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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]
Pages: « 1 2 3 4 5 6 7 »
Originally posted by Lui37
Also, if anyone has any ideas about what to replace that ASDDGFSD with, speak up, and we'll see.


Random idea: Create a sort of visualization (like with SNES SPC700 Player) in that spot using the $x8 DSP registers (send two channels of information through each SPC port. Since only the high 3 bits matter with that register, no information is lost.). It wouldn't be extremely accurate (it'd act like the red bar in said player), but it still might be a neat idea.
I should get a new layout.

Probably won't, though.
Originally posted by Alcaro
Do not print 1DF9 on the screen; number the sound effects from 1 to 300-or-whatever and pick the correct bank without telling.


This. To the player, $1DF9 and $1DFC have no meaning at all, so it's pointless to seperate into the two banks. And it shouldn't be hard to implement, either.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Alcaro
Do not print 1DF9 on the screen; number the sound effects from 1 to 300-or-whatever and pick the correct bank without telling.

Easy enough, I still need to code that anyway.

Originally posted by Alcaro
Scale the volume to go from 0 to 100, not 0-127, then print a percent sign after it.

Sounds like a good idea, I just need to figure out how to make it work though, since I've only got some volume increase-decrease SNES->SPC700 requests so far. But yeah I imagine it'll make more sense that way, not to mention that when surround is enabled, the maximum value becomes 128 instead of 127, which I guess would look odd to most people.

Originally posted by Alcaro
Give the sound channels numbers 1 through 8, not 0-7.

Easy change.

Originally posted by imamelia
Though maybe that's what the "ASDDGFSD" could be for...switching the display from what is shown now to what Alcaro suggested.

We'd better stick to one format only though... and that sounds like more trouble than it's worth anyway (not too much maybe, but whatever).

Originally posted by imamelia
Or perhaps it could be for, I don't know, changing the echo delay?

I thought about that, but it just sounds too dangerous to pull off, due to the risk of overlapping data and stuff. Not to mention that echo can be changed mid-song too etc.

Originally posted by Kipernal
Random idea: Create a sort of visualization (like with SNES SPC700 Player) in that spot using the $x8 DSP registers (send two channels of information through each SPC port. Since only the high 3 bits matter with that register, no information is lost.). It wouldn't be extremely accurate (it'd act like the red bar in said player), but it still might be a neat idea.

Sounds like fun actually, and it'd surely add a nicce touch to the whole thing. Thanks for the idea, I think I'll probably look into it.
Hey guys. I want to do this level.

So yeah.

The two most important things I need though, are things that I can't do myself. These are:

1. Graphics.
2. A door block that can be unlocked with x number of SMWCP Coins.

Quote
The idea I had for the HUB is to have multiple unlockable rooms, unlocked by x amount of coins. I don't know what amount of coins for each one should be, but this is what I had in mind logically placed:

1. Injoke Room? A room that just has an injoke easter egg. Doesn't matter if it's too meta right?
2. Mushroom Room
3. Peach Room. Just contains Peach and maybe a little reward - a hint maybe?
4. Fire Flower Room
5. Bowser Room. Contains Bowser and explains whatever he is up to.
6. Jukebox Room
7. Feather Room
8. Museum?
9. A room with doors that lead to all 11 bosses. Based off the boss rush idea, only it's not.

Ah, actually, with these nine rooms, it works perfectly with the 9 worlds we have. Maybe we can make it ten rooms for 4A and 4B (maybe the total amount of coins you get in World 4 is a bit to overkill for a mere Fire Flower?) So yeah - getting all coins in a world adds up to the amount you need to unlock a room.


Anyways, I imagine the HUB to be a lounge building of some sort. Outside is a restaurant of some sort. Or at least tables and chairs with umbrellas, and some large, floor pot with flowers in it. The floor is cement/pavement.




This is a mockup of it:


Inside is a BUSY room full of Toads (and maybe some SMWC members :v). You don't have to be able to talk to all of them. Some are NPCs some are just BG characters.

There are many rooms in the building. 9 (or 10) of these rooms are unlockable by x amount of SMWCP coins. Most of the rooms are just useless rooms with easter eggs or some other stuff.

There will be four floors in the building. 1st/Ground Floor, Second Floor, Roof, and a Basement. All of these floors will have some secret to them (and will contain an unlockable room.

Yeah, my plans are grand. But my plans can't be done without the proper graphics. I've started to look for graphics to use, so yeah.

If there's any problem with it, tell me.
Quote
(and maybe some SMWC members :v)

I'd rather not do that. There's no way we'll be able to account for everyone that helped out, and choosing a select few feels a bit like elitism. I'm thinking back to SMWCP1 and how some users might have felt left out because their avatars weren't in the Bar and Grill.


Another thing I'm kind of worried about is how much walking around and going through doors players might have to do, especially considering you can only have one exit per screen (?). Not to mention, it could be annoying to walk to the far corners of the building only to find a room that doesn't really interest you as a player. If you can minimize those things, though, I don't really have a problem with the overall plan as it sounds now.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I guess you can simply make a custom block which teleports you to onecertain level (e.g. level 42) or to save space: A custom block depending on x position warps you to: Level 1, 2, 3 etc.
The way I'd do it is to use blocks that use a specified screen's exit. I'd be willing to make doors like that just so I can feel like I'm doing something for this hack again.
In any case, multiple warps on the same screen isn't a problem.

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Originally posted by AxemJinx
Quote
(and maybe some SMWC members :v)

I'd rather not do that. There's no way we'll be able to account for everyone that helped out, and choosing a select few feels a bit like elitism. I'm thinking back to SMWCP1 and how some users might have felt left out because their avatars weren't in the Bar and Grill.


Ah, I didn't know this was a problem. I only recall seeing Fellowroot complaing about that :v. Alrighty then. I do want to add someone from SMWC - maybe I'll just use some neutral characters here and there.

Originally posted by AxemJinx
Another thing I'm kind of worried about is how much walking around and going through doors players might have to do...Not to mention, it could be annoying to walk to the far corners of the building only to find a room that doesn't really interest you as a player.


Ah yes. I was imagining to, at most, use six screens per floor (may change). I'll keep in mind where useful and not useful stuff will be put.

Originally posted by Shog
I guess you can simply make a custom block which teleports you to onecertain level (e.g. level 42) or to save space: A custom block depending on x position warps you to: Level 1, 2, 3 etc.


I'm not planning to use a lot of levels for this. I'll probably end up using:

1. Outside (accessible through the overworld)
2. First Floor and Second Floor
3. Roof
4. Basement
5. All the Rooms
6. Possibly the museum.

So I'll be using 5 levels total, 6 maybe. Secondary Entrances exist to you know :v

Though, I'll try to minimize my use of secondary entrances.

Originally posted by AxemJinx
especially considering you can only have one exit per screen (?)

Originally posted by WhiteYoshiEgg
The way I'd do it is to use blocks that use a specified screen's exit. I'd be willing to make doors like that just so I can feel like I'm doing something for this hack again.
In any case, multiple warps on the same screen isn't a problem.


Ah, this will be swell! A block(s) that I can (easily) set to be unlocked with x amount of SMWCP coins will be wonderful. Whatever you come up with~

So yeah.

With the blocks out of the way, Lui doing the music room, one glaring issues remains:

GRAPHICS D:

It's really vital! So if anyone can do ANY of these graphics, please do so! Will update as I think of stuff:

Certain amount of smwc coins to access other floors and try and hide the pipe to the basement in an interesting way, something papermario style
Originally posted by AxemJinx
some users might have felt left out because their avatars weren't in the Bar and Grill.

Now it may be because I'm of full mental stability but I didn't hang myself when I wasn't at the bar and grill.
SMWC's official dentist since 2011.

YouTube - Twitter - Twitch
Originally posted by MVS
Now it may be because I'm of full mental stability but I didn't hang myself when I wasn't at the bar and grill.

I'm not trying to make a big deal of it; I just feel like it's in poor taste, is all. Maybe it's just me.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
I don't see how it's in poor taste. But eh.
One question, and how you will make the Boss rush? I haven't experience with coding so I ask what kind do you see.

a.) 9 doors for 9 Bosses and when you beat one you going back? Not real Boss rush like when you going out...

b.)Or, 9 doors for 9 Bosses, but when you're in, you doesn't gooing back, but should beat every single Boss now ,like a real Boss rush? The second variant is the most complicate I think.

c.) one single door who port you to the first Boss, and when you beat every single Boss you going back?....
Originally posted by Punk Sarcophagus
9. A room with doors that lead to all 11 bosses. Based off the boss rush idea, only it's not.


Just what it says.
Oh wow, what have I done to be co-credited? All I'm doing right now is coding a door. not gonna complain though

I'll see what I can do about the graphics you need, by the way, if absolutely nobody else gets them done.
(I really have no idea why I'm offering to do all this all of a sudden, especially since I'm low on time myself... welp.)

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Here's how I envision things. Look alright so far?

Drawing in YY-CHR might be another thing entirely, though.

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If the hub is going to have its own theme, I think it should sound somewhat like this. Except, you know, the remixed theme will be Girder Grasslands'.

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If we're suggesting music now, I think this or this one would fit great (but will both need to be ported. ugh)

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Formerly known as Oh Hell No (all those names)
Currently taking the Software Science/Web Science combined bachelor. Having your own room is nice :)
Originally posted by WhiteYoshiEgg
Here's how I envision things. Look alright so far?

Drawing in YY-CHR might be another thing entirely, though.




Regarding music: whatever happens, as long as its fitting for both an inside and outside setting, and is interesting enough to be heard A LOT
It's been a more or less busy week, but I think I got the hub doors done.

These blocks needs CoinDefines.asm to be in the same folder (which it should be, and which I assume you have access to).
Just copy that code and adjust the two defines for each door you want - and as always, notify me if I've made a stupid mistake somewhere and I'll look into it.

Code
	; Special door, by WYE

	!SMWCCoinsNeeded	= 5	;    Decimal amount
	!ExitToUse		= $01	;    Screen number

	incsrc CoinDefines.asm		;    Defines what RAM address holds the amount of SMWC Coins



	; ###############################



	db $42
	JMP Mario : JMP Mario : JMP Mario
	JMP Return : JMP Return : JMP Return : JMP Return
	JMP Mario : JMP Mario
	; JMP Mario


Mario:
	LDA $16			; \
	AND #$08		;  | Don't do anything when UP isn't pressed
	BEQ Return		; /

	REP #$20		; \
	LDA !TempCounter-2	;  | Check for whatever amount of SMWC Coins you want
	CMP.w #$!SMWCCoinsNeeded;  | (apparently it's pseudo-decimal, so #$0069 is actually 69 coins.
	BCS .teleport		;  | That's why the dollar sign is still needed.)
	SEP #$20		; /

	LDA #$2A		; \
	STA $1DFC		;  | Play "incorrect" sound and return if there's not enough
	RTL			; /

.teleport			;    If there are, continue here
	SEP #$20
	LDA #$0F		; \  Play door sound
	STA $1DFC		; /

	PHX			; \
	PHY                     ;  |
	LDX #!ExitToUse	        ;  | Transfer exit
	LDA $5B			;  | from desired screen
	AND #$01		;  | to current screen
	BEQ .horz		;  |
.vert				;  |
	LDY $97			;  |
	BRA +			;  |
.horz				;  |
	LDY $95			;  |
+				;  |
	LDA $19B8,x		;  |
	STA $19B8,y		;  |
	LDA $19D8,x		;  |
	STA $19D8,y		;  |
	PLY                     ;  |
	PLX			; /

	LDA #$06                ; \
	STA $71                 ;  | Teleport
	STZ $88                 ;  |
	STZ $89                 ; /

Return:
	RTL			;    That's all, folks.



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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]

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