Posts by lx5 | |||
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1381/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
DSS v0.01
I've made a proper prerelease. It includes everything listed under the "Features" in the wiki and readme.md. You can test DSS right now and can help me to test the stability of the system and the documentation in the wiki (not priority). Please don't contact me via DM or PMs, there's a big chance I'll ignore them or reply with a wiki link. Try to keep everything in this thread! Before reporting any sprite not working check the issues page in the repo. |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1382/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1383/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1384/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
DSS v0.06
What's changed:
If you're using a previous version, you need to check out the uberasm list changes in the installation guide, some things were added and others were moved. Originally posted by JamesD28 Missing %FindAndQueueGFX() Whoops! I forgot about this one! Originally posted by JamesD28 - Some enemies (such as the koopas and bullet bill) are glitched during the credits/cutscenes. That's due to their graphics in SP1 being non existant. I don't think I'll fix these on my own as I've never done anything with the credits :P Originally posted by JamesD28 - The following sprites have glitched LM displays Those sprites don't have proper displays as they weren't converted to use DSS. They're too situational to be actually used with the system even though I did create tilemaps for other unused sprites... but that's another story. Originally posted by JamesD28 The stationary Boss fireball is also broken in terms of functionality. The one spawned from Ludwig works fine though. I'm not sure if this one even works outside the boss room... so I'll leave it like that :P Originally posted by JamesD28 - The Bowser fight is a hot mess :') Fixed! Thanks to DSS's flexibilty, you can define which tiles will be overwritten first with the system and avoid this horrible situations. Originally posted by JamesD28 - The Dry Bones Bone has glitched graphics for a frame after being spawned the first time. Subsequent Bones are fine. Fixed. Originally posted by JamesD28 And for the record, I really love this. ![]() Thanks! |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1385/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
DSS v0.07
This is possibly the last beta version this patch receive. It includes very minor fixes which can be found in the changelog I've also opened a page in the wiki to host a list of resources compatible with DSS. If you're using a previous version, you need to check out the uberasm list changes in the installation guide, some things were added and others were moved. I'm still looking for feedback about how it feels to build levels with DSS, I've received feedback from a few people but the more, the merrier. |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1386/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
Apparently I've never pushed the fix. I've silently updated the release with the fix (same version & same link).
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1387/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
I NO LONGER SUPPORT THIS PATCH
I won't offer support this patch. Not even updates. I'm done releasing things to the general public mostly due to me wanting to focus on my own projects. I'm truly grateful for all of those years you guys have been supporting my work on this patch, but all good things must come to an end. Anyone is free to fork the repo and continue working on it. ![]() |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1388/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
DSS v1.00
It's finally done. I'll limit myself to only provide bug fixes and updating the compatible sprites page on the wiki. Special thanks to the testers I had during the process:
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1389/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
Is the second suggestion from here going to be added into the next version? I kinda want it for my team hack and I'm not exactly sure what was the final decision during our posts.
Hopefully it'll release soonish if the suggestion from the link is added, but I don't want to test everyone's luck asking for releases for my own convenience :P |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1390/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
Originally posted by FuSoYa They've both already been added for the next version. When are you planning to do your team hack? I'm still in the base ROM design process, adding resources and ensuring everything works as expected. The goal is to start designing levels sometime around June which by then, hopefully, the ROM should have quite a fair amount of external resources that display just fine in Lunar Magic and possibly have their tooltips translated to Spanish. |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1391/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
DSS v1.01
Some fixes I've compiled regarding custom sprites support while also adding some small scripts to make editing ExGFX files less of a pain with so many separate files. |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1393/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
![]() Very nice update, thanks! It wasn't hard to setup either. |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1394/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
Small update: I archived/made read-only the powerups GithHb repository. If anyone wants to make their own modifications, please fork the repo. You don't have to notify me about your changes either. Thanks.
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1395/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
I exactly don't care about it. I don't play kaizo hacks and won't do it in the future, so I just ignore anything regarding them and it's fine, I'm aware I'm not the public for them :P
I just don't enjoy playing that kind of levels, regardless if they're the most creative thing in the world or not. |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1396/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
I haven't tested anything with the latest SA-1 Pack. Can't guarantee I'll find a fix, but I'll check it at some point.
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1397/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
Not gonna fulfill the request by any means; I'm just here to provide a base I had for removing tileset specific crap from slopes which may (or not) be useful Link.
It's a (maybe full?) disassembly of the slope code with some adaptations. Good enough for making player-hurt slopes. The file comes with a example block inside. Images with context behind the files (from SnesLab): [1] [2] Slope assist tiles aren't required as those aren't handled by this code. The routines have the Slope Pass Glitch Fix 2.1 patch baked into the code, but you should be able to figure out which code I added and be able to revert or make toggable the fix. Nerd talk and other stuff I said regarding this resource can be found on the discord, #qldc-showoff, #qldc-no-regrets or whatever name they change it to. Link to message. The important info is here anyway, so it's not very important what I said there. There's barely any docs/comments on this, I have no clue how most of the code works and it's been a long time since I did this, which means I will not be able to provide assistance if anyone who takes on this decides to use what I did. Good luck! |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1398/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
I've made possible to use up to 510 different ExGFX files with DSS, which is effectively double the amount from the previous versions.
The next DSS version will feature those extra ExGFX slots alongside with minor extended, smoke, score and spinning coin sprites support, which will require the user to migrate to the current early version/master branch of PIXI. Due to that, the 2.00 version of DSS will be released after said PIXI version is also released. You can mess around with the implementation which I barely have tested at the time of this post by downloading the master branch of the GitHub repo and downloading PIXI's master branch... which might not be exactly up to date right now. For bug reports you can either use this thread or talk directly in my channel at SnesLab (link on my title). |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1399/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
This is a work in progress project!
Powerup Expansion Kit Makes possible to expand the maximum amount of powerup states. Issues Check the issues page to know what's missing from the project. Misc info
Disclaimer I have zero intentions of providing support to people who are 100% clueless about programming for the SNES, this project is made to fulfill my own purposes and I'd like to keep it that way. However, I will provide assistance to those who want to study the code I made for the project regardless of their intention. I also don't really care if you borrow code, hijacks, ideas or whatever from this repo, it's public after all. File organization and other things are subject to change. Requirements
I may not keep updating this post, but I'll try to answer as many replies as possible (if there are any lol) |
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lx5![]() ![]() ![]() ![]() Join us at SnesLab. I'm a Lab Bunny 🐇
Posts: 1400/1401Since: Location: Mexico Last seen: 9 hours and 47 seconds ago |
Install a newer python version.
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