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MolSno shows off a small tech demo
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2016 - MolSno shows off a small tech demo
Pages: « 1 »
Some of you may have seen my video of this but I decided I might as well post a patch so you can see it for yourself. It's a project I started over the summer to recreate Pokemon Red and Blue as an SMW hack. What you see here is the product of about two months' work.

DOWNLOAD

If you guys like this maybe I'll get around to working on it some more. ¯\_(ツ)_/¯

A few things to note:
-The map system is incredibly bare-bones. You can't go inside buildings and it's easy to break free from the grid.
-During your first encounter you'll have a glitch Pokemon unless you catch another Pokemon.
-The item menu is nonfunctional. Pressing the item button simply copies the enemy Pokemon data to the player's Pokemon data. You'll have to enter a new encounter for the graphics to update, though.
-You can only have one Pokemon at a time.
-There are technically nine Pokemon in the game's data (Bulbasaur, Charizard, Squirtle, and their evolutions), but only the base forms can be encountered.
-Any other missing feature is missing solely because I never got around to coding it.

Development screenshots over time:

I coded the map system first. This was by far the easiest thing. It only took a few days.


First attempt to display a battle screen. A rousing success, I'd say.


My first attempt at coding the message box system. Gotta start somewhere!


I fixed the garbled text but this is about all I was able to show. Variable text didn't come in until later.


Man I love the way asar fucks up my tilemaps. :V


I don't think the arrow moved at this point. This was probably just me figuring out the proper placement.


A proper selection menu! \o/


Once again, figuring out placement.


Movable cursor. The attacks didn't do anything, naturally.


At this point Pokemon were technically implemented in some fashion, or at least a bit of their data was. Those numbers are the stats of the wild Pokemon - HP, Attack, Defense, Speed, Special.


OH GOD ACTUAL GRAPHICS


Aur Ivysa is my favorite Pokemon.


Ok, yeah. I made it possible to display names properly.


Nothing special about this. Just more Pokemon.


You can have a Pokemon of your very own!


Oh man it's almost starting to look like a real battle.


Charizard's back sprite looks like a fucking donkey.


Attacks finally displayed. I don't believe they did anything yet, though.


Now you can see your stats! Also attacks work now.


Working on displaying enemy Pokemon stats.


Displaying only three attacks was actually a challenge to figure out. Much harder than displaying four. The code is... a mess, to say the least.


While testing this for the first time in months the other day, I found a Missingno! :)
(That's probably asar's fault.)
If you don't port the entire mew trick at some point I am dropping all support

but seriously this is very impressive looking for something so early in development. keep it up!

you win c3


holy crap i didnt think you could pass the boundaries in SMW hacking like this... I gotta check up on this!

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What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


holy crap

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At first I thought you were using my ancient overhead RPG patch, and I was about to advise against it. #ab{^^;;;} Luckily, though, this is way more advanced. Really nice job so far! (man, all this tilemap uploading must have been fun)

Some sort of bug report: sometimes the player graphics won't change direction when walking left and right on grass tiles. Might want to look into that.

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This is very cool and impressive. I would really like it if you also made a patch that allows smw to act just like a overhead zelda game.
Haha wow I didn't expect this kind of reaction. I'm glad you guys like it though! Hopefully soon I'll have enough free time to resume work on this.

Originally posted by WhiteYoshiEgg
At first I thought you were using my ancient overhead RPG patch, and I was about to advise against it. #ab{^^;;;} Luckily, though, this is way more advanced. Really nice job so far! (man, all this tilemap uploading must have been fun)

Some sort of bug report: sometimes the player graphics won't change direction when walking left and right on grass tiles. Might want to look into that.

Actually I was initially planning to use that but as I looked through the code I realized I'd be better off just coding my own.

Also you wouldn't believe how much of this code is just uploading tilemaps. I really ought to recode it some time.

Originally posted by Final Theory
This is very cool and impressive. I would really like it if you also made a patch that allows smw to act just like a overhead zelda game.

Thanks. I was considering converting my code for the overhead map into a patch and releasing it instead of this for C3, but there are just too many issues with it at the moment for me to feel good about releasing it. Maybe some day, though.
Originally posted by MolSno
Actually I was initially planning to use that but as I looked through the code I realized I'd be better off just coding my own.

Haha, yep. #tb{^^} I don't know what I was thinking at the time, not to mention it's more than six years old now.
Actually, if you still have the patch, would you mind sharing it just for archiving's sake? I had it removed from the site long ago, and I don't think I still have it on my computer.

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Originally posted by WhiteYoshiEgg
Haha, yep. #tb{^^} I don't know what I was thinking at the time, not to mention it's more than six years old now.
Actually, if you still have the patch, would you mind sharing it just for archiving's sake? I had it removed from the site long ago, and I don't think I still have it on my computer.

Yep, I've uploaded it to my file bin. I don't have the graphics that came with it, though. But I don't think it would be too hard to figure out how to change the graphics for anyone crazy enough to use it.
This is amazing :D
I hope you continue to work on it, I'd love to see more.
Working on Quest on Full Moon Island 2.
Update: May 5, 2016
Dang, did you rewrite smw's code, how much freespace did you use? Also, How did you code the map system that LM is compatable? And finally, did you use this to program the HP bars?

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Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Dang, did you rewrite smw's code, how much freespace did you use? Also, How did you code the map system that LM is compatable? And finally, did you use this to program the HP bars?

Nope, I didn't rewrite much of anything. I just hijacked a few addresses to make it possible to enable this on a level-by-level basis, meaning the bulk of the code is in uberASM. In that way, using Lunar Magic wasn't a problem. I believe the map is on layer 2 and the battle screen is on layer 3. And no, I didn't use that patch to program the HP bars. Everything in this project was coded by me.
How about the level dimensions, like other than a horizontal and vertical levels.

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Give thanks to RPG hacker for working on Asar.
I haven't considered it yet. The map system was never really my main priority.
Woah, really cool! I can't wait to see this finished. It's looking pretty rad right now. Keep up the good work!
I know a way to keep the player align with the grid when walking into walls, simply have the player x and y position stored in freeram ($94 and $96, both 2 bytes), when pressing the D-pad, before moving, it uses this:

Code
LDX !Freeram_4MovementDirection
REP #$20
LDA $94
CLC
ADC MoveTableX,x
STA !Freeram_TargetXPos
LDA $96
CLC
ADC MoveTableY,x
STA !Freeram_TargetYPos
SEP #$20

;At this area, compare if player is not at the target position,
;by using BMI/BPL/BEQ/BNE to snap player positon to target if
;passing it, for example:

;LeftSideOfTarget:
;LDA $94
;CMP !Freeram_TargetXPos
;BPL .AtXTarget		;>If walks past the x positon target, snap him.
;[...]
;.AtXTarget
;LDA !Freeram_TargetXPos
;STA $94

;order: URDL
MoveTableX:
dw $0000, $0010, $0000, $FFF0
MoveTableY
dw $FFF0, $0000, $0010, $0000


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Give thanks to RPG hacker for working on Asar.
This is impressive, didn't think that anyone would actually try.

(The thought never came to mind personally)
Originally posted by GreenHammerBro
I know a way to keep the player align with the grid when walking into walls, simply have the player x and y position stored in freeram ($94 and $96, both 2 bytes), when pressing the D-pad, before moving, it uses this:
[code]

Nope. At a glance, that code really wouldn't work with my current code. And I've fixed the problem anyway, by adjusting Mario's collision points. Thanks anyway.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2016 - MolSno shows off a small tech demo

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