Well this is likely the only port I'll end up doing. This is a little too complex for my preference so I just want to try to get this one song done so that I can use it in my hack.
Originally posted by Alcaro
I'd guess you forgot pressing F9. It's required even if you're using F3.
Doesn't F9 do the same thing as clicking the save icon in the 16x16 editor?
Oh crap, I feel dumb. I apparently didn't actually save the map16 changes, whoops. And it appears that the disk icon and F9 do the same exact thing now so it was just me forgetting to actually click the disk apparently.
I had tried the one before this other one I used and I got nothing but "octave too high" (along with a few "octave too low" and "invalid octave" errors as well) errors. So many in fact that cmd couldn't list them all at once for me.
Originally posted by Iceguy
And what is the use in that? What about people who subscribe to the Bar & Grill? They are going to get a crapload of PMs in a day, probably more than SNN does. I personally think it's a useless feature and you should really just check the thread yourself from time to time if you're interested in it.
Some sort of subscription system would be quite convenient. I find it rather difficult to keep track of threads personally. And since the site already marks new posts, it should be quite possible without using the PM system. Maybe have it so you subscribe to threads you post in and if there's new posts it just links you to the oldest unread post.
Originally posted by Blumiere
Clutter isn't an issue either. It's not really anyone's choice to decide what "cluttered" is for users. More than 10 is cluttered for you, 50 is cluttered for me.
As long as it's easier to clean up than the subscription system on Facepunch. You have to click a checkbox for every single thread (there's no select all option) and because of that I've accrued 910+ subscribed threads. Only 30-40 are active threads.
I used to use Opera but it kept crashing on me after opening a few tabs so I switched to Firefox. I've tried Chrome a couple times but it's too different from what I'm used to so I stick with Firefox. Chrome is my alternate choice in browser though currently.
My Steam profile. Wouldn't open through Steam itself so I decided to see if it would open in Firefox.
Originally posted by leod
If you're into security and can afford losing some speed, sure go ahead and use FF.
Its graphics renderer looks a little better too.
I haven't really noticed a huge difference between Firefox and Chrome in terms of speed. They're both fast compared to IE so I leave it up to personal choice. Firefox always has seemed a little more flexible with its addon system while Chrome seems a little more minimalistic. Although Chrome does have extensions now.
I don't think SMW hacking is dying. If anything it's just slowing down because, at the moment, there's pretty high expectations from people making hacks while at the same time there's a lot of tools to use and some of them aren't the easiest to figure out. I, for example, don't really get graphics editing for the game and don't even begin to understand ASM. I don't think these things mean that SMW hacking is dying however. It's just in a slow spot where the difficulty and expectations are higher than a lot of people can cope with.
That combined with people easily losing motivation to keep going could easily drive people away at least a bit. Honestly, who wouldn't have any problems whatsoever on putting in a ton of effort on a hack over many months only to get nothing but criticism for it because it didn't meet peoples' expectations? That's not to say that people should lower their expectations either however. Just that they shouldn't ignore the good things someone did with their hack either and should try to avoid coming across as rude when they're criticizing it. I think that would help a lot in keeping more people motivated to keep trying.
In addition, as I mentioned, with so many different tools and things sometimes not being so easy to get cooperating, that can make people not want to try those things yet they're expected by the community so it may drive them to give up. This one I think will generally fix itself however. There's people such as, I think, Alcaro who are always working on the tools we use for SMW hacking and always trying to improve them. This makes things a lot easier on those of us who have issues using these tools.
Well that was significantly longer than I had intended... Hopefully that doesn't come across as simply whining.
Originally posted by MrDeePay
Originally posted by Fellowroot
What I don't understand is why can't lunar magic be programed with a bunch of the tools that exist on this site? Like block tool, and add music and tons of others. Why can't lunar magic incorporate them into the program.
Because it's unnecessary, for the most part.
Wouldn't it just make LM a ton more difficult for FuSoYa to keep updated since it would be just that much more work for him anyways?
Emulator: bsnes v070
Notes - Music and sound effects period seem to be completely screwed up throughout the entire game. I'm running bsnes using the compatibility profile. I had taken some screenshots of a few various issues I mentioned however Minus failed to upload them because it's a pile of crap.
Main Island:
Overworld - A little bit plain. It's nothing bad but at the same time it's far from impressive in any capacity.
Mario's House - There's not much point to this level. There's no message blocks with back story, no coin blocks, nothing at all.
Peach's Castle - As with Mario's House there's next to nothing here other than decorations and a single message block stating Peach is in another dimension.
Underground Shop - You should move the message block to the left of the powerup blocks. I hit the first powerup block trying to figure out what was going on and would have wasted 50 coins if I had them because I didn't see the message block until afterwards. The starting screen is also extremely plain and boring. As a side note, the level Coin Collection resets your coins when you enter it. I'm pretty sure it would be possible through ASM to make it log the coins you start the level with and give those coins back when you exit the level.
Note for the star roads: I'd suggest making them each use separate levels that you're not going to be using elsewhere in the hack so you can name them in a way that more properly hints at where they're leading.
Right Star Path:
Overworld - Seems rather plain honestly. It's just a 5x5 grid of levels with the Smash Bros. icon to the right of it.
Blue Paradise - I'd recommend moving the message block before the midway point a few blocks to the left just for the sake of convenience. Having it directly next to the midway point is unnecessary and slightly annoying. Other than that, the level design itself is slightly too plain in my opinion. Very few enemies present any sort of challenge and the ground is really pretty flat.
Emerald Plains - A better level than Blue Paradise. It's less flat and the enemies pose more of a challenge. Balrog fight: There's really no clues here on how you're expected to fight him. There seems to be no hurt sound effect (but that could be because all the game's sounds are entirely screwed up for me in bsnes), I beat him by getting him stuck in the blocks on the right and spin jumping on him until he died. There's seemingly no reason for the fight. No explanation is given, you just go through the door and start fighting him with no reasons given nor any explanation on how to hurt him.
Chainsaw Panic - Not much to say about this one really. There's no midway point but it's not too long. Nor is it too hard or too easy.
Sun Temple - Some slight cut off in areas. It's easy to reach the boss with a fire flower and you can just stand still and easily kill it before it even comes close to you.
Ripple Ocean - The red fireball looking things that the one enemy throws seems to stay spawned no matter how far away you are from it. I had one enemy throw one and it stayed spawned despite the fact that I reached the end of the are and spent about 30 seconds trying to see if I could actually go up higher or not. As I started heading towards the door, the fireball came on screen finally. The castle seems random and out of place. The Charlies only make it more tedious than actually making it unique or difficult in any way. The boss is small and quick making it difficult to hit and in addition to that takes something like 7 hits to kill. (I didn't bother starting counting until I had hit it a few times already but I counted four hits after that point.)
Ice Heartland - The ice bros. are just hammer bros. reskins and seem pretty overused here. A few of the penguins are positioned in some unfair positions making it either difficult to land and get over them before being knowcked into a pit or just difficult to pass period. (The second one mentioned being specifically the two flying penguings over the moving platform.) The ice guys in the second area are largely useless and can easily be killed before they pose any danger whatsoever. The bouncing on penguins to get over a pit is more tedious than anything because you have to be rather exact. In addition it's immediately followed by a penguin flinging itself at you before you have a chance to even catch your breath from the bouncing on penguins part. The part immediately after this is confusing as well due to the fact that basic ice blocks are now something you can destroy with a fire flower despite the fact that earlier in the level they were not.
SM64 Bowser 1 - Level design is slightly repetitive. The blocks most of the level is built out of, to me, seems like nothing more than fancy concrete blocks. The portion near the midway point with the two fire breathing Bowser statues and the fire bar seems a bit too difficult compared the the rest of the level. A boring, essentially unedited SMB3 Bowser fight is at the end after what seems to be the most difficult portion of the level. The seceond half of the level seems significantly more difficult than the first half and in addition to that, the midway point is almost exactly half way through the level. Dying against Bowser makes it so you have to redo a very significant portion of the level. (Side note: As of now, this level has had the least glitchy music for me in bsnes. I was able to at least tell what it was supposed to be.)
Lower Star Path:
Overworld - Still slightly plain like the past two overworlds but less so despite the fact it's just a straight path with only a few levels.
Target Break - I thought this level was pretty fun, if a little on the short side. The only issue I had with it was the lower left platform took a lot of waiting to get timed with the diagonal one so I could actually make the jump. Perhaps something to take into consideration as well: you can easily come to this level and exit through the door (or start+select after beating it) for free fire flowers.
Coin Collection - This level is just very tedious. It might have been better with fewer invisible coin blocks or hints as to where they are but as it is it took me 15 minutes to get to 48 of the 50 required coins then after another 10 minutes of searching I gave up and went into Lunar Magic to find the remaining two.
Gourmet Race - You should really give the player an idea of where to go. At one point Kirby got ahead of me because I didn't realize I had to climb the vine instead of jump up the ledge then shortly after I followed Kirby down a pit only to land on a huge bed of munchers. Other than that issue, the level was reasonably short and to the point.
Chaos Blue Switch - It's not obvious right off the bat what you're supposed to do. The message box ends up giving the impression that you're supposed to use the throw blocks on the blue ! blocks. It mentions nothing about the thing that you're supposed to actually use them on. And that thing you're supposed to use them on is a slight issue. It's obvious it will blow up when it starts counting down but if you move too far it stops counting down due to being off screen which leaves you only one or two tiles of space for safely letting it blow up. A slight side note with the blue rope ledges, it's not inherently obvious that you can press down to go through them unless you're already familiar with them from other hacks. It's best to assume your players have no pre-existing knowledge of the unique blocks and entities you're using. Overall I'd have to say this level has too much back tracking. Especially when it comes to the final stretch of the two P-switches. And the blue shell part is entirely pointless since you barely even have to do anything with the shell since the blue blocks are right there.
Overall I didn't particularly enjoy the hack. The levels were quite bland and boring and I pretty much lost interest after SM64 Bowser 1.
I also have to point out the massive difference in the amount of levels per world. The right star road world has 23-24 levels or so (approximately) while the lower star road world has only 4 total. And those levels are, for the most part, easier. However they're also the more fun levels that I played out of your hack as well.
In addition to these I have to point out the massive amounts of clashing graphics everywhere. You'll have a DKC enemy one screen then half a screen over is a goomba or a koopa. It doesn't really look all that good at all.
Bosses seem really shoehorned in. Given no reason for fighting them nor any explanation on how to beat them.
The hack also seems extremely linear. Looking at overworld screenshots others posted there's almost no secret exits whatsoever and as of the spot I quit playing there had been no alternate paths of any sort. Not even for bonuses such as dragon coins or extra lives/power-ups/coin rewards.
EDIT: I seem to have figured it out.I was mixing up using the ADC command without anything extra with using INC/DEC without anything extra. This code worked perfectly except it took me to 91 lives for some reason rather than 90:
Maybe someone here can explain to me what I'm doing wrong. I'm following Imamelia's ASM tutorial and decided to make a small attempt at code before moving on. My code should be pretty simple. It just checks the player's current amount of lives then adds the difference between that amount and 90 (I realize I could just make it 90 flat out. I'm just doing this to be sure I understand what I'm doing though.) I was planning on using Asar and UberASM for that. I inserted two different versions of my code into the level_code.asm file for levels 105 and 106 so that it would run when you enter the level. Asar gives me this error when I try to apply the UberASM however:
This is the code I have in my level_code.asm file:
Code
level105:
LDA #90
SEC
SBC $0DBE
STA $7E1FFF
LDA $7E1FFF
CLC
ADC
STA $0DBE
RTS
level106:
LDA #90
SEC
SBC $0DBE
CLC
ADC
STA $0DBE
RTS
If it's not clear what the differences are for, I came up with that first set at first then realized the second would probably work and decided to try both. Can anyone point out to me what I'm doing wrong?
Originally posted by Alcaro
Quote
EDIT: I seem to have figured it out.I was mixing up using the ADC command without anything extra with using INC/DEC without anything extra. This code worked perfectly except it took me to 91 lives for some reason rather than 90
Use LDA #90-1. That address is a little tricky, it's your lives minus 1 for some reason.
Ah, thanks for that last part. That was confusing me. And I know that I could have done it a lot more simply. I was purposefully making it more complex than it needed to be to make sure I had a grasp on what I was doing.
bsnes is my favorite emulator that I've used. I use it for everything except romhacks that use custom music since those always bug out for me in bsnes and snes9x. For those I have no choice but to use zsnes. My biggest issue with zsnes is the GUI, I can't stand it.
Originally posted by WhiteYoshiEgg
Rather... limited usefulness compared to how much effort it would take (at least taking the "still beatable" bit into account). If anything, I believe it'd be best of as its own little tool.
Could be an interesting standalone tool. Actually reminds me of this platformer game I just discovered the other day. You'd almost certainly want to manually edit the level after generating though or else it'd likely be fairly uninteresting.
Originally posted by Ladida
setting 0A looks like this:
Code
0A: M:09-00=09 SP:86,FF M1:03-00=03 M2:03-00=03
M = amount of sprites you can have onscreen
SP = 2 sprites that use/need this setting (FF=null)
M1 & M2 = amount of those sprites you can have onscreen
this lists 86 in SP. 86 is wiggler's sprite #
Is this stuff actually explained anywhere in the help file or anything? I've looked before but if it's there I must have missed it.
Whoops, it appears I did manage to overlook it then somehow, thanks.