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.
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?
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.
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:
- 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.
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.
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.
-------------------- <blm> zsnes users are the flatearthers of emulation
Location: Montana, USA
Pronouns: he or they
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?