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The Base ROM, Various Tools & Files (2015-07-19)

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So, I didn't check this project in a long time

...

it isn't finished (obviously)


...

how can user (I) help finishing this?
download dropbox and ask lui to put you in the shared smwcp2 dropbox folder

here's our current bugs + shit log (copy+pasted directly from the txt file):
bugs + shit:
- the goombas with blue shoes are dumb
- lava lift lair priority sucks (powerups). is something doable?
- digsite dangers could use a sound effect that isn't mainly on the right speaker
- the pushable blocks in the same level are unnecessarily annoying, maybe something could be done about that
- move some layer 3 scrolling to lm? <<< yes yes yes (yes) yes? yes
- (note: cutscenes aren't in the main rom) some cutscenes are broken (duck's, bowser's is missing graphics, and one of the last ones has messed up colors/graphics)
- make levels with message boxes and newly added layer 3 BGs use sprite message boxes
- actually make the panser animate like a panser - icluding its fireballs - because it looks like shit (not a really big deal but still.)
- make more edits to manic mine maybe (such as making 1AA faster)
- speaking of manic mine, that level looks dead af. maybe I should do something about that
- the fishbone also looks like total shit. well, yet another thing that does. hooray
- please, for the love of God. Someone do SOMETHING about the fucking raven. That one from Terrifying Timbers. That shoddily-coded piece of shit.
Please.
- yeah that's terrible lol. and yes this is a perfectly valid todo item
oh my god FUCKING SHITTY BIRD that's perfect
- do rising ashes
- do slower/fewer leaves
- rename sunset split to daybreak desert probably <<<< nnnnope ;)
- make some nice custom code that makes layer 3 bgs scroll leftwards diagonally while also moving at the pace of a bg instead of that of a fg (totally not confusing)
https://floating.muncher.se/bot/log.html?chan=caffienet.smwcp&date=2015-12-19&tz=1#t175817
- disable whatever layer 3 code is running in floral fears. or pretty much any level in which it's just a bg
- the behavior of the jumping puffer in togepuku tussle (sublevel 045) is kinda sloppy
- the bubbles in gunky grotto (level 021) have glitched graphics.
- the ninjis with the awful sound effect choice in Kourai Krevice (level 016) are awfully buggy.
- the pipe in the end of lightvayne's ugly sky level (11F) leads to the computer sublevel (180) of perilous paths????
- alright i need to redraw 2dareduck's dumb rollercoaster bg. wish me luck
- use a sprite message box in level 016 (also the pipe in the end of that level leads to nexus norvegicus???)
- the smwcp coin in 1D9 makes the rom explode
- boom if you grab a smwc coin in the vertical sublevel of the last level. fuk
- the midway point in the same area fucks shit up as well. probably relevant
- both of the above are probably the result of a vertical level discrimination in the change map16 routine
- more vertical level fuck up in w2 castle (047) (this one actually crashes. which is good)

- disable the palette shit on the ow via lm instead of whatever edit is used (unimportant)


Originally posted by S.N.N.

This file is password protected. Can someone send me the password?



Originally posted by Luansilva12
Originally posted by S.N.N.

This file is password protected. Can someone send me the password?

When the game is done.
You might want to improve the message box that says:

Originally posted by Aerotastic assult
Jeptacks aim at you with their arrows then fly at you


You mean:

Quote
Jeptacks lunge at you very fast, watch the warning on the edge of the screen. If you hear a ding, the target is locked. Avoid them.

Give thanks to RPG hacker for working on Asar.
+1 for GHB's replacement, but do we need such a message at all? Can't we let people figure them out themselves, like every single enemy (including bosses) in the official games?
<blm> zsnes users are the flatearthers of emulation
Originally posted by Magiluigi
-make some nice custom code that makes layer 3 bgs scroll leftwards diagonally while also moving at the pace of a bg instead of that of a fg (totally not confusing)


Can't LM do this already?
In digsite dangers, the 16x8 button switches hitbox can be improved by using this check:

Code
MarioBelow:
MarioAbove:
MarioSide:
TopCorner:
BodyInside:
HeadInside:
	REP #$20                ;\If mario's feet is 8 pixels up
	LDA $98                 ;|from the bottom of the block, return
	AND #$FFF0              ;|
	SEC                     ;|
	SBC #$0018              ;|
	CMP $96                 ;|
	BPL return16bit         ;/
	LDA $9A                 ;\If mario's block hitbox is not at least a
	AND #$FFF0              ;|pixel overlapping the block's hitbox,
	SEC                     ;|then return.
	SBC #$000E              ;|
	CMP $94                 ;|
	BPL return16bit         ;|
	CLC                     ;|
	ADC #$001A              ;|> this means #$0C if starting at #$00
	CMP $94                 ;|
	BMI return16bit         ;|
	SEP #$20                ;/
	[switch code here]
	[...]
SpriteV:
SpriteH:
MarioCape:
MarioFireball:
return16bit:
	SEP #$20
	RTL

Give thanks to RPG hacker for working on Asar.
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