I shall make a summary of the workshop by Monday, so you guys don't necessarily have to read through all of this.
That would be really helpful. I joined the workshop for about an hour or so today but then left again, because it was way to hard to follow everything. Way to many random messages inbetween + code wasn't in place.
I've seen your video, too. And as stated in the comments: This is a really awesome patch! You did a good job! I'll try it out myself right now.
OK. Installed the patch and everything works fine. And it really wasn't hard! This is like... A super awesome status bar hack made easy! However, there are a few things I noticed:
The "EnergyO" is what I mean. Looks a little bit weird.
Also the "Lives" counter is a bit weird.
See, how the first digit is in red? That looks a bit weird. And when you hit the goal point it actually gets invisible. That's why you don't see it in the picture above. Just a little thing that could be fixed. But excepting for that everything works fine! Also I noticed that the goal point refills some of your energy as well. Pretty cool. So basically now you could edit it a little bit, so that you won't lose your power ups at all. Then it would be like a real Metroid game.
Just to confirm, that everything is working fine
Good job ;)
Now I wonder if I should use this in my own hack. I really want to. I wanted to use a health bar like that anyways. But I had to revise my whole game then.
Oh yeah, I noticed another little bug. Or I don't even know if it's a bug or intended. But if you die, then your reserve tanks won't be refilled.
Oh. Yeah, you've got a point there. But I always found that that was the biggest weak point of Metroid.
However, I found yet another bug (Yeah, sorry. But I love this patch so much, that I'm trying all different things with it ).
It's not much. It's just, that Luigi is always small instead of always big with this Patch. I know that this patch is made for 1 Player mode rather then for 2 Player mode. But still I think it would be better, to make it work correctly for both players. Just in case ;) .
Hey ICB. I found another bug in the patch:
I was fighting Iggy. First I got hit once. Everything was allright, except that Mario's graphics were flying across the whole screen for a second. But damage inflicting worked like normal. However, I still had 2 energy tanks and 79 HP left after that. I touched Iggy again, Mario flied over the whole screen again and suddenly I was dead. My HP instantly hit 0. I don't know why :/
Also I have a question: Is it possible to disable the normal goal healing you? I tried it myself by modifing the patch. But I didn't get it to work. Everything I got to work was COMPLETELY disabling healing (also applying for mushrooms). But that is not what I wanted. Probably you can help me.
Also I have another question: Are your items (flower, feather) saved, when you save your game? If not: Is it possible to modify the patch so that your items are saved? Because if you do that, then you could easily make hacks that are more Metroid-like. If you get an item in Metroid you keep in even when turning of the game. You could design your hacks so, that you have to find a certain item so you can get past a certain point in the game. And to make everything complete, you could make a custom flower sprite and a custom feather sprite, that don't reappear after getting them. That way Mario can have one item and the other item remains in the item box. You can switch between those two items as much as you want. However, if one item would reapper, then you could accidently overwrite one of your items. You get what I mean?
Man, I love this patch so much . I been messing around with it the whole weekend. There is so much stuff you can do with it. And I wanted a health patch like that in my hack anyways. I think I'm going to use it. But not sure yet...
Please give me the chance to also direct my thanks to you. You, Romi, for making this awesome tool and you, Seteven, for releasing it and for making such a great hack. Just for fun I played around with the tool a bit and recorded a video:
Great example for endless loops as for example seen in Secret of Mana. You always got the same dialouges until you selected a certain answer.
Oh yeah, I seem to have problems with playing custom music. Normal music as seen in the video works fine. But when selecting custom music there doesn't play any musing at all. For example I tried [music=20] and [music=27]. I also double checked to make sure that these slots actually contain music. But they didn't work. So does anyone know waht I did wrong? The custom music itself does defenitly work, I've already used it in my hack before.
Oh! Yeah, I think I get it. Just one question, though: How do you know what block your sprite is in? Do you see that in Sprite Tool when inserting it?
And what about normal SMW songs? Does the same thing apply for them or can you use them like normal music? For example I wrote [music=10] and got the music you can hear in the video above, so I assume normal SMW music works?
OK, I reinserted my sprites and this is what Sprite Tool says:
So where do I see the block number? Is it the block that starts at 98?
"Init Track" was the key word I was looking for. I didn't know that everything is relative to the Init Track. I thought it would somehow be relative to the sprite. So if my Init Track is Custom Music 53, then [music=22] will play Custom Music 54, right? Well I get it then. I had set 00 as my Init Track. That is the reason why I couldn't play any Custom Music at all. So if you wanted to start your cutscene without any music and still wanted to use Custom Music in it later on, then you had to leave one slot in that block empty, right? I mean [music=80] of course stops the current music. However, even if you put it at the beginning of the text you still should here the Init Track for a second, no?
Well thanks for helping me out, Steven! This tool is pretty awesome!
Oh yeah, Romi: What about adding letter beeps to your tool? I don't know how much work that would be of course. But that would be cool for some retroish dialouges. If you don't know what I mean: In "The Legend of Zelda: A Link to the Past" or "Mega Man X" for example whenever there was dialouge in the game there was a sound effect played every time a letter appeared. In Zelda there even was a special sound effect that played when all text was displayed. I hope it's not to hard to understand what I mean. That would be pretty cool
OK, yeah. That was stupid of me. I didn't go block-wise, but instead thought, that the Init Track was always the first song in a block. Of course that's not the case and it can also be in the middle of a block. I made some code that shows you the easy way what command does what (it's actually the example from Romi, but I've changed it a bit so it makes more sense and is easier to understand):
Currently playing music: Init Track[wait][br][music=21]
music=80 (Fade Out)[wait][end=exit]