Language…
6 users online: Firstnamebutt, Golden Yoshi, GRIMMKIN, Mario's GameBase, Pink Gold Peach, qantuum - Guests: 242 - Bots: 384
Users: 64,795 (2,378 active)
Latest user: mathew

Posts by Pumpkinbot

Pumpkinbot's Profile → Posts

(restricted)
First of all, I'm back! =D
Second, I've been working on something...But now, I'm making me, and it's taking a while. D:

Here's a screenshot of my me on the unmade overworld.

And here's me in a test level.
(restricted)
You don't. D: I know, it sucks, but I don't think you can. :(
(restricted)
(restricted)
I've downloaded the "punch" and "SM64-style health" patches, but...I dunno how to do it! I've read this tutorial before, but the addresses in bold it says are free I...don't have. And it doesn' really say how I can tell it's free, it's just all "M'kay, this, this, and this are free, so hurr ya go."

Code
E:\Super Mario World\BTSD + Slogger\SMWBKP.sfc
headered
ROM is 0x400000 bytes long

PC offset		LoROM offset		Size

0x083BAE		0x10B9AE		0x0022
0x083C4C		0x10BA4C		0x0194
0x08442E		0x10C22E		0x3DCA
0x096F08		0x12ED08		0x12F8
0x098200		0x138000		0x8000
0x0A0200		0x148000		0x8000
0x0A8200		0x158000		0x8000
0x0B0200		0x168000		0x8000
0x0B8200		0x178000		0x8000
0x0C0200		0x188000		0x8000
0x0C8200		0x198000		0x8000
0x0D0200		0x1A8000		0x8000
0x0D8200		0x1B8000		0x8000
0x0E0200		0x1C8000		0x8000
0x0E8200		0x1D8000		0x7FF8
0x0F205D		0x1E9E5D		0x61A3
0x0FB828		0x1FB628		0x49D8
0x100200		0x208000		0x8000
0x108200		0x218000		0x8000
0x110200		0x228000		0x8000
0x118200		0x238000		0x8000
0x120200		0x248000		0x8000
0x128200		0x258000		0x8000
0x130200		0x268000		0x8000
0x138200		0x278000		0x8000
0x140200		0x288000		0x8000
0x148200		0x298000		0x8000
0x150200		0x2A8000		0x8000
0x158200		0x2B8000		0x8000
0x160200		0x2C8000		0x8000
0x168200		0x2D8000		0x8000
0x170200		0x2E8000		0x8000
0x178200		0x2F8000		0x8000
0x180200		0x308000		0x8000
0x188200		0x318000		0x8000
0x190200		0x328000		0x8000
0x198200		0x338000		0x8000
0x1A0200		0x348000		0x8000
0x1A8200		0x358000		0x8000
0x1B0200		0x368000		0x8000
0x1B8200		0x378000		0x8000
0x1C0200		0x388000		0x8000
0x1C8200		0x398000		0x8000
0x1D0200		0x3A8000		0x8000
0x1D8200		0x3B8000		0x8000
0x1E0200		0x3C8000		0x8000
0x1E8200		0x3D8000		0x8000
0x1F0200		0x3E8000		0x8000
0x1F8200		0x3F8000		0x8000
0x200218		0x408018		0x7FE8
0x208200		0x418000		0x8000
0x210200		0x428000		0x8000
0x218200		0x438000		0x8000
0x220200		0x448000		0x8000
0x228200		0x458000		0x8000
0x230200		0x468000		0x8000
0x238200		0x478000		0x8000
0x240200		0x488000		0x8000
0x248200		0x498000		0x8000
0x250200		0x4A8000		0x8000
0x258200		0x4B8000		0x8000
0x260200		0x4C8000		0x8000
0x268200		0x4D8000		0x8000
0x270200		0x4E8000		0x8000
0x278200		0x4F8000		0x8000
0x280200		0x508000		0x8000
0x288200		0x518000		0x8000
0x290200		0x528000		0x8000
0x298200		0x538000		0x8000
0x2A0200		0x548000		0x8000
0x2A8200		0x558000		0x8000
0x2B0200		0x568000		0x8000
0x2B8200		0x578000		0x8000
0x2C0200		0x588000		0x8000
0x2C8200		0x598000		0x8000
0x2D0200		0x5A8000		0x8000
0x2D8200		0x5B8000		0x8000
0x2E0200		0x5C8000		0x8000
0x2E8200		0x5D8000		0x8000
0x2F0200		0x5E8000		0x8000
0x2F8200		0x5F8000		0x8000
0x300200		0x608000		0x8000
0x308200		0x618000		0x8000
0x310200		0x628000		0x8000
0x318200		0x638000		0x8000
0x320200		0x648000		0x8000
0x328200		0x658000		0x8000
0x330200		0x668000		0x8000
0x338200		0x678000		0x8000
0x340200		0x688000		0x8000
0x348200		0x698000		0x8000
0x350200		0x6A8000		0x8000
0x358200		0x6B8000		0x8000
0x360200		0x6C8000		0x8000
0x368200		0x6D8000		0x8000
0x370200		0x6E8000		0x8000
0x378200		0x6F8000		0x8000
0x380200		0x708000(!)		0x8000
0x388200		0x718000(!)		0x8000
0x390200		0x728000(!)		0x8000
0x398200		0x738000(!)		0x8000
0x3A0200		0x748000(!)		0x8000
0x3A8200		0x758000(!)		0x8000
0x3B0200		0x768000(!)		0x8000
0x3B8200		0x778000(!)		0x8000
0x3C0200		0x788000(!)		0x8000
0x3C8200		0x798000(!)		0x8000
0x3D0200		0x7A8000(!)		0x8000
0x3D8200		0x7B8000(!)		0x8000
0x3E0200		0x7C8000(!)		0x8000
0x3E8200		0x7D8000(!)		0x8000
0x3F0200		0x7E8000(!)		0x8000

A total of 0x35FDD3 bytes of free space were found
IMPORTANT: The "LoROM Offset" is what is entered in xkas as free space

This is what I got in the txt Slogger generated for me.

I either need to know which of these addresses are free, or, better yet, a much easier, noob-friendly way to insert an ASM patch into my game.
Hey, first post in quite some time. Been messing around with the overworld editor. I've only got the basics of Lunar Magic down, so I'm gonna try and make a vanilla hack just to get into the swing of things.

Here's an overworld I've been working on. I'm thinking about making all the sub-maps connected. Lower-right one is just some doodling, while the two left ones are actual worlds. Yellow levels are the ones you have to use to beat the world, red ones are optional.

All Subzones
Fuzzy Falls
Lakitu Lake
Not a bad start SMW_Hacker17! Paths are nice and interesting, rather than just straight paths, and there's tons of decoration.

One thing I'd suggest, though, is keeping in the height of the cliffs u niform. If there's roughly three tiles of cliffs in between the upper and lower ledges, you want it to be the same the entire way through.

I'll post an example once I doodle around in LM.

EDIT: Here you are.

The left is the original, and the right is my edit. Whenever the cliff changes from being flat to angled, or slightly angled (like the 1x2 pieces to the round corner piece), add a line along the cliff. And when the lower cliff curves down, so should the upper cliff. Think of them like thick jigsaw pieces offset from one another.

I'm not the best at explaining, but I hope this helped! ^-^
Originally posted by Spinjumper
So here's the level I'm working on. I need to know if the trap is obvious enough. The spikes retract by the way. Feedback on the tileset is welcome as well.

How far away does the trap trigger? It'd be a rather ineffective trap if you ran into the side of the spikes harmlessly instead of walking over them, but they could be like reverse Thwomps, where you can trick them into coming up by getting close, then run over.

It'd still be nice if there was some sort of visual cue. I would have no idea there's a trap there if you didn't say so, though that could just be because I can be super dense sometimes. Maybe add a little sound effect as you get close to it, like a sharp "CHIK"? Or the spikes that move shake and jitter every now and then while idle so it's only immediately obvious if you stop and look?

Originally posted by SMW_Hacker17
Thanks Pumpkinbot! At least I see the cliff that I have to put the line along to that, so I have to recorrect it.

No problem! The upper cliff looks fine, I think. Is the little dip between the middle and lower cliffs supposed to be where the two kind of move away from each other? I'd add a bit of water there to make it obvious. Like, you can see where the middle cliff meets the water below.
It's 2 AM, and I have no clue where to find this information.

I've made custom overworld tiles in YY-CHR and imported them into Super Mario World. They're there, and I can mess with them, but the old animated tiles are there (like the water and the waterfalls) instead of what I put there.

I take it those tiles are hardcoded to animate? Where can I change these tiles' frames, then, if I can't just straight-up tell the game to use what I freakin' gave it?
I've been dicking about in YY-CHR, slowly but surely changing the graphics for my level. Other than the graphics (and the sound*), it'll be a completely vanilla hack. Here's the overworld graphics. Only got the upper half of the 8x8 tiles done so far.



*if I can figure out how to do that, last I remember, it was a huuuuuge pain in the ass, and you had to insert music as the FIRST thing in your clean rom, and THEN you edit it, and asfhshaajka
Originally posted by Spinjumper
That looks pretty nice. Nice job with the anti-aliasing, too many people don't know how to do that. I really like the shading on the cliff lines, though you might be able to add more texture into them.

I'd love to add more to the cliffs, but a) the more complex it is, the more tiles it'll take up in the tileset, and b) I only have two 'cliff colors' in the palette to work with. I have the null color, the dark outline, three grass colors, two cliff colors, and one water color. I'm not too sure what other kind of pattern I could use.

Point A is my biggest problem right now. I'm trying to add in path tiles (where it actually looks like a path instead of just darker ground, like vanilla), but I'm a bit tight on tile room in GFX1C. Because the corners are shaded like that, I have to add a shaded variant for every ground edge piece that comes up from the bottom. If I make it more complex, I just wouldn't have much room. The simpler it is, the easier it'd be to implement.

EDIT: Wait, messing with them now, might have something. I'll post it when I've got a mockup.

EDITEDIT: Here ya go. I am out of creativity for the day, so have an immature, phallic mountain.



Somehow, shading the sides like this actually gave me a few tiles. I didn't need "X tile, shaded, with border" and "X tile, shaded, no border", because that tile would look the exact same, since the dark outline color is now used for the shading. Had to ditch the pool in the lower island in that first picture. (Which also made up the stepping stone things, too. Palletes are neat, huh?)


I'm starting to hate my method of shading.

The vanilla overworld's cliff edges are easy to use, since it's as simple as putting a hard edge on any change in angle, but with the way I've done it, it requires a full tile to do that, and a ton of variations. I'm not even sure where I'd put the edges on Butt Island up there, on the southern coast.

I'm thinking about just shading the cliff with a single solid color, instead, but determining what should and shouldn't be shaded might be a pain in more complicated maps. I'll mess around in YY-CHR and post what I come up with.

EDIT: I'm running into palette problems, now. If I want cliff walls with three different colors (base, dark, and light), I won't have enough colors to really anti-alias. My palette right now is null, outline, dark green (for AA), medium green (for outside the edges), base green (for the rest of the grass), light cream, dark cream (both for cliffs), and sea blue. I can't really add a third cliff color. I could solve that by using an entire palette for the cliffs, but I'd need the extra cliff colors on the same tile as the layers with grass.
Originally posted by Berkay
Originally posted by Pumpkinbot
I won't have enough colors to really anti-alias.
-snip-

That was in reference to your previous post, saying I should AA the cliffs. I don't have the space in my palette. 8 colors ain't much. :y
Originally posted by Berkay
I used the dark dirt color - can't you use that?

Oh. Whoops, didn't see that. >.< Now I do. Derp!

Yeah, I suppose I could use that. But what should I do for the cliff shading, then? Gloomier said there was too much contrast, but the darker cliff color has to be...well, dark in order to use it for AA, so if I want to lessen the contrast between the two colors, I've got to make the base cliff color darker, right?