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Posts by RussianMan

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I remember playing it during C3, but I didn't finish playing it (and there wasn't much time anyways for me to post my thoughts). I didn't like some parts, sometimes generic or janky (and I couldn't figure out second switch palace which is why i gave up). I'll give it another try and post feedback.
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Originally posted by Major Flare
Geopardy is a nice sentense and all. Catography is even better!


Just edit picture with photoshop and nobody'll notice mistakes you made!
Originally posted by StrikeForcer
Forget my other request on the running hammer bros, as anonizwx was fulfilling it as per last c3 that happened a few months ago.

Name: 16x16 Chain-Chomp Head
Type: Sprite
Tool: Romi's Spritetool v1.41/PIXI (if PIXI, its for submission onto smwc, though either or is fine if you don't want to do the other)

Description: A very very loose chain chomp head seen in SMB3 after a certain amount of time passed. However I want a recreation of the now nonexistent sprite for download seen in two hacks:
https://youtu.be/z7w1A_gjiWE?t=723 - Mario's Lost World

https://youtu.be/ukPj5ioilwY?t=132 - Unknown Islandz

Where it just chases you aggressively and fast with the occasional slightly raised bounce.

Closest analogue to base it off from: https://www.smwcentral.net/?p=section&a=details&id=3740 ,only 8 bounces doesn't terminate the sprite.

GFX Bin: https://www.smwcentral.net/?p=section&a=details&id=16388 use this.


Sprite Tool Version / PIXI Version


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That's the cleverest thing you've ever said. Rainbow lamas on flying carpets, HELL YEAH!


Be carefull with this thing! It can explode at any time!
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I'm Yazawa Cocoa, and I'll put a grimace in your fart!


Wow, there are dinosaurs everywhere! Where are we?
...is in another castle, because...
Happy BD bebn legg! have a nice day! or night, or whatever time is.
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Originally posted by CalHal
big extended bones


Only problem I see with this is sprite tile issue, extended sprites have fixed amount of OAM slots and each is supposed to use 1. It might work as normal sprite.
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I want the launcher to lower and shoot the torpedo much quicker.


change this value:

Code
LDA #$50		;if necessary, restore timer to 50


It might create silly issue if !ShowArm is enabled where multiple hands are present due to much quicker timer, to the point where it can fill all extended sprite slots. I may be wrong about it, but just in case.

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I would also like the launcher to notice Mario from farther away.


Possible by replacing %ShooterMain() with the same code but without offscreen check or modifying check to not shoot if further away, as that might lead to weird results, like shooting from very far away.
did you change extra byte? because description says

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If the barrel reaches a specific screen, it will drop Mario and fall offscreen. The screen it needs to reach can be set per-sprite using the extra byte (the extension field in Lunar Magic's "Add Sprite Manual" dialog).
well, you change it's extra byte by opening sprite's "Modify Sprite Manual (in hex)" (usually used to set extra bit) and changing extension field to screen number where it should drop.
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Tattle's solution


that raises another problem - GetDrawInfo that can erase certain parts, if player catch up with it they'll find cutoff bone flying through the air...

I mean I guess you can spawn 4 extended sprites, stick them together and define "leading" sprite, that, if disappears, makes all other parts disappear as well, but i dunno, it just sounds easier to do with one normal sprite haha.
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About getdrawinfo


I meant build-in suboffscreen that ExtendedGetDrawInfo has. if they're about to leave screen, some parts will disappear, but others won't.

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About animation


same. making 4 different extended sprites and align them to different animations is kind of meh.

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sad


why so?
I'm interested in furthering SMAS hacking... by providing custom ASM?

For example I'm currently working on SMW's "UberASM" counterpart for SMAS that I dub "DuperASM". For now it's focused on SMB.1 but I may expand it to work for other games as well. Currently I've implemented NMI, global, gamemode ($0770) and level codes. i'll implement gamemode, level and (maybe) global (before entering game loop) init codes later. I don't have any fancy things you can achieve using said patch, but hope this example is alright:

also, if I find something interesting, i'll submit info to memory maps and disassembly.
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happy :b:irthday Minuy, have a nice day!
Currently reviving/rebooting/reimagining my old cancelled hacks, and one of them features Peach as playable character. Here's one of levels in action (so far).

Gif is 4MBs, I'll link it instead of embedding, just in case.
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