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Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.Not logged in.
Posts by DarkBones
DarkBones' Profile - Posts by DarkBones
Pages: « 1 239 40 41 42 »
Ran into another problem. Followed the sprite tutorial in the tutorials section to figure out how to spawn a custom sprite, but it doesn't spawn the sprite I inserted, but instead a glitched version of what I assume is the red koopa.

Code
JSL $02A9DE
BMI SlotsFull ; If sprite slots are full, don't generate.

;After this, the sprite to generate is in the Y register.

PHX ; NOTE: We need to use the X register for the generated sprite.
TYX ; So we preserve the current sprites data.

;LDA #$0D
LDA !SPRITE_TO_THROW ;(This is set to #$01)
STA $7FAB9E,x ; The sprite number is stored to the custom sprite RAM Address.
;STA $009E,y

TXY ; Transfer sprite to spawn back to Y.
PLX ; Restore X.

LDA #$08
STA $7FAB10,x ; Setting this to 08 means we are generating a custom sprite.

LDA #$01
STA $14C8,y ; Run sprite's INIT code first.

LDA $E4,x
SEC
SBC #$08
STA $00E4,y ; X position.
LDA $14E0,x
STA $14E0,y ; X position high.
LDA $D8,x
SEC
SBC #$10
STA $00D8,y ; Y position.
LDA $14D4,x
STA $14D4,y ; Y position high.

PHX ; Push current sprite.
TYX ; Get sprite to generate into X.
JSL $07F7D2 ; Reset sprite tables, to generate this one.
JSL $0187A7 ; Reset custom sprite tables, too.
PLX ; Restore previous sprite.


Also, on the previous error, it turns out that it was too many opcodes in between the branches and the offsets to branch to. For whatever reason, xkas's .log files seem to be worthless, but when running SpriteTool directly rather than using the .sh file I set up to build the sprites quickly, it will display helpful messages. So now I guess I know to rerun the program manually if I see the .log file in my SpriteTool folder.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Moving it above the PLX didn't seem to change the result. Is there a call to some routine I'm missing or something, or is there something wrong with the sprite ID I'm storing? Just in case it's the latter, my sprite list is like this:

Code
00 spawnersprite.cfg
01 spritetospawn.cfg


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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by JackTheSpades
iirc you need to run this before setting any of the tables contents, since... well, it clears them.
Plus what Erik557 said also applies.


Still getting the glitched sprite after all this, and I've tried inserting the custom sprite I want to spawn, and it works properly when inserted by Lunar Magic, so I guess I'll try describing exactly what happens when the sprite is spawned. A 16x16 sprite spawns that uses tile C4, and I presume Mario's palette, will spawn and simply fall through the floor straight down.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Hey, does anyone here know what routine to call to make Mario exit the level, in particular for the bonus game? Thanks.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by TheBiob


Simply setting this RAM address didn't seem to do anything. I'm making an entirely new bonus game without the roulette sprite, so...does anyone know what routine the bonus roulette calls?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Heh, I've technically just got to add a few more lines of code. After that it's all polish, which I need a lot of.

You know, ignoring the fact that I scrapped my initial complex idea and retooled it into something far simpler and all...

I'll probably place low, but I'm hoping I place at least high enough to avoid elimination so I can hopefully do better in the next round.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Submitted mine last night, and looking forward to seeing everyone else's entries! I mean, I'd feel guilty if I placed higher than someone else just because they were late, but I'd still like to see more people participate! I mean come on, how do you expect me to survive the rest of my derusting when we jump down to only having 10 or so people? I'll get rekt'd by the veteran ASMers at this rate!
#smw{^_^;}

Joking aside, please, if you feel you have a great idea that you can finish in a couple of days, please finish and submit it anyways with the late penalty. If nothing else, I'm sure people will love to see it (I know I love seeing me some polished ASM hacks)!

Either way, I'll be watching the SMWCentral YouTube Channel, eagerly awaiting the entry videos.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Welp, listened to the samples given for the challenge, and while I'm not too fond of most of the noise/drum samples I love the synths/leads/etc.! It's not even a problem either, since I actually love using SMW's drums! Eager to see what people compose with these, meanwhile I'll likely be composing something custom like an idiot, because it went so well last SMWCIdol that I got eliminated in the first round XD

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
So...if the contest is on hold, does that mean we can polish up and release our bonus games, or is the hold referring to waiting for more entries?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Okay, I was just confused. When I saw "ON HOLD", I thought it meant the contest was delayed/cancelled. Glad that's not the case!
#smw{-_-;}

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Seems like a nice level so far, but every time Mario revives, the status bar disappears for half a second. Any idea what might be causing that, or a potential way to fix it?

Also, I'd make it so that the level music continues from where it stopped every time Mario revives if it's possible. As is, it's a tad annoying in the audio department whenever Mario has to commit suicide to advance. (Gosh, that's not a sentence I thought I'd ever say...)

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Well, I hunted down the revive block sprite, and looked into it. AFAIK, it won't be possible to keep the music from starting all the way over without reading the values of the music's position from the ARAM and storing it back once the music restarts. Unfortunately, I'm not aware with how to communicate with the SNES's Audio Chip via ASM, and haven't been able to find any documentation on reading from the ARAM, only writing to it. Otherwise I'd have a fix ready by now to post here.

As for the status bar disappearing, that actually didn't happen when I tested the sprite, even before trying to edit it. Are you sure it's not caused by something else, perhaps some LevelASM or something? If I had to guess, I'd say it's somehow caused by the dialog box system, as the HUD also disappears right as the dialog boxes close. Maybe give the code to that a look and see if they share any RAM values or something?

I suppose even if the issues don't get fixed, they are minor, and I'm sure that upon release Hack 4 will be just as enjoyable as the previous installments. So I'm eager to see what wacky ASM gimmicks show up next!

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Skewer


Foreground is original, background is ripped. So I'm only really showing off the foreground. It's a sewer tileset


Nice work as always, Skewer. I remember always loving your artstyle, and this tileset doesn't disappoint. I love the variation in the stone bricks, as well as the color scheme. My only real advice would be to add more decorative tiles. (Though not really sure what would be good for a sewer tileset, perhaps smaller and rusty pipes the player can pass in front of and behind of? Other than that, I've got nothing TBH.)

Guess I'll show off a little something I'm working on, graphics for a custom enemy sprite for a little project I'm starting. Unsure whether I'll have the motivation to finish, but hey, I don't have a single finished hack on the site! (just an old crummy demo of an overly ambitious project that didn't live up to expectations) It's nice to dream, right?





Not going to reveal what the project is yet (though if you guys can guess, I'll be legitimately impressed), but this is one of the custom enemies that I'll be introducing in the first stage of the hack (figured I'd follow in SMW's footsteps and show off some cool new stuff in stage one). Still not sure what to name this guy, perhaps Co-comb? I dunno. Will probably tweak the leaf animations to make them more fluid, but how's it looking so far?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Wow, graphically it looks pretty nice and outside of a few quirks the World 2 Castle preview looks pretty fun to play too! Normally I'm not a fan of psuedo-NES, but at least in terms of tilesets and Mario's graphics, I think you pulled it off pretty nicely actually! Only complaint is that some of the sprites seem either a bit lazy (the Koopas for instance have solid colored shells), and others seem simply "off" (like the ball and chain resprite. I know that SMB3 had the upscaled sprites in the giant world, but unless that's the aesthetic you're specifically going with for the ball and chain, I'd just make a new double sized version.)

tl;dr Fairly nice level design, nice graphics, neat custom title screen. I'm curious to see where this goes!

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Wavee
Hey, it's really cute! Though I'd reconmend adding a more solid outline to it, otherwise it might not stand out all that well.

Originally posted by Skewer
Looks very much like a coconut bomb of some sort, and I agree with Wavee, add some more definition to it; a bit of a black outline won't hurt it.


Thanks for the feedback! I was going for a completely new style, as I plan on using 100% custom graphics, even for Mario and the other global objects (both as artwork practice and to help the project stand out a bit more). Here's a quick mockup with the unfinished tileset I began working on earlier today (EDIT: Updated the mockup with the palmtree graphics that the Co-comb will initially hang from):



However, if you feel there's still not quite enough definition even taking into account the changed tilesets, I did try messing with the outlines a bit.



Top Left: Original
Top Right: Darkened outline. A new shade was added for the darker part, and the darker part's color was used for the lighter part
Bottom Left: Same as top right, but with black as the darker shade
Bottom Right: Black outline for the whole bomb.

Lemme know what your favorite is!

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Looking nice! I like how you can switch between Mario and Luigi, but out of curiosity, does it affect the gameplay in any way, or is it just in case someone would rather play as Luigi? I would suggest perhaps making it a block that doesn't break, but simply one that you hit from below and it'll change the character. That way, if the player changes their mind, they don't have to leave and reenter the character select stage. That's an incredibly minor nitpick, however, and it'd still be fine if you left it the way it is in the video.

Also, in the stage "Bay View 3", when you showed it in the video, SMW's Goombas and Koopas were present. I feel like they should get the psuedo 8-bit treatment as well to help them fit in better, as-is, they simply feel out of place. I do recall there being 8-bit SMB1 styled Koopas in Bay View Castle, so I'd recommend using those again here. I'd also recommend changing both to the SMB3 Koopa or adding black outlines to the SMB1 Koopa you're using here so they fit in with the rest of the graphics, but again, this is up to you.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
In the second cutscene, there's no spaces in between the character name and what they say, which makes it look odd in my opinion.

Example:
Code
Luigi:Dialog.


When it should be like:
Code
Luigi: Dialog


I also noticed that in Mario's house, the background moves slower than the foreground, making Mario's house look much bigger than I feel it should. I mean, you did mention that this timeline's Mario is a peasant, so his house shouldn't look so large. Also, why does he have a picture with Yoshi and Princess Peach in it? Again, it makes no sense in this timeline (as he hasn't met Yoshi and Peach is not a princess), so the picture probably needs changing, unless it's there for some reason that's not yet revealed.

Other than that, while I'm not sure about some of the character reinterpretations, I'm interested in seeing where this goes story-wise. The screenshots and graphics look nice, and while I do feel like the black background on the non-intro cutscene rather than sprite animations or a series of static images is a bit offputting, it is understandable as it's both in an early state of development, and the latter two options will require a bit more ASM work, especially the sprite animations.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Originally posted by Vitor Vilela
...I will be giving more 5% score bonus for who submit their submissions to the ASM sections before ROUND 001 voting starts officially. How nice!


Oh boy! A bonus for something I felt like doing anyway! (Because I honestly won't be using the bonus game for anything myself anyways...) If anyone has any specific points of polish besides making it more modifiable, lemme know!

Originally posted by The Magician
"boss".


HYYYYYYYYPPPPPPPPEEEEEEEEEE!!!

(...Been waiting for an excuse to code a boss literally since I started ASM Hacking...)

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Yeah...gonna have to drop out as well. Been busy a lot the past few weeks and I don't feel like I'd have enough time to make a worthwhile entry. I mean, I could rush something if I worked on nothing but my entry all weekend and ran into no problems, but...I think it'll be better for me to drop out. Good luck to everyone else in this contest. (Oh, and don't worry, I still plan to release my bonus game to the site once I finish polishing)

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Pages: « 1 239 40 41 42 »
DarkBones' Profile - Posts by DarkBones

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