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Patch/Level.asm Discussion/Request Thread

Patches did prove to be fairly problematic in the first SMWCP, so this time around, we're going to need to plan ahead. Some thoughts:

-> Are we going to Counter-break Yoshi?
-> Will we include an HP system?
-> Any unique OW asm this time around?

Got a thought about anything related to this? Tell us here.




Patches considered:
-Counter Break Y
-Multiple Midways
-Fast ROM
-Master Fix?
-Sprite Status Bar (for layer 3 ExGFX)
-SMB3-styled powerdown
>I don't know
>I don't know
>I don't know

What I do know is that we were having quite a bit of issues with space and ASM in general. So my suggestion is:

Modify patches so that code goes in bank $3F or below while patch tables goes in bank $40 or higher, due to the absolute addressing thing in bank $40 and higher.

Another suggestion is that we should try to compress stuff as much as possible for obvious reasons.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
I might regret this but I'll bring up the controversial MSU-1 chip. Do we see value in using this for the hack? It could be very nice to have in the game, the problems would be the fact it's relatively unknown to people still and that it's not portable in the sense that it doesn't work on anything but the most accurate emulators. I know we don't seem to care much about it as a community but I thought I'd throw it out here.
I don't think MSU-1 is an ideal idea personally. However, a lot of people have suggested that we avoid using MORE.bin so that we can have a 100% functional ROM on every emulator with no issues whatsoever. That would, of course, mean some potentially boring tracks.

It's all up to you guys though.
I'll take this thread as a hint to hurry with finishing the master-fix patch
I think we should keep MORE. It... just makes everything better.
-> Yes because he breaks every puzzle etc.
-> No.
-> Maybe the OW Sprite arrow thing that shows you where you can go, of course split songs for the overworld and HDMA for the overworld border. No opinion on Airships etc.
Your layout has been removed.
Could we try to edit out the stuff in the music .txts that needs the MORE.bin out? It would decrease quality of some songs, but we would get a much bigger music selection.

Of course, I don't have the slightest idea of what MORE.bin actually does, though. So ignore this if it's out of the question.
aran - Graces of Heaven
Originally posted by S.N.N.
I don't think MSU-1 is an ideal idea personally.

Agreed, for something like this we really want it to be as portable as possible and able to play on as many emulators as possible.

Originally posted by S.N.N.
However, a lot of people have suggested that we avoid using MORE.bin so that we can have a 100% functional ROM on every emulator with no issues whatsoever. That would, of course, mean some potentially boring tracks.

Yes please. See what I said above. Also: I think it would be great if we had about 10-20 songs composed specifically for this game and those would be the only ones in the hack. It would give it a much more professional feel in my opinion. DKC only had some 20-30 tracks and it's still one of the best VGM soundtracks ever. As long as they are composed well and made generic enough that there is one that will fit in every level, I think it would make the game much better. Also it would completely avoid the "boring" tracks problem (You don't need MORE.bin to make tracks interesting :(). Of course, that would require someone('s) to compose a bunch of tracks so...
Master-fix patch? There are hardly ANY good songs that don't at least use ADSR; the SMAS soundtrack is about it. I doubt I could even compose any decent music without it. So I think that we should fix MORE.bin (either Romi's or Carol's), not get rid of it.

As for patches, I definitely think we should include:

- LevelASM (obviously)
- Most bugfixes (including the SMW Fix-All patch)
- RPG Hacker's VWF patch
- Multi-midway points (probably mine and not Kaijyuu's, but whatever)
- No More Sprite Tile Limits
- dsx.asm
- LC_LZ3 compression (as an option in Lunar Magic)
- Alcaro's three-digit exit counter fix


I think we should at least consider including:

- ObjecTool 0.4 (it would, at the very least, save level data space)
- ExGFX Revolution
- stuff for Layer 3 backgrounds (genericuploader.asm and the like)
- screen-scrolling pipes
- edit1754's Bounce Block Unrestrictor (it wouldn't do any harm anyway, except using up freespace)
- the custom sprite and object clipping patches
- Item Box Special
- Bio and Iceguy's pause menu
- Overworld ASM
- ExAnimated Overworld Tiles
- Some HP system (KilloZapit's SMB2 one is the best)
- Super Status Bar (if we need it)

I'm not sure about any counter-break patches.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by S.N.N.
However, a lot of people have suggested that we avoid using MORE.bin so that we can have a 100% functional ROM on every emulator with no issues whatsoever. That would, of course, mean some potentially boring tracks.

IIRC MORE.bin has NOTHING to do with the incompatibility issues on bsnes, (atleast, Carol's MORE.bin doesn't, not sure about Romi's.) As long as we don't have any songs with the infamous echo problem, it should be fine.
Originally posted by Jimmy52905
IIRC MORE.bin has NOTHING to do with the incompatibility issues on bsnes, (atleast, Carol's MORE.bin doesn't, not sure about Romi's.) As long as we don't have any songs with the infamous echo problem, it should be fine.


Already proven incorrect. See: SMWCP.

(Romi's at least, but Carol's isn't really a viable option here.)
NO health patch, YES counter break yoshi. I really think the health patch just removes the 'SMW'-y feel, and counter break-y for obvious reasons.

I would be willing to do some research into expanding the overworld and adding another large map, and then adding the ability for more levels. I think it would be really cool to have a 150-exit hack.
Now with extra girl and extra hacker

Originally posted by Noobish Noobsicle
NO health patch, YES counter break yoshi. I really think the health patch just removes the 'SMW'-y feel, and counter break-y for obvious reasons.

I would be willing to do some research into expanding the overworld and adding another large map, and then adding the ability for more levels. I think it would be really cool to have a 150-exit hack.


150 exit hack would be great, but if alot of them become dead end levels, i'd be upset.
Now Playing:
Real Life
I'm Outta Here


no more.bin
no rpg hacker vwf patch
no smb2 health

YES-
yoshi counter break
dsx.asm
level.asm
no sprite tile limits
smw bug fixes
smb3 power down system
new power ups
pause menu shop (instead of having to go to toad town, you just press pause to buy stuff, maybe some new power ups are shop-only?)

lc-lz3 compression.
multiple midway points

Originally posted by imamelia
- screen-scrolling pipes
- Item Box Special

I'm 99% sure that people would abuse these to death.
Every hack with SSP's I've played so far abused them in every single level with pointless pipe mazes.

Originally posted by imamelia
- Bio and Iceguy's pause menu

This would probably make up the shop issue in SMWCP where people were complaining about the shop being useless, this way you could carry your powerups with you.
I'd suggest a limit of, say, 5 items at a time though.

Originally posted by imamelia
- Some HP system (KilloZapit's SMB2 one is the best)

No no no, HP systems are so out of place in hacks with Mario as the main character, I really hate these systems.

Originally posted by imamelia
- ExAnimated Overworld Tiles

I want to see this, together with nice new Overworld graphics itself.
It doesn't have to be super detailed redrawn style, but I think we can do better than SMW's graphics.
Your layout has been removed.
As the leader, I'm pretty much going to say "no" to the HP patch right from the get-go.

Also, I'm currently thinking of some possible ways MORE.bin could work and not crash BSNES. That would also enable us to use $E5, which may help substantially .. hmm ..
Of course they wouldn't be dead end levels. Gosh, I'd be blown away if there was a single one in SMWCP2 after the overwhelming negative response from SMWCP.

Also, I came up with a great idea of an easy way to take advantage of banks $40+ without re-doing patches: store all data in those banks, while store all code in $3f-! It would be really cool if this could happen; would save a lot of space, time, and hair pulling.

We could make it so that everyone submits their levels in MWL format (with some notes on other things to do), then whoever's in charge keeps a tally of the last free address in the later banks, and manually tells LM to save it there.
Now with extra girl and extra hacker
I think dsx.asm should only be added if there's a good reason to add it. Using small sprites that use dsx does not count in my book, and i remember seeing those sprites in early versions of smwcp and thinking "there is absolutely no reason for these to be here, they aren't helping anything". Thankfully they were removed, but i still think it shouldn't be used unless there's very good reason.
Originally posted by FirePhoenix
I think dsx.asm should only be added if there's a good reason to add it. Using small sprites that use dsx does not count in my book, and i remember seeing those sprites in early versions of smwcp and thinking "there is absolutely no reason for these to be here, they aren't helping anything". Thankfully they were removed, but i still think it shouldn't be used unless there's very good reason.


roy's taptap needed dsx.asm. so if one sprite needs it, then why not add more dynamic sprites?