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Posts by MarioFanGamer

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Hello everyone and welcome to my...

Custom Bounce Sprites Release!

I am MarioFanGamer and have been fascinated by custom bounce sprites since quite some time, being someone who made changes to them alongside being an early adopter of them when PIXI v1.40 got released. And so I've prepared to create. The first one is...

Custom On/Off Blocks!


That's right guys, your beloved bounce block, On/Off blocks, are finally coming as a versatile custom block. Besides the vanilla behaviour, you can also activate them with fireballs and spin jumps. But! That isn't all:

If you feel like the bounce animation is unnecessary, you can disable it altogether!
(Note that I recommend ON/OFF Cooldown to make it harder for you to accidentally retrigger the block, particularly with a cape.)

But what if you want a block which can only switch from on to off but not vice versa? But what if I told you I've already done that?


(Note that the readme contains some q-jam spoilers which I included for historical reasons.)

This isn't the only bounce block which I have created, though. Indeed, there is another vanilla block I recreated:

Info Boxes!


That's right, your all familiar Info Box sprite, now as an actual block! Furthermore, the block is customisable in which message can be displayed. It can be either like the vanilla Info Boxes (odd-even pattern), a fixed message, read from the palette and lastly use the Map16 ID to determine the message (which is what I used as a demonstration here).

Bored with reading a message from the same level? Fear not, you can also read from a different one too!

(Like before, this uses the Map16 ID to determine the level.)

Like the aforementioned On/Off block, you can either enable or disable the bounce animation:


Also compatible with other message systems:

(Yes, I'm aware the VWF ones have a glitched bounce animation but I'm working on fixing it.)
Originally posted by RPG Hacker
The glitched blocks with the VWF messages are definitely a funny. I wonder why that happens, since I'd assume these message boxes to work exactly the same as the non-VWF ones. I guess it might be some NMI shenanigans or similar.

It's much simpler then that: This happens with all types of bounce blocks including the Info Box with the other message types because as soon as the bounce sprite terminates, it's set to generate a block at its position but since its (sprite) graphics are still in the queue basically, both the sprite and the block are displayed at the same time. I managed to work around the other messages by displaying a message just before the sprite terminates but this doesn't work with VWF Dialogues because its messages are delayed by one frame when invoked.
This is actually the third patch I can think of which improves item memory with the the first one being created by LMPuny with a similar feature (on that aside, I also have my own patch planned but I didn't get too far with it). That being said, yours appears to be much less invasive than Puny's but at the same time takes more free RAM.
I'm actually curious to see about other differences between yours and Puny's.
Watching this video just made me realise just how complex SMW's physics are — and I myself have looked into the physics quite a bit before including doing q-jam stuff. It's really to see how physics evolve when going from scratch to how a game works in the end and how the tiny details matter.

On that aside, since I also wanted to dwelve into Godot (which I did by following the tutorial on the official page), it is certainly one helpful overview.
Originally posted by Anorakun
Never expected to see a message box block, that's really cool. Does it support the b4vwf patch?

It does in the sense that it functions like vanilla messages. The only difference is th support for 253 different global messages (since two are still reserved for level-messages) instead of one as it's the case for vanilla messages.
Originally posted by RussianMan
You got them bones and fireballs:

Hm... not a bad sprite I have to admit.

Originally posted by RussianMan
These ninjis will be banned for flaming:

This reminds me that the Shockwave/Ground Pound Ninji is a thing, incidentally another sprite of yours.
Listing to your ports, I actually have now realised that you've truly mastered SMW samples since most of the time you ever use custom samples is when the original samples aren't sufficient, other then that, tracks where non-SMW samples dominate are fairly rare (like last ones of SFC5, one was in collab with  Ahrion who does chiptune stuff, the other is part of the challenge categories). This thread simply backs it up further. #ab{:LOL:}
Agree with the others: It is impressive how small the colour loss is alongside the occasionally natural dithering (the SMB3 fortress background in particular).
Originally posted by Klug
Oho, that looks nice! Maybe sometime if you include an update to the custom Question Mark Blocks that supports custom bounce sprites and the ability to activate blocks using fireballs and spin jumps!

The former is already done but the latter is something I can potentially add.
As one of the hackers who really love to see more Yoshi's Island content, especially the more setup-based design from late-game JUMP levels alongside seeing some ASM hacks which aren't really well explored either.

The only question is whether I'll ever end up playing it, lol.
As someone who has used VWF Dialogues quite a bit (both during the Good Ol' Days™ but also in recent times), I'm definitively glad to see it released for real even the current release isn't as major as 1.3 was (outside of support of custom status bars — that was because such status bars are quite common including no status bar).
The castle destruction cutscenes are basically clichée in SMW hacking given that they're almost always unchanged (in part because almost no one knows how to edit them). Incidentally, the ~omh~ castle destruction cutscenes are still variations of the original cutscenes but the twists are refreshing and certainly opens up the possibility for more, crazier stuff.
There are quite a few examples I can think of:
  • Brutal Mario: Classic answer if only remembered for its technial impression, less about the general level design.
  • Super Mario Bros. 3 X: Quite an old hack but still holds up today as an SMB3-styled hack.
  • A Strange Mission: A tech demo of what one can do within SMW and features nonetheless various good levels.
  • Super Mario World: The Secret of the 7 Golden Statues: Definitively showing its age like weird implementation of powerups, speedrun timer, GFX clashing and co. but also was fairly distinct back in the day (it has custom powerups, for starters!).
  • VIP 5: The newest fully released VIP game and also the most mature one. It can get brutal at some places but also features a lot of wacky, memorable gimmicks (plus, it's also renowed for the final and bonus boss).
Unlikely sprite to be disassembled but cool nonetheless.
Listening to the soundtrack, it's quite a pity that not the whole soundtrack (Seasonal Swimming, Blind Smuir, Breakbeat Darkness, The End Of, Seasons Passed) has been released on SMWC (incidentally, two of them are by inactive users).

Either way, it's definitively interesting to see how an SPC player looks like as a piano roll even if some stuff are abstracted out a bit (considering the way how vibrato and pitch slides are visualised).
The general walking physics are located at $00D5F2 and the airborn physics at $00D7E4. More specifically, the jump height is located at $00D2BD (depends on his X speed), the maximum walking speed at $00D535 (indexed by slope and also depends on his P-meter and walking speed) and gravity at $00D8CD.
Originally posted by RussianMan
These podoboos are also bursting, but negatively this time. In fact, they're filled with RAAAAGE!!!:


As usual, the downloads are in the main post.

That's an interesting Podoboo. I'm actually wondering on whether you can set it to respawn so that they're a constant and not a one-time threat.

Originally posted by RussianMan
If the engine is like pants, then it's definitely a liar:


It turned out to be a bit more complicated than I thought it would be, but it's finally here, and burning for you.

That's quite a troll, especially with the fire graphics.

Originally posted by RussianMan
This sprite is l33t:

This reminds me of the Hot-Lipped Blargg albeit closer as a Dino Torch with an admittingly limited function if not using in a setup based level.
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