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Tip: Don't remake levels from other Mario games, especially popular ones (SMB1/3 1-1, for example).
Hacking resource testers for hire!
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I thought we needed a thread like this. This is for requesting testers for hacking resources, and, correspondingly, for offering one's services as a tester. The intention is something similar to the hack testing thread. Obviously, the main purpose is testing ASM, but I suppose it could apply to things like music and graphics as well (although music might fit better in the showoff thread, and I don't know how you'd test graphics).

Note that this doesn't mean you can make some code and just post it here without even checking to see if it assembles correctly. It would be best if people who want testers would at least test it themselves a bit. Something like, "I made this patch, and I haven't encountered any problems with it so far, but I want to make sure that the same is true for others" or "Well, I've tested everything I can think of, but I'm sure I'm forgetting something..." or "Hm, is there anything about this sprite that could be better?". Also, if you don't have enough knowledge about something to test it, don't try. Don't test somebody's sprite if you've never inserted a custom sprite in your life, and don't test a patch if you don't even know how to use the command prompt. In fact, having a significant amount of ASM knowledge would really be best, but it isn't strictly necessary (I've had testers who don't know ASM and still did a decent job of testing things). Here's hoping that this will be useful to a lot of people.
Last edited on 2013-02-07 09:07:00 PM by wiiqwertyuiop.
Can someone test my bandit sprite for me, and tell me if there are any bugs? Here is the description:

"This is a bandit sprite based off of the YI. It steals a customizable amount of coins, and powerups. It also has a option to climb walls. It can also be jumped on, and when you do jump on it, it will give you back the things it stole. Credit appreciated!"

Edit:

I'd be great if someone could test my pot sprite as well. Here is the description:

"This is a pot sprite. It can be moved around, and stood on, and when broken, it will spawn a normal sprtie, custom, or nothing! GFX not included.

Note: It must start on tile 130!"
Last edited on 2011-10-08 12:08:56 PM by wiiqwertyuiop.
I would like a tester (or a couple) for a patch that I just finished. It allows you to define your own Layer 3 images for levels. I gave it the once-over myself already, but I want to make sure that custom images and behavior work properly and that it does not cause any odd side effects with the normal Layer 3 images.
@wiiqwertyuiop: Tested the Bandit sprite, and it seems to work fine for the most part. After tweaking it's speed to make him faster and the climb height so he can get around my levels, I noticed one little quirk, he can apparently jump through any solid blocks that are on his way up when he scales a wall. I think you might've forgotten to have him properly interact with ceilings.

Other than that, it's actually a very neat sprite, albeit a bit different from what I originally expected. I know I can still find some clever uses for Bandits in my works.
Additionally:


Note the tops of their heads.
Okay, p4plus2 tested the Layer 3 patch. Now I have another one: "Custom Other Sprites". It basically allows you to insert custom sprites of any type other than normal and overworld. This includes cluster, extended, smoke, score, etc.
Oh right. That post reminded me that I have my score-sprite tool just sitting in my file bin, supposedly complete but untested.

Here it is.

You'll need some ASM knowledge to actually test it, though, as you'll need to be able to spawn your new score sprites.
Overworld Level Remapper

I was annoyed by the fact that the overworld levels are 0-24 and 101-13B instead of just 0-5F, so I made a patch to fix that. I would like it to be tested before submission, though.
LevelASM 1.5
Didn't support writing to OAM before (it first called the main code, THEN $7F8000 which nullifies your OAM writes pretty much. Now it first calls $7F8000, THEN the main code).

Writing to the OAM in both INIT and MAIN works. I haven't encountered any problems yet, but it'd be cool if other people tested this for me.

Level 105 has an example code as usual.

e: aaaaaaaa I just realized pausing clears all OAM tiles.
Last edited on 2011-11-15 10:41:29 AM by Ersanio.
And once that's fixed, the four INY's in the sample code should probably be changed to DEY's. :P

On that note, have you considered leaving out the sample code entirely? I've seen a few people with no ASM knowledge wonder why weird stuff happens in level 105.
It's a good suggestion, but I think it's a good way to force newer people into reading the readme. :P
Originally posted by WhiteYoshiEgg
And once that's fixed, the four INY's in the sample code should probably be changed to DEY's. :P

On that note, have you considered leaving out the sample code entirely? I've seen a few people with no ASM knowledge wonder why weird stuff happens in level 105.


This is the WYE's 6k'th post ever.
I know (and knew before), but fail to see why it's important - let alone important enough to warrant an entire post with no other content.

Back to the topic please.
Last edited on 2011-11-18 12:22:03 PM by WhiteYoshiEgg.
I have a patch that needs testing. It moves GFX32 and GFX33 to ROM instead of RAM, leaving them uncompressed instead of using up RAM at $7E2000-$7EACFF (and clears that entire area of RAM on game load). It also makes $0D82 a palette index rather than a pointer so that you can set the player's palette to whatever you want, although I'm not sure how to make the name reflect that. It should be possible to expand GFX32 and 33 to a full 32 KB each as well, although I haven't tried that.
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