Banner
Views: 784,731,868
Time:
0 users online: - Guests: 17 - Bots: 172 Users: 41,035 (1,552 active)
Latest: Medievalmaestro
Tip: If you use custom music, make sure your ROM has been expanded to at least 1MB.Not logged in.
The Hub - WYE[GFX], GSG[Outside], ???[Inside]
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - The Hub - WYE[GFX], GSG[Outside], ???[Inside]
Pages: « 1 2 3 4 5 6 7 »
Owner(s): WYE[GFX] GSG [Outside] ??? [Inside]

World: 1
Exits: Side Exit
Theme: Grass/Industry
Music Options: Reuse something that fits
Additional ExGFX Recommendation(s): To save up on space, try to reuse something

Briefing:
-A single building, perhaps with multiple floors.
-A mechanical jukebox (sound test) somewhere that becomes unlocked after a certain amount of SMWC coins.
-A computer which allows you to check your stats (exits, coins, switch palaces, etc).

Tag (b) was not closed.


Well, I can do this, but only with some help in GFX and a bit of ASM, because my idea for computer is loading a layer 3 image with all stats; and the jukebox... I would need some SMWC Coin counter to code it.
Aside of that, I might claim this.

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


Signed Major Flare, a.k.a Br OW Hacker.


The use of already existing graphics is favorable, thoguht maybe some tilesets have unused/empty tiles, in wich case I'll be interested in maybe making some graphics, but not until its clear what is needed.
I'll download the base ROM and search for empty spaces in graphics, unless someone knows any off hand...

--------------------
Your layout has been removed.


Originally posted by xlk
The use of already existing graphics is favorable, thoguht maybe some tilesets have unused/empty tiles, in wich case I'll be interested in maybe making some graphics, but not until its clear what is needed.
I'll download the base ROM and search for empty spaces in graphics, unless someone knows any off hand...


Actually, I found good amounts of space at pages 14, 18,28 and page 3B is entirely free.

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


Signed Major Flare, a.k.a Br OW Hacker.


It's not about Map16 space or ExGFX slots, it's about ROM space.
We can't really afford pumping much more stuff into the ROM.

--------------------
Your layout has been removed.
Yes, I have that in mind leod, but better to fill up exgfx pages than having severall half full ones, at least I think they compress better like that, instead of compressing a bunch of zeros in between.
Please correct me if I'm wrong
Any way, I believe the only custom graphics necesary would be a jukebox, computer, and small details. minimum 2 16x16 tiles.

--------------------
Your layout has been removed.
Originally posted by xlk
I think they compress better like that, instead of compressing a bunch of zeros in between.

I'm fairly sure the graphics compression Lunar Magic does stops this from happening. ...I don't see why you shouldn't add just a bit of custom stuff, though. It spices stuff up a bit, and won't use that much space.

Also, one of the proposed ideas for the hub was that you found a run-down, abandoned laboratory probably used by Norveg's team or something, so it'd be neat if you could use the same graphics as found in the factory castle(I had ycz's lab gfx in mind, considering it has computers), except slightly edited so it gives off the "long since abandoned" vibe. Just an idea, of course.

--------------------
aran - Graces of Heaven
I'm not sure which of these you're asking about, so I'll post the answer to all interprerations I can think of:

A map16 page containing five clouds at 0x0200, 0x02FF and three random places takes as much ROM space as a mirror of page 1, so don't worry about that. (Okay, the ZIP file will be a little bigger, but who cares.)

Two half full map16 pages will, obviously, take twice the space of one page (assuming you hand out the lowest numbered pages first; otherwise, I'm pretty sure LM will reserve space for the unused ones). They're not compressed (except trimming off unused data from the end).

One full ExGFX file does indeed become smaller than two half full ones. Strings of zeroes aren't free (though they're rather cheap). Compressing larger blocks of data at once will also yield a smaller result than multiple small blocks.

A half empty ExGFX file becomes smaller than a full one. Strings of varying data are far more expensive than strings of zeroes.


tldr:
Map16 pages take up space according to the last tile used. Using only tile 0x400 costs (slightly) more than using all of 0x200-0x3FF.
Merging two 64-tile files into one full file will save a couple of bytes. I don't know how big this effect is, though; I'd guess around a hundred bytes per merged file pair.
ExGFX files containing a couple of blank tiles will become smaller than fully used ExGFX files. I think 1KB is a reasonable estimate for replacing a half full file with an entirely full one.

--------------------
<blm> zsnes users are the flatearthers of emulation


The abandoned lab for hub seems to be a great idea... now, for the computer, I didn't find a good idea for it, perhaps some Layer 3, Pause menu interaction or even some Block One-Shot ExAnimation... but for the JukeBox, I actually have an idea: It can be a custom block (or object, you choose) that switches to next music with L or R, but checking the amount of SMWC coins every frame in another register. Like this:

Code
<LevelASMinit>
	LDA #$00
	STA !SOME_FREE_RAM_LIKE_$0DDB
	<some code to check SMWC coins and store to another freeRAM the max number of music you can play - I can do this, but only if I know how storing SMWC Coins works>
	RTS
<endinit>

<LevelASM>
M_TABLE: db $xx,$yy,...
	LDX $0DDB
	LDA M_TABLE,x
	STA $1DFB
	RTS
<EndLevelASM>

<JukeBox Block>
	;offsets first (Only using Mario inside offsets)
	LDA !CONTROLLER_DATA
	AND #!L_BUTTON
	BNE L_PRESS
	AND #!R_BUTTON
	BNE R_PRESS
	RTL

L_PRESS:
	LDA $0DDB
	BEQ DO_NOT
	DEC $0DDB
	RTL
R_PRESS:
	LDA $0DDB
	CMP !RAM_MAX_MUSIC
	BEQ DO_NOT
	INC $0DDB
DO_NOT:	RTL


If someone planned a sprite for this, this will become a problem to me, so... I would stick to the block.

Mod edit: STZ !TableStretch

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


Signed Major Flare, a.k.a Br OW Hacker.




Okay, the first problem appeared: I'm trying to code the computer's behaviour using Manual Trigger ExAnimation, but this code below isn't working (it crashes the level - I'm using another ROM). Any ideas? I'm using almost all Manual Triggers, and already set up an ExAnimated GFX, which is here. Code:

Code
level105:
	LDA $0DDB	;Computer Controller - if 0, returns
	BNE Return
	LDA #$01
	STA $7FC070 ; Computer uses Manual Trigger 1
	LDA $1F27
	BEQ Green
	LDA #$01
	STA $7FC071 ; Yellow Switch Stat, Manual 2
Green:
	LDA $1F28
	BEQ Red
	LDA #$01
	STA $7FC072 ; Yellow Switch Stat, Manual 3
Red:
	LDA $1F29
	BEQ Green
	LDA #$01
	STA $7FC073 ; Yellow Switch Stat, Manual 4
Blue:
	LDA $1F2A
	BEQ Next
	LDA #$01
	STA $7FC074 ; Yellow Switch Stat, Manual 5
Next:
;	PHX
;	PHY
;	LDA $13BF ; Exits
;	JSL HextoDec3 ; Hex to Dec Routine
;	INC A
;	INX
;	INY
;	STA $7FC075 ; Ones in Manual 6
;	TXA
;	STA $7FC076 ; Tens in Manual 7
;	TYA
;	STA $7FC077 ; Hundreds in Manual 8
;	PLY
;	PLX
Coins:
;	PHX
;	LDA $0DBF ; Coins
;	JSL HextoDec2
;	INC A
;	INX
;	STA $7FC078 ; Ones in Manual 9
;	TXA
;	STA $7FC079 ; Tens in Manual A
;	PLX
Lives:
;	PHX
;	LDA $0DBE ; Lives
;	JSL HextoDec2
;	INC A
;	INX
;	STA $7FC07A ; Ones in Manual B
;	TXA
;	STA $7FC07B ; Tens in Manual C
;	PLX
Powerup:
	LDA $19 ; Powerup
	CLC : ADC #$01
	STA $7FC07C ; Powerup in Manual D	
Return:
	RTS

;HextoDec3:                                   ;HEX->DEC converter - 3-digit
;                     LDX #$00                ;> Set X to 0
;                     LDY #$00                ;> Set Y to 0
;StartCompare3:
;                    CMP #$64                ;\
;                    BCC StartCompare4       ; |While A >= 100:
;                    SBC #$64                ; |Decrease A by 100
;                    INY                     ; |Increase Y by 1
;                    BRA StartCompare3       ;/
;StartCompare4:
;                    CMP #$0A                ;\
;                    BCC ReturnLong2         ; |While A >= 10:
;                    SBC #$0A                ; |Decrease A by 10
;                    INX                     ; |Increase X by 1
;                    BRA StartCompare4       ;/
;ReturnLong2:
;                    RTL
;HextoDec2:                                    ;HEX->DEC converter
;                    LDX #$00                ;> Set X to 0
;StartCompare:
;                    CMP #$0A                ;\
;                    BCC ReturnLong          ; |While A >= 10:
;                    SBC #$0A                ; |Decrease A by 10
;                    INX                     ; |Increase X by 1
;                    BRA StartCompare        ;/
;ReturnLong:
;                    RTL


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


Signed Major Flare, a.k.a Br OW Hacker.


Hers what I've made for the jukebox:

2 versions, one with a lit up screen and one that isn't lit up.
Not really elaborate shading, butI'm happy for how its turned out so far.
Any All coments are welcome.

--------------------
Your layout has been removed.
How about have the unlit one, without the beating stereo, when the jukebox hasn't been unlocked yet?

And because of the style of that jukebox, we certainly can't have mismatching graphics unless we want it to look like your attic or garage.
Thats what I originally intended GSG(or punk sarcophagus), to have the unlit one be off, until its unlocked/turned on.
As for the style, once the level is halfway done, I'll adapt the style, but till then, not much I can do there...

--------------------
Your layout has been removed.


Well, xlk, I understand you. It's because I don't really know if I use some graphics of Reclaimed Refinery to do the job inside the hub, as I'm plannig to have an actual abandoned factory for a safe place to Mario...

Now, for the Jukebox, I bet some Custom Trigger ExAnimation will do the job. But, with base ROM, could someone test this following code with the custom block below?

Code
levelinitxx:
	STZ $0DDC
	STZ $0DC4
	RTS


Code
MusicTable: db &aa,$bb,$cc,...,$xx ; This table is for music order in Jukebox
Allowed_Mus_Table: db $00,$01,...,$08,$08,...$xx 
; each value is the number of allowed music changes indexed by player's SMWC Coins
levelxx:
	LDA $0DDC
	BNE DoNotPlay
	LDY !RAM_SMWCoins
	LDA Allowed_Mus_Table,y
	STA $0DDD
	LDX $0DDD
	LDA MusicTable,x
	STA $1DFB
	RTS


Code
db $42
JMP M : JMP M : JMP M
JMP R : JMP R : JMP R : JMP R
JMP M : JMP M : JMP M
M:
	LDA $17
	AND #!R_BUTTON
	BEQ R
	LDA $15
	AND #$08
	BNE Up
	AND #$04
	BNE Down
R:	RTL

Up:
	LDA $0DC4
	CMP $0DDD
	BCS End
	INC $0DDD
	BRA Sound

Down:
	LDA $0DC4
	BEQ End
	DEC $0DC4
Sound:
	LDA #!SOUND ; could be something
	STA !RAM_SOUND ; $1DFC, for example
	RTL
End:
	LDA #$2A ; I bet it's wrong sound
	STA $1DFC
	RTL


yczedit: table stretch begone

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


Signed Major Flare, a.k.a Br OW Hacker.


Why an abandoned factory of all things? We've a crap ton of dark themed levels already; make this one a building with actual life, especially that it's the HUB.

Who (as in a person) in their right mind wants to have a "safe place" and ultimate rendezvous in a abandoned, run-down building?

I think you should look into more into this thread:

Link
I think it'd be kind of neat if each song displayed its title and composer on-screen when it started playing; I'd be willing to code/help code it if people like the idea.
I should get a new layout.

Probably won't, though.


Well, liked the idea, but to do this... some Layer 3 Hacking? I would agree, but I don't know how to mess with Layer 3 yet... If I knew, I would code the computer too.

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


Signed Major Flare, a.k.a Br OW Hacker.


Hi is there anything I can help with on this hack? #smw{o_O?}
RMG Productions
Look here.

...though I think it's a bit outdated; I've seen plenty of mentions of the same thing being done multiple times. I recommend asking the leader which of them are still relevant.

--------------------
<blm> zsnes users are the flatearthers of emulation

*poke poke*

Anything new on this?
Layout by LDA during C3.
Pages: « 1 2 3 4 5 6 7 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - The Hub - WYE[GFX], GSG[Outside], ???[Inside]

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented