At the moment I have most of the final gimmick rooms finished. Progress so far. I'm currently awaiting sprite completion and working out any major design flaws. Technical things, possibly some more asm coding may be required in the future when it's done. I have the direction platform graphics done which can be seen here (glowing green arrow). I also took more advice on mixing and matching the tilesets so it doesn't feel to..."repetitive".
It's basically done aside from needing the sprites, p4 probably fell asleep earlier than anticipated but you can always take a look in LM at level 183. I also varied up tilesets and palettes as much as possible so it doesn't seem so boring, the middle door still has no ASM code to it so you can go in there any time.
I tried to give level 183 a "false perspective" look on the fg in some places with koopas and koophds, don't know how that'll turn out for everyone else though. As for the boss, I guess YCZ can do whatever he needs to do with that room.
I do like what was done with the level overall, but I don't see very much done from the last time minus 183. I can't really say very much about 183 right now. Setting-wise it looks good but playing-wise is questionable as it can't be tested. I might have an issue with the Koopas (darkened ones) as they kind of look like they are in the BG but you can hit them as if they were in the FG. I like the idea, I just don't know if I like the fact that you can hit them. As far as the other sublevels go, I feel like a few of the problems were addressed from the last update which was about a month ago but there are some that are not fixed yet.
As far as 131 goes:
Screen 0 (Top,Next To Door) - Big Mario can squeeze in this hole and die.
As far as 180 goes:
Screen 9 (Right-Most Double Spikes) - Though I can do this by a very lucky duck running, it almost seems nearly impossible without taking a hit here especially with 2 spikes there and no real way to set yourself up for it beforehand. Maybe have the first one the same height and the second one just one square above where it is.
Screen 1-E (Any) - Lava has priority problems when Mario falls in the lava next to a platform.
As far as 181 goes:
Screen 0 (Bottom,Where You Enter) - Same problem as in 131.
Screen 6-B (Any) - Graphical garbage with enemies falling into the lava. Same lava priority problems as in 180.
As far as 182 goes:
Screen 0 (ON/OFF Blocks) - Gives a Koopa picture still.
Screen 0-A (Any) - Lava Priority Problems as in the other sublevels. Also the more I play this level, the more I think Elite Blue Koopas shouldn't be used in this room. I see them doing weird things in the lava like going through silver platforms, falling into the lava, colliding with Layer 2, etc. And even if Mario hits them, they still can hurt him on the upside down route due to the gravity.
Other than that I didn't find much else wrong with it.
I'll test the level thoroughly once you get the platform sprites from p4plus2 (which needs to be like, really soon, or else I guarantee this will end up getting held off for who knows how long again). At this point though, we're going to need to get that boss door coded - that is, a door that only opens when the other four rooms are completed. If no one else decides to do it, I guess I'll try and whip something quick and dirty up later on.
I could get this one done, it probably wouldn't take too long to do one. The key is choosing a single address ORAM that can only be accessed by this level and none of the others. It's similar in idea to that of Vic Rattlehead's 111 level.
- Create 5 blocks
- 4 of the 5 blocks sets a different bit in the address. The address would look something like this where 1, 2, 3, 4 represent the bits for each block (00001234).
- The 5th block checks this address relative to 0F. If equal and holding the Up button, then go through the door, else do nothing (possibly play a Wrong sound).
Ah so that's why the room 183 couldn't be done. I'll forward to you Slash Man when I'm done with it.
Also the more I play this level, the more I think Elite Blue Koopas shouldn't be used in this room. I see them doing weird things in the lava like going through silver platforms, falling into the lava, colliding with Layer 2, etc. And even if Mario hits them, they still can hurt him on the upside down route due to the gravity.
I agree regarding the Elite Blue Koopas.
Though something I'd like to note is that I feel each of the rooms should have a powerup at the start, just to make things a little more fair.
-------------------- I no longer have interest in SMW Hacking as I did when I first started several years ago.
Yeah the door problem I believe had something to do with MarioE's antigravity patch. It screwed with big Mario's sprite clipping making it exactly 16x32, which is fixed in the new patch he sent me. Aside from that, I'll see what I can do about those blue elites, I guess I'm just too used to being able to dodge them while upsidedown. Ersan also mentioned last night something about using a FreeRAM for the door code so it doesn't reset when you leave. I honestly wouldn't know though so I guess I'll leave that up to the coders.
Just how will the checkpoint work, then? There's no way in hell the player should be expected to do this entire level in one go.
I discussed it with Slash Man last night, and I was thinking we could have a "barrier" blocking a checkpoint in the main room which opens after you beat two of the rooms. A second checkpoint could occur right before the boss.
Okay, I've finished the boss door (after falling asleep lol), it ended up being 6 blocks instead of 5. As far as I can tell, the clearing of the ORAM was an issue for me as it only should do that the first time the level is ever entered and it doesn't necessarily start out cleared. What I did instead was:
- If the level was completed, don't clear
- If the level passed a midpoint, don't clear
- If the level has been entered previously in this run, don't clear
Though one side effect is dying before the first midpoint means starting the level all over again.
One more important thing, set this level to exit on event #60 (HEX). You'll have to change a few things here if it's not 60.
I totally forgot to mention this but set all Tiles to act as 25 and replace each exit door for each path to be one of the 4 ASM doors. Lastly, put the cleardoor ASM on the entrance of Mario when he goes into the level for the first of 131.
The doors have been coded and implemented and work. As for the lava priority cstutor89, what exactly do you mean?
MarioE is also still trying to figure out what's wrong with big mario's sprite clipping, it contributed to why you couldn't run through under the spikes, Mario's clipping is exactly 16x32 instead of 16x24.
The sprites still aren't done *glares at p4* the top right room I put the door near the entrance for temporary use and for door block testing.
That is so remarkably minor that it's barely an issue at all.
I'll have to agree; fixing that, which is prominent in many levels with lava, water, and toxic water would mean prioritizing all FG, which may glitch-out some levels, which means they'll get unnecessarily harder because of out of nowhere enemies and the like.
It's fine. Don't worry about that error so much, just tell p4 to hurry up with the sprite already lol. I don't know how long the request for that sprite was made but this level is soo close to being done.