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Just an experiment

The other day, I was indirectly reminded of a not-to-well-known feature of the SMW engine and decided to try it out. The result was THIS. (Enter YI1)

And no, unless someone code it themselves in a way that doesn't suck, you can't have this in your hack. In its current form, it just barely works. Most of the problems I lamehacked my way around are caused by how terrible the SMW engine actually is.

And yes, I know that the goal kills you and that the title screen demo is messed up.
Nice work, I always liked to see some other autoscrolls than the old straight to the right ones.
It would be really nice if someone could make this a generator or something, because it would be really useful.
Nice work!
Is the low-gravity effect intended in the vertical part of the level?
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Cute gimmick .. although I'm kind of curious to know why the left side of the screen (while scrolling to the right) kills you, while the bottom of the screen (while scrolling up) doesn't.
So, besides the hang-ups with "dying" from scrolling, are there any other issues?

I found this pretty impressive. It would be fun to use if it can be made to work well. Why does the scrolling continue to the exit level? I guess it has to be enabled to "span" level changes in order to function, but there has to be some way to turn it off.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Nice, but I would like to know the same thing as S.N.N said.

Give Mario some love?~
I think most of you are missing the entire point of the level. The autoscroll itself isn't the feature. If you can't figure out what's so special about this level, try to build it yourselves (without looking at how I did it). If you give up, look at levels 001 and 002 in the ROM.
Oooh, the height of a vertical level but the length of a horizontal!!!!
What are the dimensions? 7x8 screens?


I was planning to hack together something similar, but haven't gotten around to it yet because messing with the level loading routine, screen updating routine and screen boundaries seems like a huge headache.
Actually, I didn't do any of that. All I did was to use a largely unknown feature of the SMW engine that allows layers 1 and 2 to be vertical independently of each other. Thus, in this level, I made layer 1 horizontal and layer 2 vertical. The level isn't 6x5, it's 6x1 with a 1x5 portion. In fact, when you move into the vertical portion, the horizontal part doesn't move. The next vertical part is actually right next to you and the autoscroll simply waits for layer 2 to line up with it before scrolling to the right again.
Originally posted by Smallhacker
Actually, I didn't do any of that. All I did was to use a largely unknown feature of the SMW engine that allows layers 1 and 2 to be vertical independently of each other. Thus, in this level, I made layer 1 horizontal and layer 2 vertical. The level isn't 6x5, it's 6x1 with a 1x5 portion. In fact, when you move into the vertical portion, the horizontal part doesn't move. The next vertical part is actually right next to you and the autoscroll simply waits for layer 2 to line up with it before scrolling to the right again.


Dude, that's really nice!
I have no idea what to change my layout it to...
That's... a damn good idea.
And how exactly did you link those layers to each other?
Is it a custom sprite or what?
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SMWHacking? I rest my case.
SMWCentral? I leave it to rest.

I tried to make a level like that once, the result was the game crashing. >.>

Originally posted by Smallhacker
Explamation of how this was done


You mean the unused level mode? So thats how you use it.

Originally posted by chikasnow
And how exactly did you link those layers to each other?
Is it a custom sprite or what?


Maybe this level mode does that by itself.
If you look in LM you can see he has some sort of custom sprite inserted. For the scrolling though most likely.

Also I remember seeing a video that did this... but it was different?

Anyone know what I'm talking about?
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Originally posted by Chikasnow
And how exactly did you link those layers to each other?
Is it a custom sprite or what?

Originally posted by The Fat Guy in Red
Originally posted by Smallhacker
Explamation of how this was done


You mean the unused level mode? So thats how you use it.

Originally posted by chikasnow
And how exactly did you link those layers to each other?
Is it a custom sprite or what?


Maybe this level mode does that by itself.

I did use an unused level mode, one with a horizontal layer 1 and a vertical layer 2. That's all the game mode did. The rest was a custom sprite scrolling the layers.

Also, the "low gravity" thing is a side effect of the "camera" not actually moving, but rather having the layer itself move. In fact, it's pretty much a manual "layer 2 falls" piece of code. I'm not sure if it could be easily done in any other way, knowing how messed up the game engine is.
Quote
In fact, it's pretty much a manual "layer 2 falls" piece of code. I'm not sure if it could be easily done in any other way, knowing how messed up the game engine is.


You can always just rewrite the offensive bits of code to be less restrictive, there is not much to the camera system when I found out all the little details it uses to operate. I had to rewrite SMW's restrictive camera from scratch but figuring out / replacing it was the easiest part of the project. No need to work with shit code. Depends how much you feel like doing. Out of curiosity what was the messed up parts you keep describing? The camera/map16 lookup was straightforward and easy to document, it's just clunky and slow.
Originally posted by smkdan
Out of curiosity what was the messed up parts you keep describing?

Hint: When I say that the game engine is crap, it means that some part doesn't work like I expect it to and I'm too lazy to figure out why.