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Tip: Switch palace switches normally disappear if you replay the level, but if you insert them as direct Map16 and use the hex-edit at 070B2 in the ROM map, you can replay the level without a problem.
SMWCP2 TODO List & Signup Thread [Updated 4-27-13]
Forum Index - Events - SMW Central Production 2 - SMWCP2 TODO List & Signup Thread [Updated 4-27-13]
Pages: « 1 2 3 4 5 6 ... 34 35 »
Originally posted by randodude
Nothing wrong with the spiny, though the Spiny egg itself doesn't look right. Oh and you forgot to list the Jellyfish enemies in Stone Sea Sanctuary.


The Spiny's perspective is disliked by some.
Perhaps we should have a list of levels that still need backgrounds (either Layer 2 or 3)? Also, I noticed the background in level 13E is simple enough that it could be converted into a Layer 3 background if necessary.
What about "fix coin counter" as a to-do? Or did that already happen?
Originally posted by imamelia
Perhaps we should have a list of levels that still need backgrounds (either Layer 2 or 3)? Also, I noticed the background in level 13E is simple enough that it could be converted into a Layer 3 background if necessary.


Yeah, I could probably add those in.


Quote
What about "fix coin counter" as a to-do? Or did that already happen?


If you talking about the glitchy numbers, that was fixed a while ago.
Originally posted by Lightvayne
Quote
What about "fix coin counter" as a to-do? Or did that already happen?


If you talking about the glitchy numbers, that was fixed a while ago.


I mean the fact that it's increasing so slowly. Don't know if you mean the same thing.
Yeah, that will be fixed in due time.
Gotta bug p4plus2 about the speed, so next time he's on, I'll do so.

By the way, since you're here RPG Hacker: way back when the hack was first being planned, you mentioned that you'd be willing to code an icon on the overworld which fills in if the SMWC coins in a level are collected, and remains empty if they're not. Does this offer still stand? We still need it, so if you have any interest in it, that would be great. If not, that's fine too.

Thanks.
I did? Almost forgot... but yeah, if I said that, then I'll do it, although I haven't done anything ASM related in a long time. But if someone can send me more data about the SMWC Coins (like RAM addresses used, format etc.) I'll do it. I think I'll just have to modify an old patch of mine, anyways.
Alright, I'll send you the stuff you need to know in a PM
I seriously have no idea where to post things like this anymore.

I'm probably a little too picky when it comes to palettes, but... does anyone else think the background in Girder Grassland might be better off with an actual HDMA gradient? The current, chalk-like one looks rather out of place to me.
Even if people don't agree with me, we could at least brighten up and desaturate the palette a bit. The way it is now, it gives off some kind of "before the thunderstorm" feeling, which I suppose isn't what we want.
I mentioned that when the background was still a WIP and nobody said anything against it, so I guess that's a yes?
Originally posted by Sind
Alright, I'll send you the stuff you need to know in a PM


Right, I'll get to it soon.
I started with the patch today.
Does every level in SMWC have three SMWC coins or are there levels (like switch pallaces or similiar) that don't have any? I need to know this because I used a level table in the original patch to determine which level on the overworld has a coin graphic next to the name and which doesn't. However, it doesn't seem to work on the current SMWCPII base rom. It just shows the graphic for each level. Probably it's an error I didn't notice in the earlier version of the patch or probably an error in loading the translevel number (although I copied the code directly from the SMW ROM). I just want to know if this error is worth fixing. If all levels in SMWCPII have three SMWC coins, anyways, then I don't have to bother with that too much.

Also: Where should I place the coin graphic? I currently have it like this:
screenshot
(Notice that blue h up there?)
I'm not sure, but I think it covers the last letter of the level name. Also I don't know how easy it is to move that graphic, anyways. Haven't touched the patch for years. I guess I can just label the code in the patch that is necessary for the graphic so that in the worst case someone else with more experience could just rewrite it completely to display a better graphic at another position. Unless you say it's OK at that position.
Every level has three SMWCoins except for 13B (which has none).
I'm sorta kinda experienced when it comes to collectibles and displaying stuff in the overworld.

It shouldn't be too hard to make the coin graphics a sprite so it can be displayed wherever we want, and if all else fails, I guess I could try making a patch like that.
Last edited on 2012-06-01 03:49:53 PM by WhiteYoshiEgg.
I actually just though of that too... what if we make it a sprite instead and place it in the same spot as in the NSMB games(upper left corner)
Sounds like a good idea then.

Alright, I'll try to sort things out then (I figured I have to fix the bug, anyways, since I have to hide the coin on pipes and stars) and send the patch to someone of you, so he can replace the display routine.

Also it seems like my level table actually works to some limited extent. If I put a 0 everyhwere then it doesn't show the coin. However, it still doesn't apply the table correctly to each level. I guess the routine for loading the translevel number doesn't work here the way it should. I'll see what I'll do about it.
$13BF is not updated on the overworld. You'll need to use $1F11/etc to calculate an index to $7FB000 or $7FD000 (I forgot which).
Originally posted by Alcaro
$13BF is not updated on the overworld. You'll need to use $1F11/etc to calculate an index to $7FB000 or $7FD000 (I forgot which).


I know. That's exactly what I did. I took the routine from my old patch. In my old patch it worked fine. Here it does nothing. I checked in BSNES Debugger: The routine (with a sta $13BF in it) gets executed whenever you touch a level point, but for some reason $13BF just always ends up as #$00. I have yet to locate the problem. As I said: In other hacks (and I've just tested it with regular Super Mario World today) it's working fine. I guess it might be incompatiblity with some other patch or something like that.

EDIT:

Just in case: This is the routine (copied from original SMW):

Code
GetTransLevel: ldy #$00 rep #$30 ldx $0DD6 lda $1F1F,x and #$000F sta !owram lda $1F21,x and #$000F asl asl asl asl sta !owram+2 lda $1F1F,x and #$0010 asl asl asl asl ora !owram sta !owram lda $1F21,x and #$0010 asl asl asl asl asl ora !owram+2 ora !owram tax lda $0DD6 and #$00FF lsr lsr tay lda $1F11,y and #$000F beq .nosubmap txa clc adc #$0400 tax .nosubmap sep #$20 lda $7ED000,x sta $13BF sep #$10 rts
Last edited on 2012-06-01 04:36:37 PM by RPG Hacker.
My suggestion would be using Freeram instead of $13BF, in case this hack for some reason sets it to 00 constantly.
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Forum Index - Events - SMW Central Production 2 - SMWCP2 TODO List & Signup Thread [Updated 4-27-13]

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