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Dynamic Particles - VWF Sprited Text
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2020 - Dynamic Particles - VWF Sprited Text
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Pages: « 1 2 »
People of Super Mario World Central... Welcome back... Welcome to my true C3 thread, where I'm releasing two new ASM resources.

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Ever wanted to have that much of bounce blocks, scores and particles for your hack? Hmm...
Oof, you can't fit them all in SP1 & SP2. What's going on, you ask?



Yes, they're magically appearing on SP1. This is my...

DYNAMIC PARTICLES

Patch created with the intention to have an compact, non-heavy-CPU dynamic system for non-normal sprites. It also offers two sample minor extended sprites that use the system (the custom skid smoke and the sparkles appearing on the status bar)

DOWNLOAD

I recommend using SA-1 for it since despite not being too much CPU-heavy, it could overload the average person hack.



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You might say I'm taking away credit from RPG Hacker's VWF Dialogues, but no. Well kinda but not really. This is...

VWF SPRITED TEXT

Sprites again! Basically VWF Dialogues LITE version; it's a sprite-based text generator that supports text acceleration with Y, waiting for player confirmation, options, and character portraits. (doesn't support the fancy black space effect shown in the second gif though, that's programmed into the included LevelASM if you want it) You could also use it for anything menu-related like selection screens.

Here's the lines for the GIFs above so you can see how complex it is:

For spin jump hint
Code
table MMXFont.txt
	
MMXVWF:
db $08,$05,$08,$08,$08,$08,$08,$08	;80-87
db $08,$08,$08,$08,$08,$08,$07,$07	;88-8F
db $08,$08,$05,$08,$08,$07,$08,$07	;90-97
db $08,$08,$08,$08,$08,$08,$08,$09	;98-9F
db $08,$08,$08,$08,$07,$06,$06,$06	;A0-A7
db $06,$06,$06,$06,$04,$06,$07,$04	;A8-AF
db $07,$06,$06,$06,$06,$05,$06,$06	;B0-B7
db $06,$08,$07,$07,$07,$06,$08,$04	;B8-BF
db $00,$00,$00,$00,$00,$00,$00,$00	;C0-C7 (unused row)
db $04,$07,$04,$04			;C8-CB
	
Text:
	%TextHeader($4C,$04)
	%TextSetVWF(MMXVWF-$80)	;> Substract $80 since letters start at tile $80.
	%TextString($10,$C8,$3F,"Press A to do a spin jump!")
	%TextSpeed($2D)
	%TextString($40,$08,$3F," ")
	%TextSpeed($04)
	%TextString($10,$D0,$3F,"Try it over these turn blocks.")
	%TextSpeed($78)
	%TextString($40,$08,$3F," ")
	%TextClear($4C)
	%TextEnd()


For Revenge of Meta Knight chapter 1 intro's recreation
Code
table MMXFont.txt
	
MMXVWF:
db $08,$05,$08,$08,$08,$08,$08,$08	;80-87
db $08,$08,$08,$08,$08,$08,$07,$07	;88-8F
db $08,$08,$05,$08,$08,$07,$08,$07	;90-97
db $08,$08,$08,$08,$08,$08,$08,$09	;98-9F
db $08,$08,$08,$08,$07,$06,$06,$06	;A0-A7
db $06,$06,$06,$06,$04,$06,$07,$04	;A8-AF
db $07,$06,$06,$06,$06,$05,$06,$06	;B0-B7
db $06,$08,$07,$07,$07,$06,$08,$04	;B8-BF
db $00,$00,$00,$00,$00,$00,$00,$00	;C0-C7 (unused row)
db $04,$07,$04,$04			;C8-CB
	
Text:
	%TextHeader($60,$03)
	%TextSetVWF(MMXVWF-$80)	;> Substract $80 since letters start at tile $80.
	%TextPortrait(6,KSSPortraits,9,$10,$04,$3D)
	%TextLockGame(1)
	%TextString($40,$08,$3F,"Kirby's here! He's flying this")
	%TextString($40,$10,$3F,"way!")
	%TextConfirm($40,$19,$BE,$3F)
	%TextClear($60)
	
	%TextPortrait(6,KSSPortraits,15,$10,$04,$3D)
	%TextString($40,$08,$3F,"Oh no! Oh no! What do we")
	%TextString($40,$10,$3F,"do?")
	%TextConfirm($40,$19,$BE,$3F)
	%TextClear($60)
	
	%TextPortrait(6,KSSPortraits,13,$10,$04,$3D)
	%TextString($40,$08,$3F,"He mustn't interfere with our")
	%TextString($40,$10,$3F,"plans!")
	%TextConfirm($40,$19,$BE,$3F)
	%TextClear($60)
	
	%TextPortrait(6,KSSPortraits,0,$10,$04,$3D)
	%TextString($40,$08,$3F,"Lord Meta Knight, what is")
	%TextString($40,$10,$3F,"your command?")
	%TextConfirm($40,$19,$BE,$3F)
	%TextClear($60)
	
	%TextHeader($10,$03)
	%TextPortrait(6,KSSPortraits,7,$10,$04,$3D)
	%TextString($40,$08,$3F,"All on deck prepare for")
	%TextString($40,$10,$3F,"battle! All others prepare")
	%TextString($40,$18,$3F,"for takeoff!")
	%TextSpeed($30)
	%TextString($40,$08,$3F," ")
	%TextCode(PlaySong)
	%TextSpeed($04)
	%TextClear($10)
	
	%TextLockGame(0)
	%TextEnd()
	
PlaySong:
	lda	#$29	;> Song number.
	sta	$1DFB|!addr
	rtl


DOWNLOAD

Like VWF Dialogues, I recommend using SA-1 for it if you intend to use it to show text while playing at the same time, although it doesn't put much charge unlike VWF Dialogues so you can have more sprites on screen.


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Oh, what about Retro Mario or how was it called now... SUPER MARIO BROS. Returns? I want to not show much about it to accumulate hype. If you want to know about it, I'm making a list of gimmicks for the next worlds; some will take advantage of Mode 0 not just for an extra BG layer, some will be more traditional, then I'll program them all to have them ready to use them for levels. Some assets are also being changed too (those at fortaleza reznor know the ridiculous amount of times i've redone 1-1 lmao)

More surprisses await too for the future of the hack. Stay tuned! And thanks for passing by.

wanna go to mystery zone?

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Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Wow, it's neat to see the particle effects working in unison! It's good that there's now a way to make magic like that happen. The VWF Sprited Text is cool as well, especially with the Revenge of Meta Knight example shown.

The info on Super Mario Bros. Returns also sounds quite intriguing, I'm sure whatever you have in store for that hack will be exciting to see!

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What is a Lunar Magic, and can I eat it?
Looks really cool and awesome!
Yes! Yes!!!! Do you understand what can be done with dynamic particles? Less stress with fitting custom sprites!
This is awesome...

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What-A-Blast has been cancelled...
**Layout by Erik557


That dynamic patch is actually really useful! I've gotten around it at this point, but fitting note blocks and SMB3 bricks all into one global sheet can be quite cumbersome. My hack doesn't use SA-1, so I'm not sure if giving it a shot is worth it at this point, but it's definitely something to keep in mind in the future.

Also, that VWF text patch looks gorgeous. A new VWF patch has definitely been long overdue, and like, literally finally we can have proper character portraits?? Yeah, I'm sure this one will get overused to death :P

You may have only released 2 things, but this is definitely one of the most outstanding ASM releases of this event.

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Legião Urbana - A Tempestade (1996)
Huge announcement, and IMO best ASM in show, no contest. Both of these are revolutionary breakthroughs. You freed up a lot of VRAM and in doing so we will start seeing a lot of stuff usable together that previously wasn't. The VWF spirited text with the ability to still play and to load portraits streamlines storytelling and instructional to a way that does not kill the flow of gameplay.

Just look above you...
If it's something that can be stopped, then just try to stop it!
I can see that Sprited Text been a game changer when it comes to hacks wanting to either tell the player new controls or even be used for telling stories or dialogue.
The Particle System really looks like it allow for creators to get more into their levels without needing to work around SMW and its not so secure foundations.

Really impressive & technical work. Nice stuff. :O
ah these are both so cool, i love the dynamic effects especially.

the kirby thing is very funny, can't wait to steal it for yump 5

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This is nice i like the dynamic particles and the cfw sprited patch i also like how you used my halberd tileset lol i just like it when people use my stuff in a good way atleast #w{=)}

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This is my layout i plan on adding one soon

I have a discord server smwc users only


https://discord.gg/asqCguX
Both patches are very cool! But the dynamic particle patch is very useful for me personally. I appreciate that you went ahead to fix the 5-up and coin score sprites.

By the way, I can't try this for myself at the moment, but if you hit the goal with many sprites on-screen and they turn into coins, will only the score sprite with the highest value be shown, if you get what I mean?

Also, I'm using the custom powerups patch, which uses the 32x32 player patch, and I don't want that 8x8 Mario tile to be remapped at all. Is it possible to disable that? Just merely asking, of course.

I'm also surely gonna tune in to your hack!

Edit: As a person who cares about graphical consistency with regards to the dynamic particles, is it possible to have different dynamic graphics per-level?

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My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
Your vwf patch has a lot of potential for smw hacks with a lot of story and we currently don't have a lot of those, so it's a very nice addition to the patches hosted on this site.
It also looks really polished!
Thanks for sharing and good work #tb{:]}

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My Youtube channel

Currently working on:
Project C

Finished project:
Wow, those effects look cool#smrpg{:D}
Hello I'ts a Me Kirbo.
I should've waited to fix sprite message box.
This is superior and really nice. Good job!
Very cool, I love the text system! Always cool seeing alternatives to my VWF Dialogues patch, and it being sprite-based gives it some obvious advantages, such as not having to backup layer 3 and thus not needing as much RAM. Also gives me some Mega Man X vibes (which I assume it was inspired by?). Nice job!

The other stuff also seems like it could be really useful in certain situations. Overall, nice C3 submission!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
The dynamic particles are an idea that's so simple and effective that I'm surprised nobody has thought of them sooner. The patch looks well-executed and I can definitely see its usefulness for various effects and even gimmicks.

I also like the VWF text a lot. For simpler hacks, it's very nice to have such a good alternative to the VWF Dialogues.
Ths update does look fancy.

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You can download my VLDC12 entry here.
I was always bothered at how note blocks + sprites that took up their bouncing slot didn't quite match when I wanted to use both in the same level (using disassemblies is annoying as heck). Nice to see someone coming up with a solution! I dig the dynamic particles, personally.
Also, a VWF sprited text patch? That's new (at least to me). Good stuff overall!
Originally posted by RPG Hacker
Very cool, I love the text system! Always cool seeing alternatives to my VWF Dialogues patch, and it being sprite-based gives it some obvious advantages, such as not having to backup layer 3 and thus not needing as much RAM. Also gives me some Mega Man X vibes (which I assume it was inspired by?). Nice job!

The other stuff also seems like it could be really useful in certain situations. Overall, nice C3 submission!


Thanks. And it just uses the Mega Man X font.

Originally posted by AnasMario130
By the way, I can't try this for myself at the moment, but if you hit the goal with many sprites on-screen and they turn into coins, will only the score sprite with the highest value be shown, if you get what I mean?


It'll try to show all score sprites, I already tested and there shouldn't be problem because spinning coins aren't made dynamic... except I didn't remap the smoke effect for that because I assumed it was the same as the spin jump one lol, try this to remap it with the included GFX00.

Code
org $00FBA4
db $44,$44,$46,$28


Originally posted by AnasMario130
Also, I'm using the custom powerups patch, which uses the 32x32 player patch, and I don't want that 8x8 Mario tile to be remapped at all. Is it possible to disable that? Just merely asking, of course.


There shouldn't be any problem, but if you want to remove the hijack open othersprites_vanillaremap.asm and remove this

Code
;remap mario's hand hitting yoshi
org $00E000
db $3C


Originally posted by AnasMario130
Edit: As a person who cares about graphical consistency with regards to the dynamic particles, is it possible to have different dynamic graphics per-level?


Not supported by the patch but the sprite can be programmed to have different graphics per level (i.e. different skid for mountains (rock), snow (snow), jungle (leaves, vines), etc.)

Also thanks for all the feedback, it's apreciated as I'll be submitting them to their respective resources section soon.

--------------------

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Originally posted by Telinc1
The dynamic particles are an idea that's so simple and effective that I'm surprised nobody has thought of them sooner. The patch looks well-executed and I can definitely see its usefulness for various effects and even gimmicks.

Katrina already took it to the next level before and made all regular sprites dynamic.

Either way, having effects with dynamic graphics isn't bad. In fact, it's very nice.

I always wanted to write my own text system for levels. Oh well, there still are cutscenes left.

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Okay, my layout looks ugly.
I'm so glad to see an alternative for the VWF messages patch since the whole "VWF not working in BSNES and Sa-1" thing

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Currently working on:
Super Kekcroc World 3
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2020 - Dynamic Particles - VWF Sprited Text

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