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Posts by lx5

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i like how i was the focus on this thread for a few posts lol

i've had this username for a looooong time and it already has some impact in several places, it's kinda special for me :P

and i really don't care if numbers on usernames look bad, childish or anything related to that, as long the user who has them can remember and like them it's fine 🤷‍♂️

Quote
Actually, that is pronounced "ele - equis - cinco".

nah, it's "elequis-cinco", sometimes shortened to "elequis", it rolls out of your tongue much easier this way
looks like i'm not done yet

i added some documentation about palettes and graphics here: https://github.com/TheLX5/Powerups/wiki/8.-Advanced-topics

LMPuny made a powerup for this project, you can view a small video here:
https://twitter.com/TheLX5/status/1229098834141249544

i made a tool for easy configuration of the projectiles and powerup properties related to sprites:
https://twitter.com/TheLX5/status/1229101567351148545

the next version is going to be released very soon
powerup items does not support any kind of exgfx in the current version of the patch

i don't have any plans to implement that either
I'm sure this has been asked before, but I'll ask again because I don't remember the answer (if there was any).

Are there any plans to let us use external graphics or unloaded graphics in SP1-4 as display data for sprites in Lunar Magic?
Just for the sake of having something displayed instead of the ugly pink X in a black square for these sprites that upload their data directly to VRAM without using LM's ExAnimation. I guess something similar could be applied to Mario's tiles in the editor itself.

Letting us use other pages that aren't in the 0-0xB range for sprite map16 data could help a little bit with this I think.
Originally posted by AnasMario130
Wait, do you mean that you can have different player ExGFX per level for each powerup form? If so, that's pretty cool. How can one do that? I hope I understood you correctly.


https://github.com/TheLX5/Powerups/wiki/8.-Advanced-topics#mario-exgfx
Originally posted by codfish1002
is it possible tp use the default mario gfx 32 for this patch because i really want to use roys marioexgfx patch on my hack


no.
use the included exgfx function if you want to use exgfx
Originally posted by me on github and patreon
This needs to be applied to a CLEAN SMW (USA) ROM. You could try to patch it over a previous version, but this is not supported and wasn't tested at all.
Originally posted by Vash the fairytail
What about adding Bunny Mario and Flying squirrel Mario in the next update?

if someones programs the powerup and sends it to me, i'd add it in the next version.
Originally posted by Vash the fairytail
Also, as a serious bug, hitting a block with poison mushrooms will cause Rom to crash.

already noticed
Originally posted by Vash the fairytail
Then using this groundpound patch, there's a bug that causes Mario to fly somewhere.
https://www.smwcentral.net/?p=section&a=details&id=12880

i don't think i'll provide fixes for external patches within my patch, the mario's movement patches should consider the powerups instead
Originally posted by Vash the fairytail
Can you fix the smiley coins that Yoshi creates by eating pink nuts that are not displayed properly by introducing this power-up 3.41?

smiley coins are broken due to the electric flower needing some gfx space for its visual effect on sprites
Originally posted by CalHal
SEAWAR already added Bunny Mario. I was thinking if the Boomerang Suit can get update and the Boomerangs will hit blocks and follow Mario like in Super Mario Maker 2. I want the Boomerangs to follow Mario instead of flying away from behind and hit blocks like a kicked object would. just like in this video.

i'm not gonna change my powerup to match smm2's, i like the way it is right now on my patch. if you really want it to be that way, get someone to make the changes to achieve that result
I submitted an update to this patch (with worldpeace's permission, ofc)

It doesn't fix any issue mentioned here ([1], instead it does other stuff:
- It's now compatible with Ladida's Mario DMA patches (this also includes Custom Powerups)
- Removed some window garbage that may appear upon closing the retry prompt
- Fixed communication with Individual Dragon Coin Save patch (requires using my update)
Is there chance to get Lunar Magic to allow Standard Objects other than object 0x2D to use the Extension field? Extra information in these might be useful for advanced users looking to expand existing objects without making use of ObjecTool.
Originally posted by FuSoYa
Expand them to do what? If you're not using the tool, you could just use object 0x2D and all the other unused extended objects for your own purposes.

To utilize Lunar Magic's rendering in case of objects that draws more than one tile when expanded in either axis. Plus I want to expand their utility a liitle bit for my project, and I kinda need some extra information in them.

Example: There's a small annoyance when working with custom objects to recreate slopes, they kinda fail to work on screen boundaries due to z-ordering issues, which isn't an ObjecTool or Lunar Magic bug, it's just that the objects are programmed to work like SMW's and you can't take advantage of z-ordering them to draw tiles the way you want and expect.
Images:
Issue mentioned. Top SMW's slopes. Bottom ObjecTool's slopes.
Setup in Lunar Magic.

It is possible to make them not work like in SMW and actually respect the width/height without drawing extra tiles so the z-ordering actually works as expected, but it kinda defeats the purpose of recreating the original slopes.

I fully understand that supporting custom objects isn't in your plans, so it's totally fine if you decide to not include my request.
Originally posted by FuSoYa
You can force LM to decrease/increase the Z-order beyond what the program can normally see on the screen by using Ctrl+Alt+Shift+Plus/Minus (which effectively just calls the old pre-LM 2.40 methods for Z-ordering, from back when you had to sometimes press it several times before anything visible happened to the object). Adjusting the Z-order for custom objects that LM doesn't render is the main reason I kept that old method around.

OH. That works perfectly fine. Thanks.
Originally posted by Hayashi Neru
Items do not appear in the vertical level.

Use horizontal levels that look like vertical levels. There's no point in using vertical levels in Lunar Magic 3.00 and beyond and there's not going to be any fixes for such level types.
New version is out.

And so are a couple of videos:



Super Mario 3D World - Cat Suit



Super Mario Galaxy - Cloud Flower



screw double post limit
SUPER MARIO MAKER 2 - P-BALLOON V1.1



Download in video's description


Originally posted by Changelog
Changes:
- Mario now bounces off walls, ground and ceiling when going fast.
- Now compatible with slopes and interactable Layer 2
- Fixes showing glitched graphics upon grabbing the balloon item
- Changed its sprite slot when it inflates Mario
- Added an option to mute some SFX when Mario is inflated
- Added a debug option to show a small target.
- Added an option to stop fixing the camera on Mario when he's inflated
- Added an option to carry sprites when Mario is inflated
- Added missing palette file.


Code
;##################################################################################################
;# Super Mario Maker 2's P-Balloon
;# by lx5
;# 
;# A P-Balloon powerup inspired by Super Mario Maker 2's variant in its Super Mario World style.
;# It recreates the controls and behavior of the SMM2's one and it's contained in a single sprite.
;#
;# NOTES:
;# - THIS SPRITE ONLY WORKS ON SA-1.
;# - It fails to detect Layer 3 smashers.
;# - It doesn't work with solid sprites, however, it does work with platforms passable from below.
;# - Mario is NOT able to carry the powerup to another level or sublevel. The sprite will despawn
;#   the very moment Mario is not under the player's control.
;# - The sprite makes use of SA-1's Background Mode in order to rotate its graphics and uses
;#   4 Character Conversion DMA slots. Probably no one will have issues with this.
;# - If you want to create graphics for the Inflated Mario, you have to create an image and rip
;#   each frame separately with SNESGFX with the 4bpp Linear option selected.




If some of you are curious about how this powerup works internally, I have a gif for you:


As the image shows, there's a target that the sprite follows every frame, by using %CircleX() and %CircleY(), I managed to get a target that rotates around the sprite depending on the controller input. That target position is used in conjunction with the %Aiming() routine to calculate X and Y speeds. That allowed me to not reinvent the wheel to calculate speeds depending on the angle and gave me the oportunity to easily give it some inertia/friction when changing directions and be similar-ish to how it works in SMM2.
When an input to change direction is received, the sprite determines what's the shortest way to turn around to reach its location as soon as possible, just like in SMM2. I was making something overly complicated about something that could be done in a few steps.
And finally, slopes and layer 2 support was added in a wacky way. Turns out that setting the sprite's position to Mario's position before updating the sprite's positions gives me proper support to these things without making extra long code (I thought about adding slope's code into this thing...).


OLD VIDEO




🎈

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