User | Post |
Atma X
Posts: 332/801 |
Kario: Yea, that's another thing I've wanted for quite some time now , so that'll also be good to have.
Smallhacker: I have a concept for Mario gfx, but it'll take some time to make.
Edit: I've made the standing animation so far, PM me if you want to see it (to anyone who notices this thread). |
Kario
Posts: 361/2082 |
So basically, if you found out how to hit one block and effect blocks around it, not only could you do the 3D thing, that would also make it possible to use the Giant World GFX. Hopefully someone will figure this out... |
blackhole89
Posts: 141/971 |
I believe (although haven't yet tried for myself) that the custom block routine itself relies on LM's Map16 ASM hack (!), to which SMW hackers got used so much that they start thinking it is part of the original SMW. That means, the Map16 number is being passed to the custom block routine. Look around a bit to find out how (I think it is in an accumulator).
Have fun, Blacky. |
HyperLamer
Posts: 946/8210 |
If I knew how to get the Map16 address of a custom block from within its code, it'd be a trivial matter to modify blocks around it. *Gets idea* Anyone have use for a block that switches layers when hit? |
blackhole89
Posts: 135/971 |
@Atma X: yeah. Never did this before, but I think it won't be too hard. @Kario: also a possibility. @Smallhacker: I believe you'd just have to add some more shadings. |
Smallhacker
Posts: 195/2273 |
Don't forget to make Mario 3D, unless you would like to make Paper Mario: SNES. |
Kario
Posts: 351/2082 |
you could use one 16x16 block and just make them a bit smaller. That is what I would do if you can't do what you just suggested. |
Atma X
Posts: 329/801 |
Hmm, I tried thinking of some things that I need, and for now, I was able to think of one thing... Since the Game is 3D, that means the Questions and the Bricks will also be 3D, and so they'll use 3 16x16 Tiles instead of 1 (It'll have the same Perspective Dimension as the Blue Blocks). So I would need all 3 Blocks to dissapear/change (change to other Tiles; for Questions, etc.) when the Solid Block is hit.
Can you do this? Thanks |
blackhole89
Posts: 133/971 |
*turns on SMRPG "weapons factory" SPC with surround sound and bass boost* ... ah ... groovy.
Well... I think... doing only SMW: ALTTP over and over again becomes somehow boring. I'd like to participate in your hack (@Atma) maybe I could help out with some more technical things (e.g. my still-beta RPG code for SMW allowing some more RPGish text windows and real conversation (as an opposite to the dialogue boxes you have to pwn your head with ^^) with sprites) . I think I won't continue with SMWALTTP until I found out which song I've found in a DW3 SPC dump. (I found one, including pattern lists, and even managed to decode it - but, as always on SPC, there's almost no chance to determine the song by only looking at "disNSPCed" channels, as the melody is split up heavily)
*hears foobar2k switch to the barrel volcano theme and turns bass boost a bit weaker*
Have fun, Blacky. |
Atma X
Posts: 327/801 |
And sometimes I have to close the page and open it for it to refresh correctly. |
Smallhacker
Posts: 194/2273 |
Originally posted by blackhole89 @Smallhacker: Yes. Do you always need more than 14 minutes to write a post of this length?
Not really... It's just that I open the SMW hacking forum, loads every thread at once and reads through them one by one, so I can't see if somebody replied.
By the way... Those screenshots looks |
Atma X
Posts: 322/801 |
It's ok, I guess I'll just worry about it some time later. Thanks for at least trying.
Edit: Actually, can you send me the hack with the "Go Behind Anything" option taken off? I would like to just mess around with it a bit (BTW: Does it also make the Piranhas go in front of "Layer Priority Disabled" Tiles, or just Mario?). |
blackhole89
Posts: 131/971 |
Uhmyes, it wouldn't work that way *selfquotes* If you clear its go-behind-anything-flag, it will either slice through the pipe at the border between the layer-priority-enabled pipe bottom and the -disabled pipe top tiles or it will go totally in front of the tiles. And I don't think there would be any use in making the pipes higher for you. Sorry, but I hardly can help you at this. |
Atma X
Posts: 321/801 |
I think the Custom Block idea may be the only way for it to work. (If I wanted to make a Pipe go a little higher [using the HDMA idea], it would conflict with the Background).
Also, here's an idea for how the Piranha's would work with the Custom Block idea (I only mentioned how it could work for Mario in the last post):
Idea: The Custom Block (used for the Bottom Pipe Tiles) would make it so only Piranhas would go behind it, but no other Sprite (except for Mario, but only when he's entering the Pipe).
Is that possible?
If you can make this work (or even give it your best effort), I'll be glad to return the favor to you in any way that I can. Thanks in advance. |
blackhole89
Posts: 129/971 |
1. Yeah, I'll PM the ROM at the current state. Although the HDMA routine is yet far away from completion. 2. Possible, but not too easy. 3. Both. |
Atma X
Posts: 320/801 |
Send the Rom, and I'll see what it looks like so far so I have a better idea of everything that you're explaining (but keep working on it if you can).
Also, is it possible to make a Cutom Block that will become Layer Priority Enabled (for the bottom Pipe Tiles) when Mario is doing the action of entering a Pipe, and will then become Layer Priority Disabled when he is done exiting the Pipe? (and the Top Pipe Tiles could just be regular go through Tiles with their Layer Priority Disabled) Could that idea work?
BTW: Don't worry about the Ground Gfx, I'll come up with something different (is it the Colors that you said looked a little odd, or the Gfx itself?). |
blackhole89
Posts: 127/971 |
Didn't yet work on the ground, but here's what I've done with HDMA:
- the blue stuff (below) is the backdrop color. - the mountains (I'm not really good at drawing backgrounds ) move as a normal BG does (parallaxing/slower scroll) - the pipe tops move the same speed as BG1 as long as they're lower than the mountain's lowest tile.
I still have one problem: BMF's palette ASM hack routine is hooked before the BG1HSCROLL register which I need for calculating the HDMA table is being updated, so the pipe tops fall back two pixels or less when you're moving. But you can still see it, although it's not too glitchy.
Should I send you the ROM now?
Have fun, Blacky.
|
Atma X
Posts: 317/801 |
That's fine with me (does it cause any bad effects?).
Edit: Go ahead, I don't mind if you mess with the ground gfx (don't worry, if any Graphics gets screwed up, I'm very good at copying Graphics data between Roms). |
blackhole89
Posts: 126/971 |
Ok. Have anything against if I install BMF's famous palette ASM system? It's quite a help.
Have fun, Blacky. |
Atma X
Posts: 316/801 |
Yea, if it needs HDMA, please set that up for me, and I will give you A LOT of credit (I'll even add you into the ending credits near the very top). Thank you very much for all your help.
BTW: If you are interested in helping with any kind of programming (or even some Level Desing) for this hack (through out ANY time in it's development, or even through out it's enitre develpoment), I'll be glad to have your help. You don't have to, but it's an open offer at any time . |
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