Banner
Views: 567,523,853
Time: 2017-09-19 08:49:51 PM
13 users online: Blue Axl, Golden Yoshi, King_Koopa, o Koops, Luansilva12, o Luks, Manofer, o Noivern, PaperWario, smwcentral, Spy, toad64, xHF01x - Guests: 36 - Bots: 208Users: 32,496 (1,191 active)
Latest: sonich2401
Tip: When you're about to release your hack, make a patch first, patch it to a clean ROM, and then test that. This way, you are testing both the hack AND the patch.Not logged in.
Daiyousei v0.4.0 and other tools to almost build huge levels
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2017 - Daiyousei v0.4.0 and other tools to almost build huge levels
Pages: « 1 »


Daiyousei version 0.4.0
Lvlbuild version -9999.0.0

The screenshots arenít really the most relevant in the world but they were in fact built using the tools Iíve posted here, so I mean, feast your eyes I guess.

Daiyousei v0.4.0 is an update to Daiyousei. It contains some minor bugfixes, a fix to an SA-1 bug where it would use only 20 sprites instead of the apparently proper 22, and a major, optional change that allows it to support large levels.


Lvlbuild is an absolute mess of Python scripts and Asar patches that I have been working on to support large levels.


The large levels are 32 x 32 screens in area, of which 128 may be distinct. This allows the construction of extremely large levels, with the caveat that they be surrounded by screens full of air or dirt or whatever.
Backgrounds are also 32 x 32 screens, but count against your distinct screen limit. In practice this means you will have a repeating background and ~124 screens for the foreground.
Levels are made using Tiled (which you can get at http://www.mapeditor.org/), and inserted using a kind of complicated process.
Doing this requires the use of the entirety of bank $7f as level data, and by extension breaks almost everything else in the world. Right now lvlbuild is insanely hard to use, but may be worth goofing around with if you know ASM. In order to make it usable at all, I would basically have to make a Lunar Magic replacement, which I am kinda-sorta working on.
Additionally Iím working on a lot of stuff for the overworld, like that layer 3 cloud shadow in the first screenshot, but it barely works at all.

If you want, you can check out this video (which is somewhat old) of me goofing in such a large level.

caveats
There is currently no way to restrict the camera, so every level has to be 32 x 32 screens.
No custom blocks yet.
Obviously no Lunar Magic.
The patch MASSIVELY breaks the overworld and doesnít really give you any way to change it much.
The patch breaks every single level in the game until you replace them.
If you want to use AddMusicK, you have to change asm/SNES/patch.asm line 37 to the following:
Code
!FreeRAM		= $7ef3f0

If you want to use Daiyousei, you have to add the following to patch/options.asm:
Code
!opt_largeLevels = 1

You canít not use Daiyousei.
No SA-1 support. Or FastROM really.
ExGFX support is currently really awkward; you have to edit the patch manually to add new files.
Iím pretty sure thereís a freespace leak but I havenít set it off in a little while so maybe I fixed it.
Palettes only work as .bin files which are kinda hard to make usually
I havenít actually tested anything without my custom status bar in ages so it might actually be neceessary for something else to work. as such, I have included it, check out extras/status.asm

inserting a level
First of all, apply the patch, i.e.
Code
asar patch.asm romname.sfc

Then run Daiyousei
Code
daiyousei romname.sfc sprites.txt

you need to do these for anything to work, at all.

The easiest way to do this is using the included batch file, l.bat, like this:
Code
l 105

It will look for "tiledstuff/105.tmx", "tiledstuff/lvl105.ini", and run lvlbuild and lvlrle to make a patch, which it will put in "lvldat/105.xxx". Then it will use Asar to apply the patch to a rom named ROMNAME.sfc (unless you edit the bat). You need to have Asar in the same folder / in your PATH for this.

You can edit lvlXXX.ini to change settings like its tileset, music track, and the file it gets its palette from.

I recommend looking at the levels I threw in with lvlbuild to get a feel for how things work.

stuff you might be able to do if youíre hardcore
There is support for using layer 3 as an interactive layer instead of layer 2, which is why the ASM refers to "Layer S" (i.e. usually layer 2, the second layer) and "Layer T" (i.e. usually layer 3, the third layer).
The patch includes some hijacks you can use for custom status bars, the need for which is increased by stuff like the above
If you update an update an offscreen part of the screendex, you can rearrange a levelís screens while itís being played. You could do that to have like a big event trigger in your level, or you could go REAL wild and do something like generate a maze while the player goes through it.

other
Youíll probably only have use for lvlbuild if youíre like super pro at ASM & such. Hopefully Iíll have it be more useful soon but thats the facts right now
Daiyousei is Daiyousei. Itís still a spritetool replacement. You can probably use it if you like to write sprites.
As part of including a bunch of sample levels, this release also includes a bunch of ExGfx. go crazy
yes i know about NGHE. i used it to find some good hijacks but i donít think i used anything else.
I was really hoping to have this all worked out better by now tbh
this is easily one of the biggest steps in smw hacking, you're doing amazing things with this
"Quit, don't quit... Noodles, don't noodles...You are too concerned about what was and what will be. There is a saying: yesterday is history, tomorrow is a mystery, but today is a gift. That is why it is called the present." - Oogway
This is super goddamn cool, and I'm excited to see where it goes.

I've always wanted to move away from the limitations of horizontal/vertical and be able to build more dynamically like Yoshi's Island.

--------------------
The fact we have an update on Daiyousei is very good news to hear, glad to see it's not forgotten. Daiyousei is more what I'm interested in, but that lvl tool... what the heck!? That's very impressive! I have seen amazing things in SMW, but this trumps a lot of what I've seen simply because of how ground breaking that is. Truly a ton of work and dedication I see having been put into this. I hope to see a more stable version in the future to come, keep up the excellent work.

You have my vote for Best in Show.



This is absolutely amazing, I'm hoping that this goes farther and the huge levels become easier to make and insert in some way. I haven't actually tried it myself but it sounds like, to someone of my ASM knowledge, it's...tricky to say the least at this point in its development.

Originally posted by Katrina
In order to make it usable at all, I would basically have to make a Lunar Magic replacement, which I am kinda-sorta working on.


Also hoping that this becomes a thing, all other similar attempts from what I've heard have died off due to lack of interest I guess.
Currently working on a SMB3-esque hack


W3Schools
My Youtube - Layout by RanAS
Nice stuff here!

--------------------

NoALT


If this actually gets to a usable point (for the regular person) then this is gonna be actually amazing.
Basically had given up on this kind of level size after FuSoYa refused to support Alcaro's patch despite it all being done already right there, but I suppose a LM replacement would fix that lmao
Despite it not playing nicely with well...anything, really, this is still really impressive work overall. Got me excited with the Lunar Magic replacement talk as well.

--------------------
"Someday, someone will best me. But it won't be today, and it won't be you."
You are a terrain god. Also, is the tool open source?

This looks like even if it has custom block support, there is a high chance that the map16 change routine needs to be updated, along with any custom blocks that changes it neighboring block also (like my 32x32 ? block pack and key lock blocks.

But man, I think super mario world should've called super mario universe.

--------------------
Really hope Asar's %CallMacro() issues are fixed.
Everything is open source but I've been changing the code in lvlbuild very fast so the documentation and comments are often not super awesome.

It does currently require Lunar Compress which I don't think is open source, but that's FuSoYa's thing.


Single tile Map16 changes should work if they use $00beb0. idk about how custom map16 routines will turn out. Blocks that change neighboring tiles might need a rewrite or might not need to be touched, depending on how they are written (i would guess that the more "optimized" they are the more likely they'll need a rewrite). Of course, that depends on me getting blocks working, so take it with a grain of salt.
If you get serious about working on that Lunar Magic replacement, I'm sure that there are people here who would be willing to help (me included). You don't have to do it alone.

(And yes, I am still working on converting sprites for use with Daiyousei.)
Pages: « 1 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2017 - Daiyousei v0.4.0 and other tools to almost build huge levels

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2017 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 21

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented