Sorry to disappoint you guys, but I don't have that much to show this C3. I lost motivation to do much since April when my grandma passed away. I hope this C3 presentation will still be interesting though, as I got Stivi and DPBOX to help showcase some of the capabilities of the main patch I'm showing. Be sure to check out Stivi's thread (DPBOX didn't make one this C3)!
Note: This won't work as is if you were using V1.0. You'll need to port everything over to this new version!
In case any of you missed it last C3, Overworld Revolution is patch I made that greatly expands what is possible to do with SMW's overworld. You can read more about it in my previous C3 thread since nearly everything I said last time still applies to this new version. Last time, I showed the vanilla overworld recreated in OR, but how about some custom overworlds? Here are three:
- This beautiful looking overworld map was made by Stivi.
It showcases how OR has the features you expect to be able to make a modern style overworld and more. Custom sprite support? Check. UberASM support? Check. Custom Layer 3? Check. OR is even better than some existing resources in some ways because it allows for things like removing the border without issues, 32 simultaneous overworld sprites, sprite loading on scroll like in levels, and more. Imagine the kind of stuff that's now possible if you're anywhere near as talented at overworld creation as Stivi is.
Also, I particularly like the custom sprites used on this map. The dolphin poking its head out of the water when nearing that one level is my favorite.
- This overworld was made by DPBOX.
DPBOX used a slightly edited version of "No Title, No Intro, No Problems" to make the game load straight into the overworld when turned on, and then he programmed everything you see in the video (except Yoshi's House, of course) with OR's scripting system. Yes, that includes the title screen, intro story, and file select screens, not just the level/character select screen. OR was made with SMW style overworlds in mind, but you're not strictly tied to that style. If you're creative enough, who knows what sorts of overworld designs are now possible. ;)
- This overworld is the one from my SMW hack "Mario & Yoshi's Strange Quests"
OR is fully capable of creating vanilla style overworlds. So, even if you lack the ASM knowledge to pull off the effects in Stivi's overworld or the creativity to think outside the box like DPBOX's overworld, OR will still be useful to you. Maybe the more "boring, but practical" features of OR, like seamlessly having as many submaps as you want, is all you need, but that's perfectly fine in my book!
Now with V1.1 released, I want to see what you guys do with OR! Feel free to show off what you come up with.
Besides porting the overworld to OR, I made a bit of progress with Mario & Yoshi's Strange Quests. I'll show off a few things I've done.
Something is wrong with the computer! It's leaking bits all over my carpet!
Bubbles!
Why do I hear boss music?
Water droplets galore! Previously, only 1 could ever be on screen.
The YSQ half of MYSQ is looking less like a 2014 hack with all the visual improvements I made recently.
Thanks to all the engine rewrites, MYSQ now has similar/better performance to vanilla SMW despite all the added complexity. And this is when I intentionally turned off FastROM addressing in MYSQ for this test. It's even better with FastROM.
The engine rewrites have extended past just the sprite handling and overworld. I've cleaned out a lot of "engine pollution" in the form of vestigial features, legacy code, weird implementations, etc. MYSQ's engine is like a well oiled machine now. Of course, there is likely more room for improvement, but it's getting harder to find those improvements.
It's really crazy-awesome to see how your overworld patch can actually handle stuff besides actual OWs.Kinda in hibernation for a while. I hope to be back in full swing soon.
It's nice seeing an update to the Overworld Revolution patch. I did see Stivi's and DPBOX's use of your patch. While DPBOX's way is a little different, you're right when you said Stivi's own OW will be a dream to most users on the site. If there's a tutorial explaning the basics and commands of your patch, then I might give it a chance. A question I have is: can a user move the map16 page anywhere that users wants? In my case, I used the beginning map16 pages without affecting the original ones from hack for my tilesets and BGs and I don't want to screw things up? I suppose I shouldn't ask if events on both layers 1 and 2 are revealed since it's irrelevant.
If it wouldn't add months of extra work and the need to rebuild the entire map from the ground up, I would so implement this into my hack. The potential this unlocks is just insane.
Loved seeing all of those examples! This is one of the most exciting leaps in the community I've seen in a while, probably since extended levels back in 3.0.
I'm not sure if my own hack can ever use it, but it's a huge boon for everyone else to make a map with some serious spit-shining polish and grand scale! Looking forward to kaizo maps and other seriously out-there ideas in the future.
Strange Quest also looks fantastic so far! Eater of Worlds is an impressive setpiece, but does it only have a hurtbox when rising, or is it just very generous and won't really hurt if you're shifting around a bit?
Originally posted by Ondore's Lies
If it wouldn't add months of extra work and the need to rebuild the entire map from the ground up, I would so implement this into my hack. The potential this unlocks is just insane.
The first part is valid, but it's surprisingly easy to port the graphics over. Of course it's still a bit of labor to actually refit everything together, but it wouldn't be from nothing.
Sorry, but I'm very most likely not going to post anything this C3 and Yoshifanatic's video is all I got. I do have another project I'm working on, but the person helping me with it does not think it's worth showing it off here, so you'd have to check my Discord server to find out what it is.
I guess if you really want me to make a thread for it, I could, but I do not think it's something anyone here will care about, nor do I know if it will actually be released. I'm hoping it will.
Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.
I hopefully I will create bigger overworlds and more submaps resemble Super Mario Construct's palettes styled. Particularly 30+ worlds. However I don't need use Overworld Revolution Patch or may compatibility issues, I want to use familiar mechanic for regular SMW overworld template (Square Overworld Map and 6 submaps) due to maturity, stability, and familiarity.
While there are compatibility issues with various resources, it should get better over time. Not to mention there are a lot of overworld related patches you won't need when using OR because OR has the same function as. Though, I'm curious how you're going to do 30+ worlds without OR.
Originally posted by Fostelif
It's really crazy-awesome to see how your overworld patch can actually handle stuff besides actual OWs.
I was a little surprised when DPBOX decided to make his title screen/intro/file select use OR. That wasn't something I had in mind when I thought of OR's more esoteric uses, but it's cool regardless.
Originally posted by Rykon-V73
It's nice seeing an update to the Overworld Revolution patch. I did see Stivi's and DPBOX's use of your patch. While DPBOX's way is a little different, you're right when you said Stivi's own OW will be a dream to most users on the site. If there's a tutorial explaning the basics and commands of your patch, then I might give it a chance. A question I have is: can a user move the map16 page anywhere that users wants? In my case, I used the beginning map16 pages without affecting the original ones from hack for my tilesets and BGs and I don't want to screw things up? I suppose I shouldn't ask if events on both layers 1 and 2 are revealed since it's irrelevant.
- I did not write a tutorial. However, the user can use their knowledge of how SMW's overworld works, the way I have it set up, and the descriptions of every script opcode to figure out how to use it. As people use OR, I'll add additional documentation for anything that confuses people.
- Yes, you can move the map16. There are defines that control where the game expects the event and interactable tiles are, so you can map these to any part of the map16 you want. The non-interactive layer 1 tiles and the tilemap tiles can be mapped freely since the game doesn't reference them.
- Events can be on layer 1 or 2 with no restrictions.
Originally posted by Ondore's Lies
If it wouldn't add months of extra work and the need to rebuild the entire map from the ground up, I would so implement this into my hack. The potential this unlocks is just insane.
It only took me about a day to port the MYSQ overworld to OR. Most of that was spent programming all the path movements/events, while importing the tilemap is trivial by using the trick Deeke pointed out. Granted, it may take longer to get everything working depending on how much custom stuff your overworld has and how quickly you can grasp how OR works, but it shouldn't take you months.
Originally posted by Deeke
Loved seeing all of those examples! This is one of the most exciting leaps in the community I've seen in a while, probably since extended levels back in 3.0.
I'm not sure if my own hack can ever use it, but it's a huge boon for everyone else to make a map with some serious spit-shining polish and grand scale! Looking forward to kaizo maps and other seriously out-there ideas in the future.
Strange Quest also looks fantastic so far! Eater of Worlds is an impressive setpiece, but does it only have a hurtbox when rising, or is it just very generous and won't really hurt if you're shifting around a bit?
Yeah, I'm looking forward to seeing the crazy ideas people come up with for their overworlds!
Regarding Eater of Worlds, it has a hitbox regardless of what direction it's moving. The hitbox itself is a bit interesting, since SMW doesn't have a hitbox that would cover the length of EOW. It has a small hitbox that's programmed to follow Yoshi along the length of itself (think of it like how a slide ruler works) to give the illusion of it having a big hitbox. Its AI is also interesting as I programmed it to be very difficult to predict, hard to avoid, and impossible to run from. If EOW spawns, you're as good as dead (which is slightly more merciful than before, as he spawns when the timer hits 000).
Originally posted by DPBOX
Sorry, but I'm very most likely not going to post anything this C3 and Yoshifanatic's video is all I got. I do have another project I'm working on, but the person helping me with it does not think it's worth showing it off here, so you'd have to check my Discord server to find out what it is.
I guess if you really want me to make a thread for it, I could, but I do not think it's something anyone here will care about, nor do I know if it will actually be released. I'm hoping it will.
I was a little surprised when DPBOX decided to make his title screen/intro/file select use OR. That wasn't something I had in mind when I thought of OR's more esoteric uses, but it's cool regardless.
The reason why I did that is because I was sick and tired of the extra game modes and processing and handling of that extra stuff, so I used Overworld Revolution for that type stuff just so I could use Game Mode 14 at all times in order to simplify the game.
Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.
Finally, large JRPG style overworld maps are now possible with Overworld Revolution. I'd love to see in a future update support for a Mode 7 submap like how Terranigma does its underworld.
Your C3 threads never disappoint! It's cool to see some more use cases for the Overworld Revolution patch. Never even thought about using a custom overworld as a replacement for a main menu, but here we go! Seeing new material from Mario & Yoshi's Strange Quest is also always a treat. I love so many of the ideas on display here. Especially that boss invasion in the second GIF!Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by DPBOX
The reason why I did that is because I was sick and tired of the extra game modes and processing and handling of that extra stuff, so I used Overworld Revolution for that type stuff just so I could use Game Mode 14 at all times in order to simplify the game.
I see. I also used OR for a similar reason, as it allowed me to clean up the overworld implementation in MYSQ. Though, it also opened the door to other possibilities that I may take advantage of.
Originally posted by CourtlyHades296
Finally, large JRPG style overworld maps are now possible with Overworld Revolution. I'd love to see in a future update support for a Mode 7 submap like how Terranigma does its underworld.
Yep! I imagine it would be hard to fill in the space for a gigantic map, but I'm sure someone will pull it off. XD
As for mode 7 support, mode 7 might already work with OR, since you can use UberASM to do mode 7 stuff. However, I don't know how well it works. Someone would have to give it a try.
Originally posted by RPG Hacker
Your C3 threads never disappoint! It's cool to see some more use cases for the Overworld Revolution patch. Never even thought about using a custom overworld as a replacement for a main menu, but here we go! Seeing new material from Mario & Yoshi's Strange Quest is also always a treat. I love so many of the ideas on display here. Especially that boss invasion in the second GIF!
Thanks! ^_^
And yeah, DPBOX's use case is a good showcase of more unconventional overworlds. You could probably do stuff like Wily Castle transition screens from the Mega Man series, for example.
holy shit this makes a full hack out of just the overworld.
This patch blew my brains out when I first checked out v1.0 and you just keep making it better and better. It's so awesome, and for us OW lovers it's a godsend. I haven't had time to check it out throughly by my own, but what you showcased here is enough to give me an idea of just how far this can go.
I also find it interesting that you say it now supports custom sprites. I want to give that a look and check if it's possible to combine it with my tool, if you don't mind!
As for M&Y, not only are the screenshots stunning, from what I gather you have done what pretty much amounts to a ground up rewrite of the original game, which just makes it more unbelievable lol. Great job!Please check out BOWSIE!
You see, when consuming a liquid inside of a container, it's best not to laugh or else you might choke on it... 🧊
A quick heads up, but I'm going to be making a new thread for Overworld Revolution after the C3 forum closes. It's long overdue anyway, as I was going to do it after the previous C3 forum closed. However, I wanted OR to be as polished of a release as possible. It ended up being a good move, as me and my beta testers found a fair number of bugs that would have significantly reduced the capabilities of OR. But yeah, I should have the new thread up sometime tomorrow or Saturday.
Originally posted by Erik
holy shit this makes a full hack out of just the overworld.
This patch blew my brains out when I first checked out v1.0 and you just keep making it better and better. It's so awesome, and for us OW lovers it's a godsend. I haven't had time to check it out throughly by my own, but what you showcased here is enough to give me an idea of just how far this can go.
I also find it interesting that you say it now supports custom sprites. I want to give that a look and check if it's possible to combine it with my tool, if you don't mind!
As for M&Y, not only are the screenshots stunning, from what I gather you have done what pretty much amounts to a ground up rewrite of the original game, which just makes it more unbelievable lol. Great job!
- I'm looking forward to seeing what people come up with for their overworlds. I bet people will come up with even crazier stuff than what Stivi and DPBOX showed. XD
- V1.0 supported custom sprites too, but V1.1 improves the implementation a bit. It's easier to add/remove custom sprites, for example.
- Yeah, I've been attempting to rewrite and heavily alter SMW's engine for my hack to make it run faster and have increased capabilities. Since I deliberately chose not to use the SA-1 patch, it's the only way to get more out of the engine. It's been quite the undertaking, but the results seem to be worth it. My Hacks: Mario's Strange Quest V1.6 Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6 Mario & Yoshi's Strange Quests (2/10/2023 Build)