).

Oh, and I broke the paths on world 4B, so uh, sorry? Just go up after the fortress instead of right.
Adding Stone Sea Sanctuary changed all of the levels. For some reason it applied its Layer 3 water to all of the levels o_O.
Some of the levels also have graphical glitches due to this change.
Last edited on 2012-02-20 06:44:05 PM by Woody.
"Some" is an understatement. ALL of the levels are affected. For now, comment out everything in Level1F (levelcode.asm), assuming you have the pass. Otherwise just use an earlier base or a later one with this dealt with. The code used for the level gave me a lot of trouble (when he sent it to me a few days back) with applying it to my W8 level due to numerous conflicts with it.
Realized that just now. The ROM as a whole is actually screwy.

I might just cut out this base for now and try getting over to a fresh ROM. Oh boy.
Little update on the situation at hand:

I've actually managed to successfully get everything over to a new base ROM (shocker), which not only means some ROM space should be freed up, but some of those previous glitches should be gone. Unfortunately, I won't be able to insert GN's level until we find out what's going on with his code, because holy crap that's just a nasty, nasty side effect.

That being said, expect a new base ROM that actually functions tomorrow.
Will the new base contain the levels I posted in the other thread? I'm asking so I know if I should insert the .MWLs in the new base or not.
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Forum Index - Events - SMW Central Production 2 - The Base ROM (6-15-13 @ 3:49PM CST)

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