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Find Roy's Dignity

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GvS @smwcentral.net ~ u:11380
Roy, I seriously love that. It's amazingly made and looks more than superb. You really love HDMA don't you?
Cool, it's just like Minecraft!
I do believe that the night FG palettes are a tad too dark, however. I like the idea of having two paths, one easier and one harder.

Celarix | smlimitless@github | Avatar by Uhrix
Originally posted by Roy
I think the whole deal takes up about ~15000 bytes

What did you do, make a table for every minute or something?
A table for every five, ten minutes during morning and evening transitions, and the noon/night sequences only use a couple of tables (11:00-15:59 use only 2 tables for each red and blue/green, 00:00-03:59 uses 1 table for each red and blue/green, 04:00-05:59 use the exact opposites of 22:00-23:59 (i.e. they read from the tables 22:00-23:59 use but in reverse order)).

To make it as smooth as this, yes, I require a table for every five-ten minutes during morning and evening. If I didn't do that, the transition would become too choppy. The transition between 5:59 and 6:00 would be enormous, for example.

Technically I could shrink the pointers down by 5 for another couple of thousands of bytes gained, since I only use HDMA gradients per five minutes at least anyway, whereas I have pointers that are minute-precise. Dividing that by 5, I could shrink the pointers quite a bit.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
i've been meaning to ask, how did you do the pause screen? is the mushroom/star/flower gfx on layer 3 with a color graident and the text overlapping or....?

Why don't you just make tables for every hour and fade between them?
Originally posted by HuFlungDu
fade between them?


Fading through brightness or fading through a colour algorithm?

I hope you mean the latter, because the former obviously wouldn't look good.

Ixtab: Pause menu is all layer 1, with BG on layer 2.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Yes, I mean the latter.
Ah. Well, honestly, I am fine with using many bytes for something such as this - there are so many banks I can still fill up, since I place all my data in banks $C0 and above. If I ever run out of space though, I suppose I will reconsider it.

The metal detector is done, by the way - so level 1 can almost be classified done too. Finally.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
This is one of the best hacks i ever seen, Roy! I REALLY like the ASM you used!:D:D:D
Lovely greetings, Mario-San.<3
I have a question, guys.



Is something such as this actually acceptable? It is cutoff briefly, but it fixes itself very quickly (a block disappears every 8 frames, which is 2/15th of a second).
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Of course that's acceptable - a very similar thing happens in… pretty much all of the 2D Kirby games, and I've never seen anyone complaining about cutoffness in a Kirby game.

Also seriously, that Metal Detector looks more like a baseball bat than what it should be. What you had at some point before was better :<
There was a signature here.


It's gone now.
How is that cutoff, if anybody dares say so. Since the "problem" fixes itself, and the fact that I've seen something like that done in a lot of SNES games, I don't see why it would really be a problem. Clearly awesome ASM there as always.
GvS @smwcentral.net ~ u:11380
Not a problem at all. Hack mods cannot deny that because there is no single way to fix it.

Also amazing idea there.
Originally posted by Shellface
Also seriously, that Metal Detector looks more like a baseball bat than what it should be. What you had at some point before was better :<


It actually looks pretty close to a handheld MD, but sure - I'll add a ring on to the end of the device to make it more like a MD rather than a baseball bat.

Originally posted by GeorgeVsSonic
Not a problem at all. Hack mods cannot deny that because there is no single way to fix it.


There -is- a way to fix it - the surrounding tiles should match the disappeared tile in such a way, that it is no longer cutoff. I could do that, I suppose.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Only the whiniest of whiney brats would complain about that. It can stay.
Good fucking bye.
Only if it's a pain to code, though - that would actually be a really awesome, if minor, touch.

Other than that, this hack's looking great so far - I'll be keeping an eye on it to see where you take this. I hope it gets finished, Roy, this looks really great so far!
the level design and graphics all look fantastic. I love the Paper Mario fuzzy, its my favorite game. Keep up the good work, I'll be looking at this one.
I'm going to try to help you here, Okay.
Boss ideas:
Homer Simpson
Guitar
Koopa Ghost
(try me,) Diddyboy
Donkey Kong
Evil Sonic
(joke) Justin Berber
(if possible) Romancing saga 3 The Destroyer
Half Mario Half luigi

Thats all I got, thats allot to think about I know.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.





Diddyboy100, the last post was made almost 2 months ago. Posting in 1 month old or older threads considered as "bumping". Please don't bump threads.

Roy, feel free to reopen this thread when you have something to add.

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