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4-6: Temple of the Storm (F DIZ)
Forum Index - Events - Collaboration Projects - SMWC Island - 4-6: Temple of the Storm (F DIZ)
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This is a "floating ruins" kind of level, with the addition of snow and ice. It was going to have a completely different theme originally, but apparently we're short on ice levels. Screenshots so far:


Start of the level.


A bit later on. I'll probably try to design this one to be a bit less linear than 5-5 was.


Did you know that the Thunder Lakitu sprite can be set to spawn two of them? I didn't, at least before hacking the game.
Hey, these look pretty cool so far!

I have some cool advice you should use too: You should use palette animation 1 (The one labeled "Unknown), because if you use on the brick castle, it'll really give off an icy feeling! It won't affect certain parts, so i'd recommend changing to FG palette 17 or 19 to make them more icy.

Other than that, keep it up! We need more icy levels!
R.I.P. eXcavator... You will always have a place in our hearts...
Well, the snowstorm actually uses palette animation, so I can't have both at once. Interesting effect, though.
Originally posted by imamelia
Well, the snowstorm actually uses palette animation, so I can't have both at once. Interesting effect, though.


I see. Perhaps you could use it for a frozen interior then, if you plan on doing that. Or you could get rid of the snowstorm, but that'd kinda ruin the atmosphere. Like, you could use a snowstorm inside the castle as L3, but have it use regular L3 colors instead of having it start up.
R.I.P. eXcavator... You will always have a place in our hearts...
Nice to see somebody else using Thunder Lakitus.
Well, I haven't dropped the level, but...I haven't really thought of anything to add to it yet.
Maybe some kind of puzzle involving Fire Melons? Or how about a snowball section? We haven't really had a level with one of those yet. (And I kind of see why. It's tricky to design around and you need to keep in mind that it's the only Super FX sprite you can have on screen.)
Huh, a snowball might be something. Does it get bigger no matter what kind of terrain you're pushing it along? Because none of the foreground in this level is actually snowy, so it might look funny.
I thought the only condition the snowball needed to get bigger was to be moving. The snowball was never used on anything besides snow in the original, so the developers probably didn't even think about preventing growth on non-snowy surfaces.

Worth a shot at least.
That's my point, though. It seems like it would look rather odd to have a snowball get bigger when it's not on a snowy surface.
Well, I think the first sublevel is pretty well finished, but I don't know what to do for the second, partly because there are very few "inside" backgrounds in this game. Is BG3 image 18 really the only Layer 3 castle background? Is palette 11 really the only one that works with it? And is palette 6 really the only one that works with BG2 image 6?
How do you change the level palette manually? I tried writing to $702000 during level init, but that only worked for about one frame.
The tileset changing sprites (1BA-1C9) in the editor also function as palette changers depending on the coordinates.
Yes, but they can only change to pre-existing palettes, not custom ones.

Edit: Okay, I think I got it, with some help from Raiden.
Okay, questions:
- 1) Has anyone used the switchable spike platforms yet?
- 2) Would anyone object to me sticking 5 more GFX files into spriteset 27? (Currently, it has only one used slot, which contains the graphics for the vertical Cloud Drop. Makes me wonder just what level that set was used in...)
- 3) Is there a list anywhere of which spritesets were used in the original game's levels? (I know I can go through and check, but that takes forever.)
Shouldn't be an issue, but if you'd like I can probably get something going via SPASM which may be safer. Let me know.

As for a list of all the level header information, not sure. I should autogenerate it with python.

--------------------
wiki
Originally posted by imamelia
Is BG3 image 18 really the only Layer 3 castle background? Is palette 11 really the only one that works with it?

Really late responding to this but palette 27 also works with Layer 3 image 18.
Originally posted by Raidenthequick
Shouldn't be an issue, but if you'd like I can probably get something going via SPASM which may be safer. Let me know.

I think I already have a code to change the sprite GFX files as the level begins. Instead of 1A 1A 2D 1A 1A 1A, it would probably be 5E 2C 2D...something. Possibly including 2A, 2B, 47, 25, 59, or 36.

Originally posted by ZeNewDragon
Originally posted by imamelia
Is BG3 image 18 really the only Layer 3 castle background? Is palette 11 really the only one that works with it?

Really late responding to this but palette 27 also works with Layer 3 image 18.

I see. That palette actually looks pretty cool. I don't think I have a place for that background anymore, but it might be useful if I ever make a full YI hack.
Okay, also on the subject of Layer 3, does anyone know how to get the sprites that use Layer 3 (such as the rotating logs and falling walls) to work? Apparently, there's more to it than just setting the Layer 3 image to the correct number...
It depends on what objects you're trying to use. BG3 Objects 1 includes the see-saw, falling walls, stretching blocks, sewer ghosts and Blarggs, BG3 Objects 2 is for the platform ghost from 1-8, and BG3 Objects 3 has the logs and planks from 4-4 and the first room of 1-8.

As for how to set up the sprites, just look at how they're placed in the original game. A lot of them actually consist of two sprites.
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Forum Index - Events - Collaboration Projects - SMWC Island - 4-6: Temple of the Storm (F DIZ)

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