The first ASM codes was made using translhextion, in raw machine code, but they're now unused/reinserted with xkas.
The currently used ones was made using notepad and xkas, and then sent through PM.
I think that I learned most of the ASM I know using stuff around here. The rest is propably trial and error.
-------------------- <blm> zsnes users are the flatearthers of emulation
It's a test level.... >_> (Did I get it right?)
Anyway, I think that you don't really have enough plaforming mixed in. There is a lot you could do by combining turn bridges and bouncy things. Unfortunately, you need to move quickly on walls, lest you fall off. I was thinking that you wouldn't need that, just like any old bug. (In fact, in NSMB, they stayed up there until you came across. I might be able to do that if I messed with the code a bit (maybe even require you to walk, making thwomps a problem...), so should and allow you to make puzzles, both up and down, or should I not?
Offtopic: Anagram of "parabuzzy": "zap a buzy r", "buzzy, a rap"
It's a test level.... >_> (Did I get it right?)
Anyway, I think that you don't really have enough plaforming mixed in. There is a lot you could do by combining turn bridges and bouncy things.
Well, if you read the description of the video itself, I said that it's just a techdemo, really. People were asking *what* the shell slide and wall climbing were like in action, so I threw together a little stage to show those off. Dom't worry; I intend to make full use of Saph's Abilities when I release my 1st demo.
Now, about the wall and ceiling climbing, and the idea of being able to stand still on them and stuff, that's exactly my point as to why I made the video. in some ways, I have no way of knowing what peopple's expectations are, so this video acts to clarify what's real and what's speculation. As Alcaro said previously, his ability is accomplished using his custom triangle codes. Although more free wall and ceiling walking, and being able to stop and turn around and stuff *would* be pretty nice, it also sounds pretty complicated. That aside, the thought never occured to me, and I had know way of knowing just *how* people thought I executed the ability.
So yeah, I hope the video made a few things clearer, as well as perhaps setting some boundaries in people's minds as to what can and can't be done. That being said, this is still extremely early in the project, so nothing's really set in stone...
I must say, this hack looks amazing in action. One of the problems was already addressed, but there was one small thing I noticed. It's not really a bad thing though, just something I thought I should bring up.
Up until the point you gain the ability to fly, each enemy you defeat gives you a higher amount of points, as if you were jumping on them in succession in the normal game. Did you set this to be intentional, as some sort of combo system?
Did you set this to be intentional, as some sort of combo system?
Ah, good eye. You're the first person to notice that so far. (Or at least the first person to SAY they noticed it...)
Well, let's just say it's a half-glitch. You see, at a very basic level, the shell slam is a heavily modified version of the star invincibility. Now, in this case, the points still count up, and even go as far as giving out 1ups when they get high enough. I KNOW there's a ROM address that would easily disable thi, but I also have another plan. When I get around to it, I plan on trying to make it so that they only accumulate like that if you're killing the enemies consecutively with ONE shell slam, making it just as if Mario had kicked a shell into a chain of enemies.
So yeah, that's something that will be developed more later on.
Did they do that in SMW? Occansionally, right? Anyway, I think that that would be really simple. Just STZ it! Anyway, perhaps you ought to make someway of comboing (say, the last time remains for one shell slam) which would also be easy.
Well, in the case of a shell, yes. There are some instances when you can be lucky enough to jump on many enemies and earn 1ups, but that's not always intentional. You can see that in various hacks to...it usually comes down to luck.
But since the shell slam loses speed as time goes on, it would be very difficult to pull something like this off. (As I see it...)
This hack looks amazing. its like a totally different game from mario! The fact that u cant jump makes the game a challenge, and i like how u can turn into a parabuzzy. Thats why i support this hack lol.
I'm working on allowing Saph to slow down on walls! Anyway, for the spike top power-up, that would probably not be overpowered, considering the parabuzzy power-up is very powerful too. I might think of something for that but for now, I must say, I can't wait until this is done!
Hmm, well if you really do like the spike powerup idea, you could always make it where it only gives you stomp immunity from some enemies... parakoopas for example, would die if they hit you from above while spiked, but something like a spiny (being thrown from above by a lakitu obviously), wouldn't be hurt by the spike.
Yay! I had a great idea without even trying!
-------------------- I have a hack thread - Link (Now with a demo!)
Also a music thread - Link