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cpubasic13
Posts: 311/1346 |
Arathorn21st: I think I should fix that P-switch thing... maybe make a secondary way up or to go back up the pipe you came out of... Castles have never been my favorite level types to build... same with the water levels. I just hate water levels... I know the line guides are hard to see from the background, but the paths are really easy to follow and to me doesn't affect the gameplay. And I won't get bogged down with graphics. I will use some over again, but not a whole lot.
I fixed the border. Turns out the middle of my "S" and the middle of my "I" affect the overworld border. This has been fixed and will be in the next demo (might be 3 worlds... but possibly 4). |
Darth Coby
Posts: 560/1371 |
That's looking absolutely awesome. :O *Coby downloads and plays |
Arathorn21st
Posts: 3/7 |
Ok, I finished the demo...didn't get the secret exit but I think I know how (just don't want to replay the line grind. ) Graphics are very good (love the Iggy's Line Grind enemies), while not detracting from the gameplay. Difficulty/gameplay is fine, although starting with the standard 5 lives would have helped me a little (I couldn't find any 1ups besides the Yoshi coins.)
Cons: Iggy's castle left a little to be desired. The bonus room in level 1 requires you to use the P-switch effectively. Yeah, it's easy, but if you screw it up, you have to kill yourself by running out the time. Try not to do these if there's a HUGE penalty for failing. You can't see the line guides on the black background, although that may be intentional.
Overall, excellent hack! Better than 75% of what I've seen, easily. Just don't get too bogged down in graphics. |
Smallhacker
Posts: 215/2273 |
Originally posted by cpubasic13 They are a little bit hard to understand, but I have a general idea of what changes what. The status bar part was easy to understand. Thanks, Smallhacker.
You're welcome. The best way to understand is to mess around with it yourself. Open a copy of SMW in your hex editor and corrupt the status bar, or make it say "I ROX" or something... I've got a game where I messed up the entire status bar because I was bored.
Edit: Oh... Don't askme about the X/Y bytes locations for coins, items, lifes and such, since there are none... They are hardcoded or something and requires ASM hacking to edit. |
cpubasic13
Posts: 309/1346 |
They are a little bit hard to understand, but I have a general idea of what changes what. The status bar part was easy to understand. Thanks, Smallhacker. *copies and pastes document to notepad and saves for later use* I think I can do something with those unused spaces... if they are unused. |
Smallhacker
Posts: 213/2273 |
Ok... Here's the status bar and OV boarder info. A big thanks to BMF.
--Status bar and it's DMA tables (by BMF)-- The status bar data starts at $0E81 (the top of the blue item box). Note that there's no break between each line of data; the second line starts immediately after the first. Also note that *only* tiles and/or blank spaces that are actually used are copied to layer 3 (meaning each row is only as long as it appears in-game). Expanding a row of tiles is somewhat tricky, involving modifications to a few DMA tables and copying the tile data elsewhere in the ROM. The DMA tables start at $0F90 if you want to play around with this yourself. Even this is somewhat limited at the moment, since the game still references the original data somewhere (I haven't found the pointer) and tends to screw up the status bar if the new and old data don't match.
The format of a DMA table is as follows (using the first one at $0F90 as an example):
01: Enables normal DMA. Don't change this. 18: Low byte of register to be written to (high byte is always $21). Don't change this. 81 8C 00: 24-bit SNES address of data to be copied. This can point anywhere in the ROM. 08: Number of bytes to copy. Make sure you change this if you expand the status bar at all! 00: End of table.
--Tile settings byte (by Smallhacker)-- Each tile is made up of 2 bytes. Byte 1: Tile number (the same as in the tile select window in the credits/title screen editor) Byte 2: Tile settings:
Bit Data (from left to the right): 1 Flip | 2 Flip - 3 Priority 4 Palette 5 Palette 6 Palette 7 ??? 8 ??? Note: 7 or 8 (can't remember which) is the 9:th (from right to left) byte for the tile number
Palettes:
000 Pallette 0 001 Pallette 1 010 Pallette 2 011 Pallette 3 100 Pallette 4 101 Pallette 5 110 Pallette 6 111 Pallette 7
--Status bar locations (by Smallhacker)--
(All in PC addresses) 0E81 Item Box 0,0 0E83 Item Box 1,0 0E85 Item Box 2,0 0E87 Item Box 3,0 0E89 Mario 1 0E8B Mario 2 0E8D Mario 3 0E8F Mario 4 0E91 Mario 5 0E93 Extra space after MARIO 0E95-0EA0 Unused? 0EA1 Item Box 0,1 0EA3 Item Box 1,1 0EA5 Item Box 2,1 0EA7 Item Box 3,1 0EA9 Extra space after Item Box row 1 0EAB Time 1 0EAD Time 2 0EAF Time 3 0EB1 Extra space after TIME 0EB3 Extra space after TIME 0EB5 Extra space after TIME 0EB7 Coin 0EB9 x (Coin meter) 0EBB Extra space after x 0EBD Unused? 0EBF Unused? 0EC1 x (Life meter) 0EC3 Unused? 0EC5 0EC7 0EC9 0ECB 0ECD Star 0ECF x (Star meter) 0ED1 0ED3 0ED5 0ED7 Item Box 0,2 0ED9 Item Box 1,2 0EDB Item Box 2,2 0EDD Item Box 3,2 0EDF Extra space after Item Box row 2 0EF7 Item Box 0,3 0EF9 Item Box 1,3 0EFB Item Box 2,3 0EFD Item Box 3,3
--OV border locations (unfinished) (by Smallhacker)--
22658 Right middle shadow title 2265E Bottom middle shadow tile 22664 Right top shadow tile 2266A Bottom left shadow tile 22670 Corner shadow tile
Ok... That's it... Those were my personal notes, so sorry if they are a bit hard to understand... |
cpubasic13
Posts: 306/1346 |
Originally posted by Kirby all the way OMG... youre using my sky tileset...
Now I have incentave to post the BG that never got released ()
The GFX changes are very well done.... nice rex sprite You pretty much changed teh whole In-Game GFX didnt you
Looking very nice, keep it up *Play demo later*
I only use Rex in the first level... and it wasn't changed... yet... The enemies you see are:
4th screen: A goomba. 5th screen: Koopa. 6th screen: Ninji. 7th screen: Spike Top. 8th screen: Thwimp. 9th screen: Mole.
JJ: So that is what is the problem... I will search for the tiles I need to fix. Thanks. |
KATW
Posts: 880/3959 |
OMG... youre using my sky tileset...
Now I have incentave to post the BG that never got released ()
The GFX changes are very well done.... nice rex sprite You pretty much changed teh whole In-Game GFX didnt you
Looking very nice, keep it up *Play demo later* |
Juggling Joker
Posts: 182/1033 |
The border is like that because you changed some of the graphics when you were making your custom title graphics. I could be more specific if I took the time to find exactly what tiles you should convert back to the originals, but doing some work for yourself is always healthy. |
JJ64
Posts: 321/919 |
I like the GFX. I don't have anything against rips personally, but it's cool to make them from scratch. I also like the background in the 4th and 5th screenshots. |
cpubasic13
Posts: 303/1346 |
Originally posted by Smallhacker
Originally posted by cpubasic13 Although that overworld border is driving me crazy!
Change them. Let's see... I've got my doc about the locations on my old computer... I can see if I can find them tomorrow... (If you know how to edit status bars, then it's good, since it uses the same format)
I just want to get rid of that transparency on the border. I am already planning on changing the border, but the border has transparency even though I didn't edit any of the pallettes yet...
I might like that document... |
Smallhacker
Posts: 209/2273 |
The graphics looks nice, since they aren't (as far as I can see) any OMG!!!1 IM SO COUL COS i CNA RIP GFX FROM OTER GAEMS!!1one LOL!!1 graphics that's quite common these days. Hand made GFX = Good! Rips = (Booooring! + Lame)*(Overused+67)
I hope that the gameplay and levels are good.
Originally posted by cpubasic13 Although that overworld border is driving me crazy!
Change them. Let's see... I've got my doc about the locations on my old computer... I can see if I can find them tomorrow... (If you know how to edit status bars, then it's good, since it uses the same format) |
cpubasic13
Posts: 302/1346 |
I kind of messed up my Cpubasic's Land hack (edited some offset which I don't remember and it won't work anymore), so now here is another hack I have started.
I couldn't think of a name, so I decided to go with Basic Land (somewhat suggested by Kario).
This hack has (so far):
-New handmade graphics (very few rips and ExGFX workshop graphics) -Start out with 3 lives instead of 5 (Weasel's "Convert them codes!" document) -Not save-statingly difficult -New level design...
Screens:
The title screen movement hasn't been edited yet (too lazy to do it right now...). There are a few bugs... nothing critical. Although that overworld border is driving me crazy!
Download: http://www.freewebs.com/cpubasic13/Basiclanddemo1.zip http://www.freewebs.com/cpubasic13/Basiclanddemo1.zip
Questions or comments? |