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Touhou Mario 2
Forum Index - SMW Hacking - Works in Progress - Touhou Mario 2
Pages: « 1 2 3 4 5 619 20 »
Originally posted by GreenHammerBro
FINALLY! my boss hp bar is done and have passed the moderation, here is a tutorial on how to use it. (download link included) P.M me if you are confused. Its saved on media.smwcentral. sorry for the frequent updates, I kept re-coding it so its easier than ever.

note: if you have custom layer 3 GFX, make sure you use yy-chr instead of replacing the file because it will replace ALL layer 3 graphics.

EDIT: if you want the boss hp to refill when the boss loses all HP, make a new counter that act like a "lifebar counter" or "lives" counter that subtract when the meter empties and that the boss dies when both the meter and the lives are both zero. Each time the counter subtract should refill the bar until its 0 lives left. (although if the meter goes "negative", it automatically will refill to 100%). When doing that, do not modify the the code that shows its hp, just somewhere in the main routine that runs every frame

Please refrain from blatant self promotion in other people's hack threads. These threads were created for kind users like yourself #w{=D} to give constructive feedback on the author's work. However, a good thread to post this kind of material to recieve the proper feedback is HERE. Now go show off that system!

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Your layout has been removed.
Originally posted by metalgearhunter
Please refrain from blatant self promotion in other people's hack threads. These threads were created for kind users like yourself #w{=D} to give constructive feedback on the author's work. However, a good thread to post this kind of material to recieve the proper feedback is HERE. Now go show off that system!

I think he gave a suggestion. As you propably know the Touhou games have got untill T12 the lifebar a just a horizontal line at the top of the Status bar (T12.3 is a Beat 'em up, T12.5 have the engine of T9.5 and works similary and since T12.7 the lifebar is a ring).

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Okay, my layout looks ugly.
oops sorry.

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Give thanks to RPG hacker for working on Asar.
I have been working on Kogasa for the last weeks and here I have until now:







I finished all her attacks, but I still have some bugs to fix and specially, fix the slowdown (yeah, even on SA-1 it can slowdown, specially on ZSNES where the emulation speed is around half).

I couldn't reproduce all attacks perfectly unlike Nazrin, for example, her last spell, instead of 5 "huge" bullets throwing lots of bullets on each side, it's only one (and rarely two), throwing on a specific side (or on Mario's position if RNG gets evil enough). But I guess I could ported well enough for SNES. like, she smiles every 128 frames *shot*
I've been really liking this hack because so far, every single thing is so freaking cool and I really love that HDMA effect! You 2 really make a nice "hacking" team~ :pervertface:

I can tell you how to enable the Elite Koopas' sound effects if you want me to.
It definitely looks neat, but I'm not sure how fun it will be to play through that. Projectile Hell does not work so well in the Super Mario World engine, though it might be forgivable depending on how lenient you are with the hit boxes.
As I already said, I love all this stuff! However, a question: I know there is a smaller hitbox for the Mario<->Bullets interactions, but where approximately is it located on Mario?

Anyway, I hope I could do anything great like this. SA-1 isn't only meant for slowdown-reducing and bigger ROMs.

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Playing FFV for the first time. Why didn't anyone tell me it is actually the best one? Would've tried it way earlier, had I known.
Originally posted by Macky
I can tell you how to enable the Elite Koopas' sound effects if you want me to.

Thanks for the support but Vitor already fixed them.
Originally posted by Wuthering
It definitely looks neat, but I'm not sure how fun it will be to play through that. Projectile Hell does not work so well in the Super Mario World engine, though it might be forgivable depending on how lenient you are with the hit boxes.

Originally posted by Sakuya Izayoi
However, a question: I know there is a smaller hitbox for the Mario<->Bullets interactions, but where approximately is it located on Mario?

Yes, Vitor set a specific 4x4 hitbox in the interaction with projectiles, and it's on Mario's head. It will make projectiles be easier to avoid; however, all the other sprites interaction (like the boss itself) will be interacting with the normal Mario's hitbox.

Ah, a little thing that we forgot to point out is the timer gimmick: basically the timer will only affect the score. Mario won't die if it gets to 0, and it will give player a bigger score if the level is finished faster (just like Touhou games).
HOLY GOD! This boss , I never try a boss battle like that #smw{>:)}
Those Grapichs too , Awesome #smw{<3}
nice job guys , keep working pls #smw{^_^}
I can't wait for it~

ah , Hey Wakana-chan o/ how are ya doing ?
#peace #smw{:peace:}
These bosses are definitely looking more like the ones from the Touhou games than last time. I'll wait till this hack is finished and (maybe?) try to finish it.

What GFX does this hack need anyway? Foreground? Characters?

If I could do it, I'd volunteer.
It's for boss graphics. But I already got one for at least Ichirin, Murasa, Shou and Byakuren. Though I may need more if he don't want to work on Nue for example.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
I come out of my hole in the ground and see some amazing progress! It looks great so far, and I like how much more like a "Touhou" game stuff behaves.
I did notice that even if you got 'hit' it didn't count, and noted the more "Touhou-like" hitbox. But this raises the question: Would a player have any indication on where this would be? I know you said it would be on the head, but I couldn't exactly tell where, and from a player perspective, that would easily cause problems. If you could make some kind of indicator (even for just the first stage) it would make it notably easier to plan your movements. I just thought it weird that you spin jump off a bullet, yet pass through it all the same.

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Some level updates, because, yes, amazing bosses, but also sweet level design *shot*

STAGE 6

Screenshots:



There we go, the darker part of the Makai. The level is vertical, with vertical scrolling generator and few enemies that may be tricky to avoid. There are two parts featuring P-Balloon Mario. Thanks to Metroid HP patch, the powerup won't be lost if Mario get hit, so not many problems here.
I'd like to point out that Byakuren's arena (in the last screen) has a particular BG: in the beginning it's black, and slowly it gets brighter (just like in Touhou).

Music:
Fires of Hokkai
Cosmic Mind

Any opinions, thoughts or suggestions? Feel free to post.
Really liking the atmosphere here in this level you just posted up. Especially that dark BG...wow! It all looks very end-game and reminds me of some sort of nightmare.

The level design looks pretty interesting and it seems pretty challenging as well, especially because it's vertical, which always adds a fresh new dynamic to game play when people use them now and again.

Nice work!
Originally posted by Wakana-chan

Ah~ The sunrise #smw{B)}
or sunset #smw{^_^;}

All the grapichs are looking awesome wakana, and your ports OMFG!
I wanna listen it on the hack
in my mind ,musics in-game sounds better than in SPCplayer

So, Keep working guys~ #peace #smw{:peace:}
I definitely like how that level turns out, and on the whole you managed to really give a good "gradient" in terms of tone this hack has.
I mean, let's compare Nazrin's arena vs Byakuren's. Even though the people themselves aren't dark, the atmosphere definitely is (and that's not a bad thing).

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


Complement ZUN on that, steeledminer. Not Wakana. He based this off of Touhou 12.

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Disregard my previous signature. Apparently it is called Stickerbrush in the GBA version.
Originally posted by Footsteps_of_Coins
Complement ZUN on that, steeledminer. Not Wakana. He based this off of Touhou 12.

Yes, I get that. I mean how well they successfully made that transition (Mirror work isn't easy, especially from 2 completely different engines and game types crossing over)

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So remember kids! If you ever get caught having tosave a princess from a foreign land after getting dragged down a drain pipe, jumping while spinning in a circle can help you greatly by allowing you to jump on spinning saw blades, ghosts, and allow you to control your jump better!


I have something pretty important to ask, and I need some opinions before I start coding the most complex bosses and stags of Touhou Mario 2.

To who don't know, ZSNES doesn't emulate SA-1 pretty well. First, the clock is slower than it should be (it runs around 5 MHz on ZSNES, while on other emulators and real hardware is 10 MHz). And, there's no support for Character Conversion DMA. This little thing lets I draw and manipulate anything on screen. With that, I can draw lines (lasers, curvy lasers), rotate graphics and much more. But like I said, ZSNES doesn't support this.

Touhou Mario 1 already had an issue with ZSNES. If you played Touhou Mario 1 with ZSNES, you may noticed some random half second freezes. For some reason, sometime SA-1 dies on ZSNES and to the hack don't freeze, I have to do a freeze check and if the hack got freezed, restart SA-1 CPU.

Right now, Touhou Mario 2 is suffering with slowdown on stages and mainly on bosses and if I decide to use Character Conversion DMA on some bosses, the game will get totally glitch-ed on ZSNES.

So, what do you guys prefer?

- No ZSNES support and use maximum SA-1 capability on stage and bosses.
- Partial support: the hack may get slowdown on ZSNES, but it's still playable, at cost of advanced effects.
- Full ZSNES support, whatever if I have to sacrifice effects, spell cards and bullets.

Also, the hack is planned to get released on Fall/Winter C3, if C3 gets running twice per year. Otherwise... I don't know.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
any game or hack should never suffer an overall loss of quality or features due to being forced to support a particular system. zsnes is my primary emulator, but i vote no support.
Pages: « 1 2 3 4 5 619 20 »
Forum Index - SMW Hacking - Works in Progress - Touhou Mario 2

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