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VLDC: Final Notes Before Release
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - VLDC: Final Notes Before Release
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Or why not making the levels being beaten normally one by one from the start?

That would make more sense in a way...
There is, but I believe it interferes with the patch I'm using for level names.

Eh, there's still a week. I'll see if I can figure out a way to record your progress, be it as simple as changing the level icons to a different color.

Originally posted by xImseiken3
Or why not making the levels being beaten normally one by one from the start?


Because the lowest ranked levels is a Kaizo entry, and forcing the player go through it would be asinine. The idea from the very beginning was to let people go through it in any order they wish, and I plan on sticking with that .. but as Ludus said, it would be nice to have a way to track your progress. I'll see what I can do in the remaining week before C3, but I can't make any guarantees.
But the kaizo levels shouldn't they be classified as extra's or so?
Originally posted by S.N.N.
There is, but I believe it interferes with the patch I'm using for level names.

How about a patch that shows a sprite tile, then? I've made a few of those before.

This one *should* do the trick (barely tested). It's still in need of some "beaten" icon graphics, but if no one else is willing to I'll whip something up.

Code
; shows an icon on the map when a level's beaten


	!Slot = $FC ; this seems to work well enough?

	!XPos = $E0
	!YPos = $28 ; the tile will be hidden by the ow border, so place it somewhere on the map
	!Tile = $02
	!Props = $30


org $0485C5
	autoclean JML ShowIcon

freecode
ShowIcon:
	JSL $00CEB1

	PHA : PHX : PHY : PHP

	LDA $13D9
	CMP #$03
	BNE .return

	REP #$30		; \
	LDX $0DD6		;  |
	LDA $1F1F,x		;  | get current level number
	STA $00			;  |
	LDA $1F21,x		;  |
	STA $02			;  |
	TXA			;  |
	LSR			;  |
	LSR			;  |
	TAX			;  |
	PHK			;  |
	PEA.w .jslrtsreturn-1	;  |
	PEA.w $048E48-1		;  |
	JML $049885		;  |
	.jslrtsreturn		;  |
	LDX $04			;  |
	LDA $7ED000,x		;  |
	SEP #$30		; /

	TAX
	LDA $1EA2,x
	BPL .return		;    return if not beaten

.show
	LDX #!Slot
	LDA #!XPos
	STA $0200,x
	LDA #!YPos
	STA $0201,x
	LDA #!Tile
	STA $0202,x
	LDA #!Props
	STA $0203,x
	TXA : LSR #2 : TAX	
	LDA #$02	
	STA $0420,x

.return

	PLP : PLY : PLX : PLA
	JML $0485C9


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


 
That's great WYE, thanks. I should probably ask though .. what exactly does this rely on? Events, or just touching the goal/putting a key in a keyhole? What counts as "clearing a level"?
$1EA2, the "beaten" flag. It seems like the easiest way to me, but if we need to distinguish between normal and secret exits, then... eh.

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


 
Good to know. I'll test it and let you know if I encounter any bugs.
Tried it out and there are a couple of things I should note:

1. Upon clearing a level, it does indeed change the default icon to the "beaten" icon .. however, it changes every single level and not the one you just beat. Keep in mind that no level in the base runs any events - could this be why?
2. I would need levels 139, 13A, and 13B to be excluded from this (since they're warps).

Thanks.
Huh, the way it should work is that it shows no icon at all until the level's beaten - I didn't put a "default" icon anywhere. Given that the placeholder graphics are just Mario's tiles, could it be that you started the level small and beat it big? That might give the impression the icons had changed.

If that turns out to be it, then the warps wouldn't need a special treatment either, since they can't be beaten and thus won't show any icon.

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


 
Yep, that's the problem. I had to also uncheck the "Level has been passed" flag on each level, so it works like a charm now. All I'll need is a graphic for it (white box with a green checkmark or something?) and it should be good to go.
I wasn't able to post these in the music thread so I'll just post them here.
Here's the MP3 and SPC of the Abstract map theme. I tried to make it more ambient instead of trippy like Sinc-X's rendition, but I hope that's not a big deal. I simply tried to make a theme that would fit the overworld.
SPC
MP3

Aside from that, it's nice to see that things are running along smoothly. I'm sure this will turn out to be a great hack in the end. Compliments to all the people who participated in it.
I've shared my thoughts with Torchkas's song on IRC already.
I also have one last SPC to show as well.

SMW - Ice Remix

I took it upon myself to do the ice remix since no one else was going to do it. (Yeah I know, what a surprise!)
Enjoy.
Put the M from the MARIO in the status bar as the "beaten" logo.

--------------------
Your layout has been removed.
I basically created a little white square with an M in it for the lack of being able to draw anything better. It'll probably suffice, unless someone really wants to make a better looking 16x16 tile using the overworld's palette.
Originally posted by S.N.N.
I basically created a little white square with an M in it for the lack of being able to draw anything better. It'll probably suffice, unless someone really wants to make a better looking 16x16 tile using the overworld's palette.

Since no one else doesn't seem to want to do it, I decided to whip something up.



Maybe not the most professional graphics in the world, but my idea was to modify the OW's boarder so it has a little spot to place the symbol, and once you complete the level, the sprite overlaps the tile for the level. I happened to do three versions, two for Mario and Luigi, and one for... well both, since you can't exactly change the entire boarder just for Mario and Luigi (unless someone wants to take the honors to code something so M&L have their own boarders). If you like them, I can send over the files so you can do whatever to them; just tell me which ones you want.

--------------------
Are you an ASM coder and want a boost on your Steam, Switch, PS4, or Xbox One accounts? Private Message me for details.
(I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)

Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading or boosting in exchange. 6 more left.

Well, I happened to sketch something too:



Made them black just like the rest of the text. M and L are in the style of the lives counter the status bar. I made a checked symbol and also a key symbol, in case you guys figure out how to flag the secret exit (it'd be cool if you did).

Just like Daizo, feel free to poke me if you want it. It took me roughly 10 minutes to draw so I don't need credit or anything (in fact, you could just look at the picture I posted and redraw it yourself that it'd take you 5 mins at best :P ).
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