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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Super Mario World - ALTTP - screenshots!
  
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blackhole89
Posts: 77/971
Here are two new screenies. Yes, work goes on


Prehistoric Island 4. All of Prehistoric Island is now being redesigned with Yoshi's Island (or SMW2, as FuSoYa likes to call it ) graphics.


No-way-out situation...

In both screenies you also can see what I've done out of BMF's HDMA routine (expanded a bit for two channels, write-once registers etc., short: for palette manipulation). The gradient is no part of the background image but rather of the backdrop area.

And now... an exclusive behind-the-scenes info ( ):
While Lunar Fortress's Yoshi Island graphics were completely reconstructed from Screenshots and converted to SNES graphics using a proggie called Mr Click's TileEd, all of these Yoshi
Aioria
Posts: 114/1567
Originally posted by blackhole89
So here's the promised picture of the intentional use of the lighting engine... but I neither yet managed to afflict sprites by the light nor to make L2 scroll the same speed as L1.



GreetZ
Blacky.


Very interesting effect

An dthe castle ground YI graphics and its color really fit w/ the pre-hystoric theme
theclaw
Posts: 19/202
I really like it when people import GFX from different games. There's going to be some kind of LTTP-related secret in my hack, but it's not ready yet. I see nice light effects in those screenshots too.
blackhole89
Posts: 8/971
The screenshot version completely disables L2. Very uneffective.

@Golden Yoshi: Talked about that already in the old board. Done, but screenie's old.

@Edsgravy0: Yes, there will be some of the nifty ALTTP enemies.

And well, here one more screenie:



That's the almost-final version of Lunar Fortress.
The ripped Yoshi's island GFX use up both BG palettes: One for the ledges, one for the bricks.

Now, two more levels to be done and the one world demo will be released.

EDIT - Ah yes, @Geno. The layer priority stuff was effectless. More than that. The foreground bushes actually have layer priority disabled. Blurp.

GreetZ
Blacky.
HyperLamer
Posts: 50/8210
Wow, nice use of CGADSUB!
Hey, does that light disappear when you get the moon? (You could do it, have a custom block that acts like a moon and wipes that part of Map16, seeing as you'd only use it in one level. Just a thought. )
Golden Yoshi
Posts: 5/693
You should try to fix that fireball's "splash" graphics. I believe they only work on castle sprite tilesets. Except for that, looks excellent! I remember I used the YI
bobombs in SMW+4, although I don't even remember seeing them in YI itself.
Ed
Posts: 26/761
Thoses screenies look good (Especially the moonlit ones) but there are a few questions (Well one question and a statement):

It is called LTTP because it is set in the past, yes, but will any Zelda things be present, or is it just a name?

And the Fireballs track is messed up.
Darth Coby
Posts: 6/1371
I like the light effect with the moon, coming along nicely.
KATW
Posts: 46/3959
Yeah... those screenies are good. I finally see the light. Wait... It that moon supposed to be a lamp
Geno
Posts: 16/206
And Blackhole, if you want sprites to be affected by transparency, make them go behind the light with layer priority. If you didn't know what it is, it's in the Map16 editor, you'll find it. Choose "Layer Priority Enable", and your sprites will go behind the objects. That's how Nintendo did the tops of the carrot plants and Bush #2.

And that's also how Fu did the keyhole niftiness.
Alastor the Stylish
Posts: 69/7620
So that's how you do that. I never knew.
Geno
Posts: 14/206
Or just edit the "other" options for Layer 2 to have "Constant" for both horizontal and vertical scrolls. That should be more convienient.
Alastor the Stylish
Posts: 62/7620
Er, just copy a level such as DC which has Layer 2 scroll at the same rate, and edit layer 2 in the copy to have that moonlight layer.
blackhole89
Posts: 6/971
So here's the promised picture of the intentional use of the lighting engine... but I neither yet managed to afflict sprites by the light nor to make L2 scroll the same speed as L1.



GreetZ
Blacky.
Darkmatt
Posts: 24/212


Whoh mon! Great use of Layer 2! That gives me an idea!
blackhole89
Posts: 5/971
This actually is Layer 2, but ASM-controlled. Yes, I was inspired by BMF, I still think he's the best among us. (Still using his palette ASM routine! )

I've not managed yet to make Layer 2 non-scrolling, just like L3, for doing the same thing BMF did (light spot in a dark level) or scrolling the same speed as L1 to make the thing I didn't yet get working in levels with more than one SMW-screen(shotties coming soon). But - CGADSUB rulezzzzz!

GreetZ
Blacky.
Geno
Posts: 11/206
Originally posted by blackhole89
One more screenie...



This one's showing an early, not-yet-perfect test of the ASMed lighting engine in an early, demoish level. But there's something to show, still.

GreetZ
Blacky.


I thought you could do that with a transparent Layer 2. That's what I did in SMS2.
Very interesting, I see some inspiration from BMF and one hella big light crack.
blackhole89
Posts: 4/971
One more screenie...



This one's showing an early, not-yet-perfect test of the ASMed lighting engine in an early, demoish level. But there's something to show, still.

GreetZ
Blacky.
Kefka
Posts: 18/3392
nice title screen. I already saw his old thread, it looks like a nice hack
setrodox
Posts: 31/238
why pics? it's only one
EDIT: haven't read the edit thingie
This is a long thread. Click here to view it.
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