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lx5 shares some asm stuff | UPDATE: lx5 now shares some interesting tech!
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - lx5 shares some asm stuff | UPDATE: lx5 now shares some interesting tech!
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hi there, i've been working on several things this time. some aren't releases or exactly mine btw

Star Coins v2.0.0


i wanted to update these since forever, so i basically rewrote the whole thing and made it way easier to use and develop stuff for it.

notable changes:
- SA-1 Pack compatibility implementation.
- Multiple Midway Points 1.7 patch native support.
- It's now possible to have up to 16 Star coins in a level
- Ported most of the logic to UberASMTool.

GitHub repo: https://github.com/TheLX5/Star-Coins

the whole thing is horrible to read due to heavy usage of if/else, but this ensures that people will have a harder time trying to break this with weird configurations

it's not quite ready yet, i have to finish the wiki/readme and maybe include a fully customizable star coin (dont count on it for this release), expect a download link soonish i guess.

sorry blind devil for not letting you know about this before you remoderated the old version


Custom Powerups v3.3.4 (the final update)
this patch has received a couple of updates during this year, mostly to add bug fixes and new toys to play with (roulette sprites, several blocks, etc)

this time, the patch received a small update to let devs to place their code that needs to run on nmi very easily

read the changelog here: click me

also gifs of the previous updates:





download: click me


Mario 8x8 Tile DMAer v2
i just added sa-1 support and made a small change to let devs to place their code that needs to run on nmi very easily

basically remoderated lmao

download: click me


32x32 Player Tilemap v1.3
fixed a issue with the shared folder on latest asar and made a small change to let devs to place their code that needs to run on nmi very easily

download: click me

basically remoderated lmao x2


Sprite Message Box v1.1


i took my time to fix this really good patch, that's why i also updated the three patches above (custom powerups and ladida's patches) so this bad boi works fine

notable changes (taken from my commits)
- Added proper FastROM support
- Added SA-1 compatibility
- Added Custom Powerups patch v3.3.4+ compatibility
- Fixed an oversight on the windowing HDMA routine.
- Optimized the GFX decompression routine.
- Enabled the sprite message box on every level by default.
- Made it not break ExAnimations and moved the NMI hijack to a "safer" location.

download: click me


DKCR Styled Sprite Status Bar
some weeks ago WYE and i submitted a new version that is compatible with the latest Custom Powerups patch. i guess it's worth sharing and promoting here

download: click me


Retry patch (unofficial build)
also, some weeks ago i implemented custom powerups support on the retry patch, but it's kinda outdated the way i implemented it (doesn't work with ladida's patches and sprite message box).
i might fix it later and may talk with worldpeace to see if the version i publish here can be uploaded to the patches section

download: click me




all of my stuff is on my github and will remain there forever, most of the stuff here will be released on the sections (except the powerups)

that's all for today, i have more stuff to share in the next days, like an actual download link for star coins v2.0.0, maybe a couple of updated sprites i've done before and other interesting stuff 👀


MORE STUFF HERE: https://smwc.me/1507435
You're fine

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List Soundtrack - List Hacks
Geeze! Even if that's just updates to patches (though this typical to you), that's still lots of useful patches.

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Okay, my layout looks ugly.
i'm so glad powerups has got an update because i need to update it from like a way old version and port to a new rom, so the release is perfectly timed for me!

that sprite message box patch will really help me to, so great stuff!
Fanatical like a Demon
I've always wanted to give the power-ups patch a try bc of everything it had to offer. With this being the final update and hopefully now stable build, Ima sure give this patch a try for an upcoming project!
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 97%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
This is FIRE. Thank you so much for these, the updates (remods, lmao) are great, been waiting on 'em for ages

best asm thread yet, hands down
how come the powerups won't be in the patches section?

great work on everything else, excited for the star coin update frankly.
hello gamers smwc people, today i'll share some other interesting tech i'm going to use in my hack. i've shown this stuff before in sneslab and fortaleza reznor btw

only the last video has sound, i wanted to post a gif but at the same time i wanted to not overload this page with more gifs lol.

SMM2 Forest Water


smm2 has some good looking water and i wanted it so hard on my hack that i managed to get it working fine (for the most part).

i used layer 3 for the surface and animated water and traslucent windowing for the rest of the water. the water interaction was implemented in the same way smallhacker explained in 2009 on his blog.

in the same video can be appreciated the smm2 water splash effect. it's mostly done at this point





Dynamic Sprite sets


having to build different SP3 and SP4 each time i want to make a level makes me bored and drop the level inmediately, that's why some months ago i decided to start working on this little project for my hack(s)

the project consists on dynamically assigning tiles on SP3 and SP4 on level load, so i don't have to start merging sprites into ExGFX, using disassemblies to change tilemaps and a bunch of other stuff that ends up consuming a lot of time

each sprite request an already established number of tiles (between 1 and 16) and then the game proceeds to upload them. there are some limitations where the game can't return from right to left two times, limiting my amount of tiles possible to be uploaded on a single run (9 is the minimum, 16 the maximum).

i need to convert each original sprite manually so they can check if their graphics have been uploaded or not before drawing their tiles on screen, the same goes to custom sprites and extended sprites as well. the gfx routines are very little edited, which makes the whole process easier.

and lastly, in the bottom row you can see my dynamic star coin and smm midway flag working on a edited dsx to be uploaded in 64x16 rectangles instead of 32x32 squares.

it doesn't matter in which order you upload graphics, the final result will end up like this:








A bunch of misc stuff


finally this video showcases a bunch of other minor stuff i've been working on
- an easy to use parallax and gradient hdma macros (both of them can scroll with the screen, regardless of the height of the level!)
- a bunch of custom effects like the ones on the star coin, midway flag and coins
- blind devil's vertical scroll patch edited to allow a small delay before panning the camera.
- and a custom sfx for grabbing mini mario powerup (courtesy of pinci)




@ all: many thanks!

Originally posted by idol
how come the powerups won't be in the patches section?

the main reason is that, if it gets rejected, i won't update or submit it anymore since i'm done with the developing of the patch at this point, almost 5 years is a long time.
i may give a try at uploading it at some point to see how its moderation process goes.
also i want the mods to focus on the on going patch remod, which is very important for the section.
For me you are the most talented SMW ASM ROM hacker I have met on the last 4 years. You have done so many awesome things with a gigantic variety, focused on functionality and custom sprites. No wonder you have a YouTube with over one million views, because it's just fascinating the many things you have done.

Thank you bunny for everything you have done for SMW hacking.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
based bunny
The dynamic sprite sets are the kind of stuff which leaves me speechless. It's an amazing job, and even if you didn't need to configure all the gfx routines a lot, it's still a bunch of effort and code to make.
The rest is impressive as well. Overall, amazing job.

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I hope I'm in your future because I know you fall in mine
conejo envasado
nunca supe como se escribia

I agree with Vitor, you're fucking OP at ASM. But the question is WHEN there will be a hack from you?????
Layout made by MaxodeX
This is awesome work. I love the cat mario and i love the 8x8 pixel super small mario. By the way that's his official name..... Super Small Mario.


Quote
I agree with Vitor, you're fucking OP at ASM. But the question is WHEN there will be a hack from you?????



These are different skill sets. Some people make resources and others make complete hacks. Some still do both.

For example, I made a full hack, but have't made any resources. (except for this one block that is a keyhole instead of a sprite)
thanks again!! @ all

Originally posted by Final Theory
By the way that's his official name..... Super Small Mario.

interesting name lol, i probably should update the name on my patch at some point.

Originally posted by Final Theory
Quote
I agree with Vitor, you're fucking OP at ASM. But the question is WHEN there will be a hack from you?????

These are different skill sets. Some people make resources and others make complete hacks. Some still do both. (except for this one block that is a keyhole instead of a sprite)

i do have plans to make an actual hack though, that's why i showcased all of that tech above 👀
There's so much stuff here I don't even know what to gush over first! #tb{''}

What I love most is your dynamic sprite tile system, which is not only useful but also really awesome from a technical perspective and could easily be the next big thing™ if it gains anough traction, as well as your water splash and star coin glitter effect. We really need more custom special effects like those! It's the small details that spice up a hack.

Easily the most exciting ASM thread this C3.

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bro how do you manage to make so much cool stuff bro like bro tell me your secret brooooooooooooooooooola manu

I fucking love that smm2 water
Wow, I somehow missed this thread, you've put so much into this I look forward to using it.
First things first, thank you for straight-up remoderating a handful of resources for us, I do appreciate it.

Originally posted by WhiteYoshiEgg
What I love most is your dynamic sprite tile system, which is not only useful but also really awesome from a technical perspective and could easily be the next big thing™ if it gains anough traction, as well as your water splash and star coin glitter effect. We really need more custom special effects like those! It's the small details that spice up a hack.

I don't know what else to say about the dynamic sprite tile system, it's just masterful stuff. The custom effects are lovely as well - the big changes frame a hack, but it's the little details like those that cement it together. Do you mind sharing the technical details on how they work? Are they some kind of cluster effect, or something wholly custom?

I'm glad to see your custom powerups having come as far as they have, I'm grateful you've stuck with 'em for so long to polish them to this degree. I'll admit I've never actually used the things, but the code has come in handy for reference purposes on more than a few occasions.

I expected nothing less from you - keep up the excellent work!
@ all: thanks again!

Originally posted by Maarfy
First things first, thank you for straight-up remoderating a handful of resources for us, I do appreciate it.

no problem!
the remods were done because i want to ensure maximum compatibility with resources i care about (in this case the Sprite Message Box patch) and i thought that i could implement the same tech i used to let more code run during nmi without doing weird hijacks and/or breaking compatibility with patches in the process.
i feel that the last part is crucial in the patch remod because some resources are incompatible with each other and sometimes it's just the fact that neither of them consider each other in their codes, that's why i've included some incompatibility lists on my github hosted patches (star coins and powerups) to see if i (or someone else) can do something about them in the future (see dkcr status bar patch being updated recently).

Originally posted by Maarfy
Originally posted by WhiteYoshiEgg
What I love most is your dynamic sprite tile system, which is not only useful but also really awesome from a technical perspective and could easily be the next big thing™ if it gains anough traction, as well as your water splash and star coin glitter effect. We really need more custom special effects like those! It's the small details that spice up a hack.

I don't know what else to say about the dynamic sprite tile system, it's just masterful stuff. The custom effects are lovely as well - the big changes frame a hack, but it's the little details like those that cement it together. Do you mind sharing the technical details on how they work? Are they some kind of cluster effect, or something wholly custom?

i've been creating a lot of systems to get a bunch of fancy stuff going on my hack and i've been always known as that guy who loves particles and effects (and bunnies ofc)
the tech behind the effects is rather simple:
- by using the extra processing power SA-1 offers, i've managed to expand the number of minor extended sprites to 32 (basically a rewrite to also use 24-bit addr), smoke sprites to 16 (4 smoke particles is way too low, also adding high bytes to make them prettier), bounce sprites and quake sprites to 8, this expansion lets me have so much more particles on screeen without lag (i'm bad at optimizations lol) to create custom effects (smm2's water splash is made with two minor extended sprites, coin glitter trails are a combination of 1 smoke sprite and minor extended sprites) on screen to enhance the game feel of my hack (and another unannounced team project)
- the effects can use most of the oam at their will, there are no limitations or hardcoded slots. they will start searching from top to bottom and there's a small ram used to see which slot was used last to speed up the search for free oam slots
- extended, score and cluster sprites won't be used at all (or not that much), to let the other sprite types fill the oam as they wish with to avoid cutoff/missing oam tiles
- coin sprites are something that i haven't bothered to check... yet, but they will probably be expanded to a considerable amount to see what i can do with them (see my SMM Pink Coins & Keys)
- in case i get to use cluster sprites, there's a big chance that they will only be used for creating weather effects with some added behaviors to them (see the snowflakes disappearing when touching the ground or the treetops in this video)

Originally posted by Maarfy
I'm glad to see your custom powerups having come as far as they have, I'm grateful you've stuck with 'em for so long to polish them to this degree. I'll admit I've never actually used the things, but the code has come in handy for reference purposes on more than a few occasions.

it doesn't matter if they aren't used a lot, the fact that it can be used as reference is what makes me quite happy tbh
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Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - lx5 shares some asm stuff | UPDATE: lx5 now shares some interesting tech!

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