Banner
The Questionable Level Design Contest ends in…
12 DAYS, 2 HOURS, 52 MINUTES AND 12 SECONDS
Views: 914,468,948
Time:
24 users online: Arobam, ASMagician Maks, bandicoot, BurningVillager, CarlitosGaming, codfish1002, Coolfsta, crocodileman94, Dara86, edgar, Fernap, h.carrell, idealiter, insoul,  JamesD28, KaidenThelens, Katrina, Lanausse,  Meirdent, Nint, Poppy, SmashNcrab, tjb0607, yoshi3706 - Guests: 62 - Bots: 71 Users: 51,219 (2,273 active)
Latest: Dara86
Tip: If you're using the original SMW ending, remember that Level 104 (Yoshi's House) will appear during it.
Not logged in.
Proof of concept
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Proof of concept
Pages: « 1 » Link
What I spent the afternoon, evening, night and early morning on:

link

Only tested in ZSNES, but should work elsewhere.

And no, the rain is not the main feature. It's just used as a demonstration.

Real bugs/problems:
* Overworld is broken (graphically), which is why it's bypassed.
* The "old" thing appears when you defeat a boss, but you'll never see that.
* I had to remove the "floating points" effect when you pick stuff up etc. due to lack of space in OAM.
* 1-ups don't work, which seems to be a side effect of the above.
* I have a feeling that the Bowser battle will fail miserably, but I haven't tried it.
* The code is messed up beyond belief (due to a bad attempt to optimize it).

The rest of the problems you find are most likely caused by a crappy overworld bypass, not the main feature. (Yes, I actually execute a STP when you beat the level. Deal with it.)

Whether or not this will actually be released depends on a few things:
* Me fixing all the problems
* Me having enough time to complete it
* Me not being a douchebag after completing it
Due to the fact that I am a lazy bum, I do not know what the "hud" is that I am downloading. Perhaps a screenshot of whatever it is? Sounds layer 3 ish or something.
Kaijjyu: A HUD is just like .. what cars have, for example. A speedometer, fuel tank, etc .. basically, anything that displays information. In SMW's case, it's the status bar.

Just patched it, and I'm assuming the gimmick here is that the status bar is on the sprite layer now as opposed to layer 3? If so, that's pretty nifty. I don't exactly follow new things like this though, so I could have totally missed the point of this IPS.
Hey, pretty cool. I'd like to know how you were able to "overlay" the rain onto the HUD layer 3 tiles or sprite tiles now, are they? That's pretty cool as well. Anyway, I thought I should also inform you that layer 3 messages also screw up the layer 3, but you might've already known that.
I know what a HUD is. I figured it'd be the status bar, but I thought it'd be something like a SMB3 status bar or some mechwarrior one pasted over SMW's :)

Sprite layer? That'd take a ton of OAM space. Sounds more like he's dynamically modifying the layer 3 tiles, though that would be expensive in terms of processing and v-blank.
They're sprites, just disable sprite layer in emulator or check out GFX in vsnes or something. Dynamically modifying L3 tiles to do this would absolutely savage the performance, in addition to being more difficult than sprites.

I don't count that many sprites though, 3 for Mario + lives, 2 for the item border, 1 for the coin and time icon and 3 for time value, 2 for coins value. 11 is < 10% of the sprite budget so it doesn't seem so bad.

also, cool to see someone actually went ahead and did this finally. You can get L3 rain and L3 message box text to coexist but ofcourse you have to do some map address calculation and all of that, along with preparing the data yourself if it's laid out how I think it's laid out.
Ok, I became interested enough to download it.


Very much in the realm of "proof of concept" xD Yoshi's island 1 was pretty hard with half of the terrain missing. Oh well.


I like the idea. Definitely situational though, because though 11 sprite tiles is less than 10% of the OAM, it IS a lot of the "free" area. Throw in some cluster sprites and regular sprites, and disregarding the lag, you're probably out of space. Plus if I were to do such a thing in my own hack, I'd want the entire status bar as it looks like in regular SMW. That's another ~5 tiles.
Really nice work - when I tested it though, it didn't seem to be accumulating coins either. You didn't mention it so I thought it was worth noting.

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

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
What the...? I replied to this thread! ...did I forget to click "submit"? Meh.

andy: Oh crap. I knew about that bug, but forgot to look into it before posting the patch.

Kaijyuu: What do you mean by "half of the terrain missing"? Also, converting the rest of the original status bar to sprites would require more than 5 extra sprites.

My status bar uses at most 12 sprites. If we assume that we're allowed to waste some graphics space, no dynamic tiles are allowed and we use the simplified item box, the status bar would use up to at least 32 sprites. Seeing as 32 is a quarter of the entire OAM, it's a BAD idea. Using some clever reorganizing, one can shave off a few sprites, but it'd still be unfeasibly large.

I have been thinking a lot about DKC's HUD-on-demand system and thinking about how one could be implemented in SMW.

Lives: Same as in DKC. Appear when you die/get a 1-UP
Yoshi coins: K-O-N-G, anyone?
Bonus stars: Even if you want to keep the stars, showing them during a level is completely pointless. Also, they're shown during COURSE CLEAR anyway.
Item box: Should be there all the time, except possibly when it's empty.
Time: Seeing as it's vital information, it'd have to be onscreen all the time.
Coins: Bananas.
Score: Screw that.

By the way, does anyone know if sprites 0, 1 and 2 are actually used? The only thing I found that uses them is the message box, which simply clears them when closing. (Wut? Did the message box originally use sprites for something?)
Originally posted by Smallhacker
Kaijyuu: What do you mean by "half of the terrain missing"?

I.... don't know. When I first played through it several foreground tiles were missing. Pipes and turnblocks didn't show up.
Opened it up again to make a screenshot and everything was normal.

/shrug

Quote
Also, converting the rest of the original status bar to sprites would require more than 5 extra sprites.


Eh, I was gonna assume use of dynamic sprites. 18 tiles without displaying the top and bottom of the item box, and even less probably due to empty space I'm forgetting about.
Originally posted by Smallhacker
I have been thinking a lot about DKC's HUD-on-demand system and thinking about how one could be implemented in SMW.

Lives: Same as in DKC. Appear when you die/get a 1-UP
Yoshi coins: K-O-N-G, anyone?
Bonus stars: Even if you want to keep the stars, showing them during a level is completely pointless. Also, they're shown during COURSE CLEAR anyway.
Item box: Should be there all the time, except possibly when it's empty.
Time: Seeing as it's vital information, it'd have to be onscreen all the time.
Coins: Bananas.
Score: Screw that.



Interesting how you reminded me of Japanese sprite I have in my possession that acts the exact same way as the DKstatusbar. The sprite isn't a sprite statusbar, it's a sprite that effects the statusbar on layer 3.

If you want, I could send it to you via PM; if your interested that is. Maybe It could help in the development of a DK sort statusbar, if you decide to go that route.
Pages: « 1 » Link
Forum Index - SMW Hacking - SMW Hacking Help - ASM & Related Topics - Proof of concept

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks