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NGHE - Yet another potential SMW revolution
Forum Index - SMW Hacking - Resource & Tool Releases - NGHE - Yet another potential SMW revolution
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What I thought was combining it with that patch so that Layer 2 & tides could be full-size(on that note how do tides work with this?) and a patch to add an additional 256 levels to the game.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Rena Kunisaki
Now, can we combine this with the SA-1 hack? Store level data in SRAM and move the level decoding routine to SA-1... think instantaneous load times, replacing the fade out and in with something quick and zippy. Think chaining levels, loading the next room on the fly to give the illusion of a single, seamless, gigantic map, much like Pokémon does. Think about what kind of image pixel manipulation you can do with SA-1, and then apply those concepts to a map16 grid instead of a pixel grid. You hit a block and the entire level is transformed somehow.

I don't think this patch is needed to replace the level? Or do you mean something else?
(If you want to download that patch, click here.)

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My method for working around lack of LM support was to load multiple levels at once. Instead of "clear map16, decode level 100" it does "clear map16, decode level 100 to address x, decode level 101 to address y, decode level 102 to address z...", so each level decodes to a different row of the giant area, a row whose height is the former height of a level.

I'm not entirely sure how that would work, but yeah, there are many ways to get the levels bigger. I can't claim any of them is the best; while I believe mine is the best from a technical viewpoint, it's incompatible with a lot of other tools.

Originally posted by Wiimeiser
What I thought was combining it with that patch so that Layer 2 & tides could be full-size

I'm not sure how much LM would like that, but yeah, my patch should work fine with that.

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(on that note how do tides work with this?)

I hijacked them. They should work fine with the standard level height (27 tiles). (You'll need to edit it if you want it to work on other heights, though.)

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and a patch to add an additional 256 levels to the game

I still can't see why 512 levels wouldn't be enough. The 4MB limit sounds more dangerous to me.

But I guess you've found something I haven't.

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<blm> zsnes users are the flatearthers of emulation
Alcaro, a patch like this is something I've dreamed of. Due to my inactivity, I never knew about this until now. I have to say this is really inspiring me to continue hacking! :D
idk what to put here
Originally posted by Alcaro
Well Smallhacker seems to have censored all mention of what the hell that patch does, so. I'm referring to the SA-1 patch - since this hack can move level data into SRAM, and SA-1 can access SRAM directly and is much faster than the SNES CPU, if you can get both patches to play nicely together, there's a lot of interesting potential for hacks in which the SA-1 modifies or overwrites level data in memory, that wouldn't be possible with the slower standard CPU. (Especially, the CPU can just keep on going while the level data is being transformed, and I expect the SA-1 could decode a level in such a miniscule amount of time, that if you aren't loading any new graphics, it becomes feasible to just load a whole new level in one frame...)

(btw, you know there's a file bin right?)
Renamon is best pony.
Originally posted by Rena Kunisaki
Well Smallhacker seems to have censored all mention of what the hell that patch does, so.

(I could question why you don't just test it, but I don't think that'd lead anywhere.)

It loads a new level on top of the existing one, without any reload screens. It sounded pretty much like your idea, but after reading through it again, it sounds like you're planning something else.

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(btw, you know there's a file bin right?)

If you mean the weird link, I prefer throwing stuff into a data: URL over sending it to the file bin. There's no risk that link dies if I clean up somewhere, nor does it have a per-user size limit. (I do send larger things to less weird places, though.)

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<blm> zsnes users are the flatearthers of emulation
Have you e-mailed FuSoYa about this? If he doesn't support it, maybe somebody could hack Lunar Magic itself to jump to a separate script for level handling?
I know someone posted in the LM thread. I don't care enough personally to email him; you can do it if you want to.

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<blm> zsnes users are the flatearthers of emulation
This is sort of offtopic, but how do you use the download that you provided for Smallhacker's patch? It's presenting mine as a thing that says "download" and has no file type.
If it has no type, save it as small.zip and open it. Then file a bug with your browser vendor.

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<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
If it has no type, save it as small.zip and open it. Then file a bug with your browser vendor.


I'm using the newest version of Chrome. #ab{:S}

Anyway, thanks.
As I work more and more on my hack I keep thinking back to this project. It'd be the best thing Fusoya can add to Lunar Magic right now in my opinion. More screens is always good, as well as the way you can make vertical levels using this.

One thing I'm really hoping for at some point is eventually an increase in the amount of screens you can use for interactive layer 2 levels. I came up with a neat trick that I'd like to use but 0F screens isn't enough space to work with and having to change levels in a short amount of time sort of ruins the flow.
Just downloaded this more out of curiosity (not necessarily thinking about using it) and I noticed the folder comes with two ROM files labeled 106h and 106l. Were those even supposed to be in there?

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
.bin != ROM (okay, maybe sometimes, but not SNES ROMs)
14336 bytes != ROM
Only four-or-something distinct bytes != ROM

Yes, they're supposed to be there. They're included by the patch if you tell it to replace level 106. (They're not supposed to be used if someone makes a hack with this.)

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<blm> zsnes users are the flatearthers of emulation
Question: How do sprites like Yoshi and the Goal Tape handle this?

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I'm not sure if I patched up Yoshi, but I think I did. I have a strong memory of studying the Darkberry patch (relatively) recently, and this is the only sensible reason.

Goal tape shouldn't even notice. It reacts only to Mario's position, which I don't touch.

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<blm> zsnes users are the flatearthers of emulation
#smw{@_@} I had this crazy dream,That i was able to edit the level,Like diaginialy and stuff.But it was all brown past the normal screen thing. e-e Then i woke up thinking it was a nightmare.
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