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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]
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Originally posted by Lightvayne
*poke poke*

Anything new on this?


Well, I just need the source and help to debug my codes so I can complete the hub. I need some GFX for the entrance, but I can't draw (actually, I'm horrible with drawing GFX). For now, what I need most is the codes for jukebox and computer working.

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


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


As I said earlier, I'm willing to make gfx, but it would be much better to recycle them, because of ROM space...

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Your layout has been removed.

Anyway you can post what you have so far so we can get a good idea of what you need?
Layout by LDA during C3.


Yes, I can post. But because of lack of ExGFX, I did only the basic structure of the level (and my ROM broke, so I'll transfer all). But, anyway:

EXTERIOR

INTERIOR 1 (The blue pipe is a placeholder for the jukebox)

INTERIOR 2 (The red pipes are placeholders for the computer)

As I said, these are part of the structure of the level. I need some GFX, if you want, and the ASM codes, as my codes arenĀ“t working (they make the ROM crash).

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


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


In my opinion, I was thinking that The Hub would be a town, similar to that of the first game, but kind of make it like an urban sort of thing, such as a town in the industrial revolution or something like that. How would that sound?
Are you still going with the whole empty, bare, lifeless building, or to have life in it?


Originally posted by Punk Sarcophagus
Are you still going with the whole empty, bare, lifeless building, or to have life in it?


That was only the structure. For all of your ideas, I need some GFX, but I can't draw, so that's the critical point. And, of course, the codes for jukebox and PC.

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


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


*cough*

Jukebox and PC aside, is at least the basic layout of the hub completed yet?
So yeah, no gfx from me. Lost them 3 times already, and am too busy with school stuff.
I could rip the jukebox from the -gif , but the computer was lost on the second time.

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Your layout has been removed.


Okay. I'm sorry to say this, but, anyway...

With no free time and no help, completing this level became impossible. Again, I'm sorry, but I really need to abandon this.

Apologies.

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


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


Lightvayne, how about moving this thread to the main SMWCP2 Forum? It doesn't seem to get many attention here.

Honestly, I'm debating just toasting the idea. We are already having a hard time finding people to code stuff and this just adds to the list. Maybe it will be best to just leave collecting all the SMWCcoins as some simple as adding a star next to the file name or something for bragging rights.
Layout by LDA during C3.
What were the plans? My holidays just started, so I might be able to help out a bit, if it's not too hard and interesting enough for me.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Once I'm done with Angry, I'd gladly take this up.

I'd only need graphics, block-doors that are unlockable with x amount of SMWC coins, and lui's music room.
Layouts aside, does someone wants to code the Jukebox and PC first? Those things have to wait for months too. :(
I'm already working on the jukebox thing, but not the PC (actually I forgot we wanted such thing). Maybe that PC thing could share some of my dynamic layer 3 code though, if needed (just so we use less space and less hijacks).

Anyway, here's a (n old) screenshot so that you can have a very rough idea of how the jukebox screen thing should look:



Planned features:
- song title (and possibly author, if I get some space to fit that) shows at the top
- playtime should show at the top too
- ability to play tracks (duh)
- ability to play sound effects, both $1DF9 and $1DFC (there'll be a toggle)
- song pitch modifier
- volume changer (both left and right channel)
- surround toggle (both left and right channel)
- echoed sound effects toggle
- ability to mute various channels (useful for enabling yoshi drums in some tracks)
- MAYBE a tempo changer
- exit button (derp) actually, how about I nuke this one and make it exit with start? .. that should give me more space v:

I think I can work on it more just today. Perhaps I'll be able to show some more sensible pics.

It's looking pretty awesome so far. Looks like there was quite a bit of progress since you last showed it off.

Great job.
Layout by LDA during C3.
Okay, time for more progress:



Featuring the amazing dynamic layer 3 tilemap displaying strings faster than light. So yeah, the song titles and author names seem to work flawlessly so far. The string tables should be easy enough to edit too, since I'm just using stuff like db "VALLEY OF BOWSER APPEARS" with the help of some table.txt I set up for this. On that topic, song titles can be up to 24 characters long, while composer names are limited to 21. That should be more than enough I guess.

Anyway, next feature is making the sprite draw an 8x8 cursor thing, so I'll be able to code all the other nifty options. That and I need to figure out a sane way to get the tempo changer work.

Also, if anyone has any ideas about what to replace that ASDDGFSD with, speak up, and we'll see. Other suggestions and stuff like that, are welcome too, just remember that in therms of visual appealing, this thing just uses default SMW graphics, so we'll probably need someone to draw something different, perhaps. Oh yeah, before I forget, I think I need a + sign, do we have that? I guess we can easily cram one in GFX27 or 28, perhaps.

e: 21 not 22
A couple of suggestions:
Print all numbers in decimal, if you aren't already.
Do not print 1DF9 on the screen; number the sound effects from 1 to 300-or-whatever and pick the correct bank without telling.
Scale the volume to go from 0 to 100, not 0-127, then print a percent sign after it.
Give the sound channels numbers 1 through 8, not 0-7.

This will make the sound test room make more sense to non-coders, which I assume is who the game is made for.

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<blm> zsnes users are the flatearthers of emulation
I think they could still understand it well enough, though. I mean, even with no ASM knowledge, you wouldn't think "The volume goes from 0-127? The channels go from 0-7? What does all this mean?! This is too complicated for me...", right? Though maybe that's what the "ASDDGFSD" could be for...switching the display from what is shown now to what Alcaro suggested. Or perhaps it could be for, I don't know, changing the echo delay? Or maybe one of the toggle options from the SPC player. Also, are we keeping that font, or is it a placeholder?
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Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - The Hub - WYE[GFX], GSG[Outside], ???[Inside]

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