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Posts by Flamesofshadow
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the way i saw the bosses in order of creativity but some fixes they could use to be better than they are now would be:

Custom: i saw this as a much better and more interesting boom boom fight and boss in general compared to most of SMWC bosses, even though it was simplistic overall it having more movements and customizable features made it a really good boss. the only things I could say it could use to be better would be more customizable or activatable attacks

(for example, it could have some sort of custom in spike shell animation which behaves similar to disco shells but larger obviously spiky or moves where it goes on walls or causes some sort of environmental effects.) these would all allow the boss to be much more than just a simple Boom Boom with a couple of weapons.


Ditto: the first part of the fight before it becomes mario wasnt that interesting to me personally, but the actual Mario as a boss idea was cool and has an extreme amount of promise overall if it were worked on more, many of the complaints about it being overly difficult due to saws and too much other stuff to avoid are valid but while it did fit with the theme of the contest it may have been better if the boss wasnt based on a reznor type boss fight to begin with as that adds a lot of excess time needed to kill the boss and is somewhat restrictive.

A few things this boss could do although difficult to code could be general player abilities similar to super mario galaxy clones or doopliss from Paper mario TTYD such as (catching/throwing shells/blocks/or bombs, shooting mario/luigi fireballs, trying to jump/spinjump on the player, using a cape to fly/reflect projectiles or general cape attacks, and it could also take damage and try to get powerups similar to the player)


Overused: the name is still very accurate, that is one of the most overused bosses on SMWC. this one was the least interesting of the three for me, and the hardest to look directly at but it was more interesting than the usual version of the boss, i dont have much to say about this one in general except it was well done but just personally not one id actively seek out.

as for things it could do, i dont have any real ideas as its just a thwomp, if it had other twomp family forms (thwimp, grrrol, whomp, tromp, etc.) it could do a lot more and be used more but overal its still just a twomp, and in this versions case its crazed and on all the drugs possible which is a funny thought.


We still need several of the bosses to be revamped as some such as the smb1 bowser, the koopalings, and even the noob sprite along with many others as they are not amazingly interesting (and the SMB1 bowser has a lot of issues apparently)
I am not a coder so these are mostly from my experiences from my general time on SMWC overall, obviously, ASM is very time consuming and complex in some cases but we still need variety.
How frequent should Mad Scientist be?
I would say in general we need at least 2 Mad scientist (biannually) or general ASM contests a year not counting C3.

Do you think we should continue with public judging much like the music contests or should have specialized judges similar to the other contests?
as others have suggested, both judging styles are useful, but have cons, with public judging there isn't much along the lines of "is it stable, is it coded well?" it's just "oooo this looks cool".
specialized judges can be too uptight and may not give credit to well-designed creations over well coded but bland creations.
I would recommend a mix so we get well-made creations that are also just really cool and fun.

Should we go with multiple rounds (idol styled) or with a single large round (*LDC styles)?
I see both as useful, but I think multiple rounds might be more useful as you can have different themes at a time instead of just "here is a list of things you can do" as it leads to more duplicates and some things being skipped.

If the former: Should we give a prize for the most scoring user per round or count the score in total and give prizes for the top three?
If the latter: Should we go with a specific theme or can we allow everything ASM related with a broad theme (e.g. sprites)?
there should be prizes for at least the top 3, maybe top 10 depending on the number of participants, as for theme it should be multiple themes but more based on level themes, and a few more technical themes.

Do you think we should have different types of ASM contests such as ASMLDC or 24hoASM/72hoASM alongside Mad Scientist?
more contests would be helpful to accomplish the goal of getting more varied creations in SMWC


Is there anything else you want to add?
overall we need more variety in creation themes from these contests (ASM based at least, graphic and music are pretty commonly having new stuff added), this past mad scientist one had some interesting concepts, but when it comes to SMWC in general and ASM contests there is so little in terms of new content, everything is repeated or just general gimicks and its only during C3 that we generally get any sprite creations at all and even then some are just newer forms of existing things. (there are at least 6 types of grinder and thwomp, plus mostly old basic bosses) and yet people only want more of the same which is really stagnant and apparently was an issue before. in peronal experience ive been on here for a couple years at the very least and tried to request things, ive tried to follow contests to see if anyone creates anything thats new enough to be refreshing but all i see are just the same things over and over, basic modified clone, basic modified clone, basic modified clone, modify plain old boss, repeat.
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its been over 30 days since my last post, so yet again I'll make another.

Name: slow custom Background/layer 2 scroll
type: UberAsm probably
Description: I recently assembled The S3&K lava reef zone boss Background however I need more technical code to allow for proper usage of the BG.
Currently, the BG is 2 screens wide and then it replicates itself. what I need is some UberASM that will allow the Background to behave the way it does in S3&K meaning that no matter how long the level is the player won't see the background replicate but instead it scrolls in a way that by the end of the level the backside of the Death egg can be seen.

References: first roughly 40 seconds of the video shows how the BG should scroll and be seen by the player, its clearly longer than the two screens the BG takes up in LM.

I have a request to throw out there, its pretty simple and is from NSMBWii (a spikeball/grrrol).

For the Spikeball/grrrol: it behaves as it does in NSMBWii, it will move left or right until it hits a wall or another grrrol in which case it "bounces off" and goes the other way. kills other sprites it hits is affected by gravity and slope angles. Comes in 3 sizes 48x48, 32x32, and 24x24 (each size up can kill smaller sizes like in NSMBWii), and can be set to start rolling left or right.



+ A shooter/spawner for the Grrrol/spikeball sprite that works for pipes would be helpful.

this dropbox contains the .bin files and pngs for the sprite as refrence
https://www.dropbox.com/sh/2lz6x4ejcybz8mu/AACIWUeWTxYtWkDrEADLK7Sga?dl=0


I am aware there are already existing versions on grrrol on SMWC, however, none work perfectly for the purpose, others are only partially working or unreleased.
Name
Sonic 3 and knuckles style variable Background scroll

Type
UberASM

Description
A custom Uberasm scroll that allows for variable scroll in all directions, but also allows for a background that takes up any number of screens (in my case two screens, screen exit 00 and 01) in Lunar magic to be used across a level with any number of screens by allowing the player to go in any direction (up, down, left, right) and the background stops scrolling when it reaches the direction boundary so it doesn't duplicate or glitch out but doesn't limit the number of horizontal/vertical screens that can be used as long as the screen number is set.



Update: with some editing I think this patch could work https://www.smwcentral.net/?p=section&a=details&id=19459, the creator seems to somehow not have been on for years, but also somehow posted this in 2019 so cant really ask them.

update 2: managed to find a solution using the above patch so I'm closing request.

The things I think it would need would be would be:
1: conversion to uberasm.
2: modification to allow for fractional scroll speeds.
3: something that lets me use the whole background (two screens) but not have it go beyond that even if i go 20 screens to the left or right.

References
the included gif is taken directly from in-game and with level layer removed to see the background better. (the sprites were not removed to see how the background behaves with the player.)

https://i.imgur.com/UjVuZYV.gifv
the multistep autoscroll works for level scrolling, but for background scrolling itself it isnt what i seek. with my settings set to H:variable V:constant, its closer to what i need but i still cant get the background to function as i need
Name:
SMM2 type Spike balls

Type:
Sprite

Description:
A single sprite using extra bits/bytes, or set of up to 3 sprites that work similarly to the Spike balls from SMM2 with traits such as:

1.They kill other sprites, but large ones kill the smaller ones.

2.Can start moving left or right or to face the player when spawned.

3.They interact with slopes and will continuously roll back and forth when between two large enough opposite slopes going so far as to slow until stopped on uphill, or gaining speed when going downhill.

4.large ones can destroy specific blocks, however as blocks can be set to destroy from sprites, an option to have the sprite(s) of all sizes die or bounce off (hit and turn around) of solid blocks would be useful.

References:
(actual sprite ball from SMM2 scaled up for two other size values, Fits in a single GFX slot)
Ive seen the sprite you mentioned, its pretty similar to what im going for, but with a few differences and my reason for requesting is because i can't code at all (or at least enough to actually make or modify a sprite) and directly asking a creator for something isnt going to work.

I dont think the animation would need to be dymanic, even two frames would suffice to make the ball look like its rolling, more for slower rotation. The main difficulty would be mirroring the tiles on the 2nd and 3rd sizes.

Someone could make an update to that sprite, or do a stand alone version. But having the options i mentioned would be the most helpful
Name
Modern Spiked balls

Type
Sprite

Description
A sprite of 2 or 3 different sizes (small, medium, and large) that rolls back and forth when hitting solid walls, they are mostly indestructible except for the invincibility star and can be spin jumped on, They destroy other sprites and large spiked balls can destroy smaller ones. both types are affected by gravity and slopes.

it seems common but having an option to set it going left or right when spawned would be nice.

the different sizes much like the left or right facing options could possibly be bit or byte options possibly that way it would only require one asm/json file instead of three separate ones.

References:
links about the spiked ball as well as two types of example graphics and possible sizes
https://www.mariowiki.com/Spike_Ball
https://www.mariowiki.com/Giant_Spiked_Ball

I apologize in advance this is a lot of reading.

I am reading MarioFanGamer's sprite coding tutorial and simplifying it for my own comprehension. I have run into a confusing part of the Graphics routine coding which talks about OAM tile size and $0460,y

"Y: OAM tile size. Usually, you don't need to store to $0460,y because the tile size routine already does it for you if desired. In Y for this routine, 0x00 means only 8x8 tiles and 0x02 means only 16x16 tiles. If you want to set the tile size manually, just load any negative value like 0xFF into Y and obviously, set the values (either 0x00 or 0x02) to $0460,y. Keep in mind that the tile size index is four times than the OAM index so you have to LSR the index twice."


My question comes in as this, if i were wanting to make a (24x24 or 48x48) sprite how would this portion of code be written?


Code
LDA #$00	; Tile to draw - 1
LDY #$02	; 16x16 sprite
JSL $01B7B3


I was thinking a 24x24 sprite would be LDY #$04 and a 48x48 would be LDY #$08 but im unsure as it only refers to 00 being 8x8 and 02 being 16x16 nothing higher is mentioned.


and if i were to manually set the tile size using $0460,y how would I write that into the routine? its written in a way that sounds like i would write it like this.

Code
LDA #$00	; Tile to draw - 1
LDY #$FF	; 16x16 sprite
STY $0460,y
JSL $01B7B3
a few points of clarity for my stupid brain.

you mentioned the Snes supports any two sizes out of 8x8, 16x16, 32x32, and 64x64 for tile sizes, but smw always uses 8x8 or 16x16 but if i were doing a tile size of 32x32 or 64x64 i COULD use
Code
LDY #$02	; 16x16 sprite
and have it set to a higher number such as #$06 (idk the exact number at the moment) if the sprite is 32x32 and is layed out together in its final form in the gfx file.

Originally posted by Fernap
Generally, you'll be setting the tile size as you go, along with setting the tile number, properties, and x & y. If Y holds the OAM offset, then something like:

Code
TYA
LSR #2
TAY

LDA #$02
STA $0460|!addr,y

TYA
ASL #2
TAY


will set the current slot to 16x16. There may be some little optimizations you can do here, but that's the general idea. You'd do this for each tile (with STZ $0460|!addr,y in the middle instead if this one is 8x8).

And then only at the end would you call %FinishOAMWrite().



#smw{o_O?} if i were doing 48x48 which is 9 16x16 tiles i would white the above code 9 times one for each individual 16x16 tile, how do i write that code multiple times? is it just me taking
Code
TYA
LSR #2
TAY

LDA #$02
STA $0460|!addr,y

TYA
ASL #2
TAY
and then replicating
Code
LDA #$02
STA $0460|!addr,y

TYA
ASL #2
TAY
?

also arithmetic shift and logical shift i kind of understand, its the offset and because it is shift #2 it would be two 8x8s to make a 16x16 tile? not sue on this, its my guess.



This is the Code from the tutorial looking at: it makes a blue mushroom in the tutorial
Code
print "MAIN ",pc
	JSR Graphics
print "INIT ",pc
RTL

Graphics:
	%GetDrawInfo()

	LDA $00
	STA $0300,y	; X position
	LDA $01
	STA $0301,y	; Y position
	LDA #$24
	STA $0302,y	; Tile number
	LDA $15F6,x                The YXPPCCCT properties for the sprites are stored in $15F6,x (palette and tile page stored from the CFG editor but you can overwrite them)
	ORA $64                    the default priority (actually properties but only the priority bits are stored there) for the current level mode is $64.
	STA $0303,y	; Properties

	LDA #$00	; Tile to draw - 1
	LDY #$02	; 16x16 sprite
	JSL $01B7B3
RTS


in VSC at the end i changed
Code
LDA #$00	; Tile to draw - 1
LDY #$02	; 16x16 sprite
JSL $01B7B3
to
Code
LDA #$2F    ;Tiles to draw -1 2F=47+1=48
LDY #$FF
and after LDY #$FF i should add repeatedly for however many tiles (in this case 9 16x16)?
Code
TYA
LSR #2
TAY

LDA #$02
STA $0460|!addr,y

TYA
ASL #2
TAY
fair enough, im not really pushing myself too far with the more advanced coding stuff mostly writing complex values in a second asm just to test my math and keep up with it for later, hence the complex questions, im aware it gets pretty complex with what i have planned in the future. im simplifying the tutorial a bit to make it easier for me to understand.

for now, i must return to my homeworld, and continue practicing my coding. i will return to post here, or maybe ill ask around if i find more things im confused by.
What purpose does a colon serve when used like this?
Code
PHB : PHK : PLB

ive seen a few colons and havent Yet figured out the purpose overall i am understanding most of what i see in the tutorial codes
Ah ok so my initial idea for it was correct then
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Does anyone have a more proper but easy to understand for my caveman brain solution to this issue?

I had to add two offsets for y tiles because there was something wrong with the code making it work improperly (the head and body tiles were taking up the same place, or the body was in the ground. this is what I ended up doing to fix it, and I know it likely isn't the proper solution.

Code
LDA $01
CLC : ADC #$F0	; Add Y ofset
STA $0301,y	; Y position
CLC : ADC #$10	; Add Y ofset
STA $0305,y	; Y position 2





Here is the unedited code from section 4.2.4 of MarioFanGamer's sprite coding tutorial https://www.smwcentral.net/?p=viewthread&t=92218

https://media.smwcentral.net/MarioFanGamer/SpriteCreationTut/tut8.asm
Ah ok, i just wanted to make sure as i want the code to be as clean as possible and was thinking doing that in that way might have been the messy way.

I know When it comes to larger sprites which have multiple tiles i will end up needing a table for most of the displacements because it will get really messy otherwise.
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