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ASM Projects show-off thread

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Originally posted by Alcaro
Why does people keep thinking that this thing, which is purely graphical, can be used for anything?

I'm aware that its entirely graphical. The reason why it could be used for puzzles is that upside down type levels tend to confuse people. I remember playing Sonic and Knuckles for the first time and in the Death Egg Zone Act 2. Took me a while to get used to everything. It could be used for puzzles if its built upon is what I'm saying
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.
Once again, a new sprite. This time, it's more useful.:

Video Link
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Wonder what it does?
Your layout has been removed.
Interesting sprite DarkBones. Could be used for great puzzles.
Check my page http://marioepicjourney.blogspot.com to find more updates about my hack Super Mario: The Epic Journey.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

That looks pretty neat so far. Does the sprite check for flags/values based on the OW level?

Originally posted by MrDeePay
That looks pretty neat so far. Does the sprite check for flags/values based on the OW level?


Err...yes and no I guess, I'm not too sure. I couldn't get it to save to the RAM for the playing session, so its only on per Level basis, it was a nightmare getting it to save even across stages of the same level...Oh well, it does its job well enough...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
I would think that if it works across sub-levels it should work across all levels, but I guess it depends on how you do it. I would use the little hack that levelASM installs to give you the loaded level instead of the OW level to index things myself. Alternatively, you can do what I did for my health patch heart sprites and just have a fixed flag set, but you would have to be careful about duplicates.
Your layout has been removed.
Finally figured out how to record a video of my custom boss! =) Check it out.

Piranha Boss
Originally posted by arnpoly
Finally figured out how to record a video of my custom boss! =) Check it out.

Piranha Boss


way cool. my *only* complaint is the attack at 0:49 with the fire that goes up and then down. it just looks weird to me. also, what happens if you don't have a fire flower? if it gives you another, then it would me you can't die, no? maybe have a mario-health system for the fight and have an 'always fire-mario' part in the sprite too. it's really nice though.

Originally posted by Ixtab

way cool. my *only* complaint is the attack at 0:49 with the fire that goes up and then down. it just looks weird to me. also, what happens if you don't have a fire flower? if it gives you another, then it would me you can't die, no? maybe have a mario-health system for the fight and have an 'always fire-mario' part in the sprite too. it's really nice though.


Thanks! I think the attack looks better when actually playing it. I couldn't come up with a better way visually for it to spit podoboos.

The boss drops fire flowers, and it will drop them more frequently if Mario doesn't already have a fire flower. I tried to balance it out the best I could. It's a pretty tough boss even with a bunch of fire flower drops. I think a health system for Mario makes sense too.
Epic boss!
Honestly its not just a simple pirahna plant that plops out you have to jump on.

Overall it looks epic, damage meter looks wicked aswell!
There's some bugs to fix but I'm very lazy...

http://www.youtube.com/watch?v=C3jVa6zkrBM&feature=channel_video_title
At least it's an interesting concept.
Your layout has been removed.
Hmm, this is the same code that I'm using (but mine is more efficient [LDA $15 : AND #$30 : CMP #$30 : BNE .Return : JSL $05B160 : .Return : RTL] but my patch include a lot of things beyond just this.
Holy mother! How did you did this? It's some custom chip (like SA-1) or an ultra No More Sprite Tiles limit? o.o
The latter.
So how exactly did you do it? Did you just allow normal sprites access to the first half of the OAM?
I should get a new layout.

Probably won't, though.
Yeah, they can use the first half of the OAM now.


Everything chooses OAM slots dynamically instead of reserving a certain number of OAM slots for each sprite. $15EA is completely unused; instead I have a global index that counts the number of sprite tiles drawn and assigns slots. I also made some new OAM mirrors to keep priorities in order (so mario stays above yoshi when he should, and such).
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