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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
01F: Stone Sea Sanctuary - Incognito/allowiscous
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 4 - 01F: Stone Sea Sanctuary - Incognito/allowiscous
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Pages: « 1 2 3 4 5 »
Owner: Incognito/allowiscous

World: 4
Exits: 2
Theme: Reef Fortress
Music Options: Reef Fortress, or compose your own.

Briefing: This is the split between 4A and 4B, and it has a secret exit. It should play like a regular castle, which will include a boss (Jelectro, already coded) at the end. Gimmicks involving water should be emphasized here, of course.
After waiting a while, the level is now mine.

I'll tell more later, busy atm

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aran - Graces of Heaven

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Well this particular level has been ping-ponged everywhere. You're more than capable at making decent levels, so I'll expect good things to come this one. However, I'll throw a few potential resources you could use.

- Mini-Puffers
- Layer 3 rise on P-Switch.
- Hell, Lynnes' resources he was planning on using.

Originally posted by MrDeePay
- Hell, Lynnes' resources he was planning on using.

Speaking of which, getting the LevelASM code that he put into his level isn't really possible, so I've requested a code that does pretty much exactly the same. I don't know if it's possible at all, but it's the best I've got.

I'll try to keep his resources, though, and I'll do my best at mimicking his level design style, so trashing anything won't really be an option at this point... assuming I keep these ideas, that is.

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aran - Graces of Heaven
Okay, I've been a bit busy these days. Which means there hasn't been any progress to speak of.

I've been trying to get the Layer 3 water Lynnes made for his level to work properly - but Ersanio has done most of the ASM so I could get the gimmick to work.

I've been having some trouble getting the graphics right, though. I need the Layer 3 ExGFX patch, which apparently conflicts with the status bar. If some of you know what I have to do to get it to work, please, do tell.

I see the new deadline is up - which means that I have a week from now to make something I can show you. Sorry to keep you guys waiting. :/

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aran - Graces of Heaven
All I did was use edit's tide fixer sprite in the section and uploaded a .stim image through the asm over when it is set in lunar magic as the fishes. That gives it the scrolling effect, and I made it transparent with that couple-line sprite in the section.
Seems like I've been making this needlessly complex, then. However, I'm not going to do it your way, because I've come so far:


Yeah, the graphics works nicely now. All that is left is to fix a little bit of code that separates this one from Lynnes' original...

Here's the code
The little piece of code that goes from line 10 to line 16 won't run. Putting it anywhere else makes the game crash for some reason.(I don't know if it actually works, since I've never gotten it to run properly, but I think so, at least)

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aran - Graces of Heaven
Woo, the water works. Fully functional(though in Lynnes' original, the animation was 8 times slower) and other stuff.
I should have started designing the final part many days ago... However, there's just problems

Inserting the LevelASM overwrites some ExGFX files. Not a problem on it's own, but I'm pretty sure it's not supposed to happen. However, there's a pretty major problem regarding level 1A6:
Some kind of broken low-gravity gimmick

It's stored somewhere I do not know where. Removing my LevelASM from 1A6 makes the game crash.

This also happens with 1A7. Is this a problem with the ASM code?
Here's the code for Level(init)1A6

They're direct copies from the ones in level 1F, and they function pretty much perfectly, so why this doesn't work is beyond me. I can't do much until it's fixed, so what am I supposed to do?

Edit: The ASM part finally works.
*looks at current date*

...challenge accepted.

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aran - Graces of Heaven
What's going on with this level?
*Saying to post below*
I've been quite busy over the past days. Coupled with no real motivation to work on this level due to various stuff

At this point, I'm just waiting for the next base ROM due to some problems with sprites I've run into. Also, I'll be needing wiiqwertyuiop's NSMB rising water generator, but it doesn't seem like it's working at the moment...

If any of you who know what height the tide should be at, do tell.

Also: I would still like somebody to make me a code snippet that makes the Layer 3 tide scroll one pixel per 8 frames instead of 1 per 1 as it is currently.

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aran - Graces of Heaven
Originally posted by Code
LDA $9D
BNE .noscroll
LDA $13D4
BNE .return
.nevermind
LDA $13
AND #$03
BEQ .return
.noscroll
REP #$20
DEC $22
SEP #$20
.return
RTS

This should fix the scrolling, although I haven't tested it.
Thanks a lot, Lynnes, the code works perfectly.

This also concludes the LevelASM part of the level. However, there's a problem with the NSMB rising water generator, too, which I don't have a clue on how to fix.

Whenever a P-switch is pressed, the water won't stop going up... ever, and when the timer is up, the water sinks a little, stops, sinks a bit more, stops, and sinks even more. This repeats for a very long time, and then it stops, just above where it originally was(this was tested on a freshly expanded ROM, not on the SMWCP2 ROM).
In case this is a problem with the insertion, I've chosen to wait for the next base ROM, and I've already reserved sprite slots for it. If not that works... I don't have a clue on what to do.

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aran - Graces of Heaven
It's been much too long for so little progress. Feel free to scold me for not having done more... I've been focusing on making the ASM work properly, plus having really underestimated the amount of work needed to make a level of this caliber.

I do have a video, though.

This gimmick limits my sprite choice and placement a lot, though, as shown with the jumping fish. Any suggestions on sprites to use, or other things would be much appreciated.

I'm very glad to be able to say that I'll never touch the LevelASM for the level again, though. Or so I think.

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aran - Graces of Heaven

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

That jumping fish that shot into the air cannot have a solid object interfere with its descent, if that's what you're asking. It always needs a clear path.

Originally posted by MrDeePay
That jumping fish that shot into the air cannot have a solid object interfere with its descent, if that's what you're asking. It always needs a clear path.

I know, I've done a bit of testing with it. The main problem is that if I move it upwards, it jumps too high to be much of a threat(to the top of the screen) and then, when the water rises, it just jumps up a block or so. I don't know if it's possible to make it just jump at a fixed height regardless of where it's placed, because that would make using it so much easier.

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aran - Graces of Heaven

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Have you considered using the vertical Sparabuzzy (sprite 8E, Extra Bit 3) and reskinning it to be a "neutral" flying enemy like an Amp?

No, thanks for the tip. I think I'll have to go with something else than an Amp, though, as it is an electric enemy, and not having it interact at all with water would sort of defeat its purpose. Reskinning it into a fish or another aquatic enemy like a jellyfish would look rather nice, though. I'll look into it.

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aran - Graces of Heaven

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by GN
No, thanks for the tip. I think I'll have to go with something else than an Amp, though, as it is an electric enemy, and not having it interact at all with water would sort of defeat its purpose.


Your level uses Jelectros, which damage Mario with electricity. My suggestion only went as far as if it would be capable of attacking in the air in underwater (hence "neutral). But if you can find a decent reskinned alternative, then by all means go for it.

Looks very nice so far; you seem to be designing it a lot like the original. I recently got my laptop back and I originally used an interior background for that portion of the level, simply to break up the monotony. If you want, I could send you the files and all that.
Originally posted by Lynnes
If you want, I could send you the files and all that.

Oh, you got your computer back(or did you have the files all along? Curse me for not asking earlier)?

In any case, I'd very much like those files.

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aran - Graces of Heaven
Pages: « 1 2 3 4 5 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 4 - 01F: Stone Sea Sanctuary - Incognito/allowiscous

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