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Mode 7 Levels

PatchSuper Mario World



Originally I didn't have anything planned for C3 at all but I ended up doing this thing last night, so may as well make a thread for it. It's nowhere near fully functional, but hey, why not?

Basically, this is a code for UberASM that lets you convert a level to Mode 7:




As with any Mode 7 tilemap, this can then be scaled, stretched, skewed, rotated, and more. This particular use just uses rotation corresponding to Mario's X speed, but you could get some other uses out of it (e.g. pausing to have the screen zoom out and scroll around the whole level).

All of the tilemap handling is automatic; you can edit the level in LM and the Mode 7 will update with it. However, due to Mode 7 (and also due to me only having done about two hours worth of work on this so far),

So yeah, pretty limited. The first two points above are due to Mode 7 itself and can't be avoided, but the rest can be sorted out and I'll try to do them when I have time. This is mostly just a tech demo right now to show the tilemap handling works with Mode 7.
If you want to check out the source code to see how it works or to adapt it to your own uses, it's available here. As stated, it's a work-in-progress, so expect bugs.

Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
This is pretty great! I didn't have the time to make my own attempt, but there is a lot of potential users with mode 7 FG rendering and if you played Super Castlevania 4, you certainly already have a lot of ideas to be used with this system.

I'm gonna make my own improvements to the patch and hopefully we will see if someday it might be actually applicable for the end-user, which is perfectly possible for me with further LM3 level engine development.

Great job man!
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So if the whole level tilts around depending on how fast you move, I have to know what happens when you launch yourself out of a pipe cannon.

It's interesting to think where this kind of dynamic level rotation could take us, though!


Other Submissions of mine!
This seems very...interesting. I'm curious to watch and see where this goes from here.
Layout by RanAS, modified by yours truly.

This is FU*KING AMAZING and brilliant.

There are tons of fun stuff you can do with this. It's a total game changer. You can make those rotational type of games that you see here and there.

Also please do this, make it so that the L and R buttons rotate the screen. So you can manually rotate the screen by your choice.

Also you can now make top down race car games with this new ASM you have. For example, you make the car track and then make the B button the accelerator and then the track cures all around and you have to use R and L to steer your car.

There is tons of crap you can do with this!

Also have you used THIS with your ASM work yet?

https://www.youtube.com/watch?v=fnNEy0_JwOs


its an HD mode 7 for your emulator and it makes the mode 7 look amazing!

Anyways please please keep up the progress with this and improve on it as much as you can. This is brilliant indeed!


Here you can create games like this!

https://www.youtube.com/watch?v=rMseBKfkuSY
SWEET MOTHER OF CHRIST THAT'S JANKY.

Hopefully this can be used in creative ways if it becomes fully fleshed out. Nice work here!
What I really want to know is how you handled the player interaction with the level, making it work correctly at any angle (and how hard it would be to get sprites working with it)

Pretty neat stuff, though. With this, one could replicate Gravity Antonion's stage from Mega Man X8, which I'd thought of doing quite some time ago. I hope you can continue to make progress on it to make it more flexible and all.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.


Originally posted by imamelia
What I really want to know is how you handled the player interaction with the level, making it work correctly at any angle (and how hard it would be to get sprites working with it)

The rotation is actually just centered on Mario, so I don't actually do any extra work there. Without changing actual interaction, sprites could also just have the linear transform applied to their OAM data too to offset them; I did a similar trick for this thing a while back. That'd best be combined with either the DSP or SA-1 chips though, cause four multiplications per visible tile is pretty slow.

Interaction would probably be a similar process (just with the positions of the interaction points), depending on how you want that to go.

Professional frame-by-frame time wizard. YouTube - Bluesky - SMW Glitch List - SMW Randomizer
Humm.. Thomas, Is not that risky use the Mode 7 in a level,etc? (i see in Ceres Station from Super Metroid that use the Mode 7, and if you make an uncertain change, can break or corrupt the ROM).
This video was fun to drop on friends with zero context.
Wow. Really cool. We can have anamorphic widescreen on levels now. I can't wait to see this become way more ironed out sometime in the future. Thanks.

Originally posted by Thomas
The first two points above are due to Mode 7 itself and can't be avoided, but the rest can be sorted out and I'll try to do them when I have time.


That 1st one can be worked around by using sprites to simulate the background layers, but then again, you probably can't have as many regular sprites.
YouTube
This looks like it'd go really good alongside sonic the hedgehog style levels and eriks new triangle block that lets you run on the ceiling
Oh this I saw on Twitter! Man, it's trippy, but that some really cool mechanic you have there.
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