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ASM Projects show-off thread

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Dark fog effect? Looks nice!
Originally posted by Daboys121
Originally posted by Dispari Scuro
Now if only the camera actually followed Mario when he's wall jumping.


That can be done with the free scroll patch.

The side effect of that is that the freescroll patch is very disorienting and very non-Marioish. It scrolls even more hardcore than a vertical scroll enabled level.
New effect, eventhough it is not done yet, I just had to show it.
It changes the color depending on Mario's powerup currently, but once it is done it will act like the effect in DKC - Stop & Go level. :)

http://www.youtube.com/watch?v=NLj6m8534ow

ErsanEdit: Made a link of the video.
I see Layer 3 behind the BG. Except this, it looks good.
Metaknight: That's because of HDMA.

Also, Ice Man, I see what you did there. Nice color addition effects.
MetaKnight, that's because I haven't set the main/subscreen settings yet. Of course layer 3 will go over everything when it's done.

Thanks, boing. Basically I can do a night effect as well, which substracts the color to a specific point like in DKC first level. I might do that as well sometime >_>

For now, another video: Multi BG Scroll-Part 2

http://www.youtube.com/watch?v=t6ySYipCSic

ErsanEdit: Made a link of the video.
Originally posted by Ice Man
New effect, eventhough it is not done yet, I just had to show it.
It changes the color depending on Mario's powerup currently, but once it is done it will act like the effect in DKC - Stop & Go level. :)

http://www.youtube.com/watch?v=NLj6m8534ow

Is it possible to use that on powerups beyond the hex of 3?
With the release of poweruptool, we made need that :P


ErsanEdit: Made a link of the video in the quote.
Your layout has been removed.
It's possible with any value, actually. Whether it be a powerup, Mario's X-position or whatever status can be compared. :P You can even create your own routine and check if it is 1 or 0 or something else. ^_^
If you still don't get it, {9}, read "LESSON 4: Tables and Indexing" of schwa's tutorial. You still might not get it, though ^_^l|l

And ice man, you can also set it to depend on what screen mario is, right?
That's how carol did it in level two(excluding Yoshis house) of Brutal mario.
Yea, he loaded SNES colors (low and high byte) to add/substract the colors depending on the level position Mario is on. It's really not hard to do this. I might consider doing this as well, but then it'll be like in DKC at the ending level 1 or level 2, can't remember for sure.

Edit:
Small preview of the actual effect. It's currently on a screen basis but will be changed to slowly reduce the color/brightness once you reach a certain amount of screens.

http://www.youtube.com/watch?v=tJfYm8SkKxw

ErsanEdit: Made a link of the video.
IceMan, you are a HDMA god!
Here's a very basic rendition of overworld asm (like level asm). A subroutine is run depending on what map you're on. Credits to ersanio for the concept. It just runs code in the xkas patch, since only 7 maps means you don't need hoards of space. Reserving a chunk of space should mean you'd be all set.

http://smkdan.eludevisibility.org/other/owa.asm
It works perfectly, smkd! Check this out:

:D
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)

overworld asm ftw!!
Kawaii !!


Originally posted by Ersanio
It works perfectly, smkd! Check this out:

:D

I only heard a dark overworld and with a spotlight around Mario, but this HDMA... this is unique. Like it!
Yup, it does work.


nice ice man. I like that effect >.< *gets idea*
Kawaii !!


nothing special but its my first ASM feat! I made L cycle through powerups, and R end the level

http://www.youtube.com/watch?v=6tm8MpnlWDs

damn thumbnail isnt working!

ErsanEdit: Made a link of the video.
Your layout has been removed.

For desert submaps. :P
All these HDMA-effects are awesome.
There's one question, though:
One thing that annyoed me quite a bit on d4's HDMA-kit is the fact that you're stuck on one HDMA-setting per level, which you may turn off with a custom block, but you can't get it back, neither you could enter sub-levels with different settings/effects and such. For example if you wnated to use the Underwater-effect, the whole stage had to be underwater, because if you would enter another area, you would still have the underwater effect.

So yeah, what I'm trying to say... fixing that would make HDMA so much more usable... it would be awesome. besides, d4s even provided the possibility to set up settings for all levels including sub-levels in his list (on the txt-file)- but yeah settings for sub-levels and such just doesn't work right now.

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