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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 - Toad's Item Shop! | |
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BMF98567
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Posted on 06-03-05 03:42 PM Link | Quote




In entirely related news, I've decided to redo SMO's half-finished item system from scratch. Instead of cycling through a list of special items and manually activating one, you'll have a set of 4 "static" items that will either be used automatically (ex: the key will unlock one secret door when you touch it), or with the L and R buttons (ex: L will activate the POW block, which turns all on-screen enemies into coins). I've settled for 4 items because a) they fit nicely in the status bar, above the 4 Light Sphere indicators, and b) this project is dragging on waaaay too long, and I don't want to spend the time coding a bunch of items when I could be focusing on making new levels (I kind of forgot how the old system was coded anyway, since I stopped working on it for so long). Most of these new items should be fairly easy to implement.

Along with the 4 special items (not telling what the other two are ), the Item Shop will also sell common items, like Flowers and 1-ups, and can exchange S-coins for regular coins. However, these won't all be available in the beginning--you'll have to beat a few worlds before more items become available.
Pikachu025

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Posted on 06-03-05 04:14 PM Link | Quote
Originally posted by BMF54123
(not telling what the other two are )
I guess R activates a Invincible-Star. I guess the bomb opens pathways, like in SMB2.
Smallhacker

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Posted on 06-03-05 04:29 PM Link | Quote
Du du di do du- Eh!? BMF made a thread? Let's see... *Reads thread* *Brain explodes*

Great jorb, BMF! Keep up the good work! (...or else...!)

Originally posted by Pikachu025
I guess the bomb opens pathways, like in SMB2.

I'm pretty sure that's a wing...
Pikachu025

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Posted on 06-03-05 04:35 PM Link | Quote
Looks like a bomb to me, like the SMB2-one in SMA1. Whatever.
XPeter

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Posted on 06-03-05 05:47 PM Link | Quote
wow BMF, this looks amazing! i really like what you've done here, and i can't wait for the next demo of SMO. i really predict that this game will simply be "better" than Super Mario World.
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Posted on 06-03-05 06:19 PM Link | Quote
Originally posted by Smallhacker
Du du di do du- Eh!? BMF made a thread? Let's see... *Reads thread* *Brain explodes*



I'll agree Besides the stickies I never saw you make a thread besides the Ips patch for SMWO.
Looks really good.Will the most expensive item be a 3-up moon?


(edited by RR on 06-03-05 06:51 AM)
Someguy

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Posted on 06-04-05 01:16 AM Link | Quote
Great work as usual, though now I wonder what the light spheres are... Also, not to ruin it for others but from what I see there seems to be a key, wing, pow block, and star. The wing looks like it could either give you a feather(or any possible secret replacement), or either turn a yoshi into a blue one or spawn a blue yoshi, or perhaps spawn wings for the level skipping bonus game... There's more possibilities then I thought...
HyperLamer
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Posted on 06-04-05 02:34 AM Link | Quote
I thought that looked more like a raindrop. I can't think of what such an item would do... hence why it's such an interesting idea! Awesome work as always.
mikepjr

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Posted on 06-04-05 02:40 AM Link | Quote
Goodnes.

It seems as if you are going for a mario world meets zelda type of game.

Pretty awsome, pretty awsome.
Sukasa

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Posted on 06-04-05 04:42 AM Link | Quote
Holy frug. Nice. So BTW, judging by the four spheres, have you gotten much done on worlds 3 and 4? I've gotten a bit done on my system, but I don't think it would be worth it after seeing your design. Too bad for me and my silly design.
Juggling Joker

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Posted on 06-04-05 06:03 AM Link | Quote
Do not read below if you hate nitpicking, cuz that's what I'm about to do.

I think I'll be presumptous and state that the graphic design of Toad's Item Shop could use some work. It just doesn't feel organic enough. For starters, I would expand the gradients you are using for shading to include more entries. Also, I would also smooth the rounded portion on the top a bit more so the jump from slant to flat isn't so obvious.

On the flipside, I really like the rocks and little plants you have on the ground. I always try to add little doodads like that to my sets, but sometimes it just doesn't work out. I also think the sign and windows are really well done.

Everything else has already been said.
ExKeeper

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Posted on 06-04-05 06:09 AM Link | Quote
woah! is that GFX original? it must be.
Sukasa

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Posted on 06-04-05 06:16 AM Link | Quote
yep. Also, in going with JJ, because it looks like the camera flattened the bulbous part of the roof.
cpubasic13
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Posted on 06-04-05 08:42 AM Link | Quote
Well, nice use of making Layer 1 and 2 work together. Really nice work with that.

Yeah, the house needs touching up (primarily with shading and the top) but the whole coding thing is pretty cool. I think the wings increase Mario's jump height for a level, but of course I could be wrong...

Remember: You have 16 colors for the house. Sure if you didn't have the palette fix patch it won't fade properly when it is completed... but this level will end from the sides, so you shouldn't worry about that. And if it is limiting palettes you are concerned about, remember to use the other palettes and not the tileset specific palettes (palette rows 2+3).

Pretty neat... could use some more items, but it is cool never-the-less.
BMF98567
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Posted on 06-04-05 09:30 AM Link | Quote
Yeah, I realize the shading on the house isn't the best. I'll probably rework it a bit, though I don't like the thought of using even more Map16 tiles (I've already used almost an entire page on the shop, both inside and outside combined). I have plenty of palette and 8x8 tile space to work with, but Map16 space is very limited. I have this terrible feeling I'm going to run out (or come pretty darned close), and I haven't even started working on World 3 yet.

If only background Map16 pages could be used for foreground objects...
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Posted on 06-04-05 09:34 AM Link | Quote
Well, why don't you take ExGFX that you have, copy and paste it somewhere else, and just edit the tiles? You could save loads on Map16 just by editing the graphics of the ExGFX for a different level instead of using the same 16x16 tiles just on a different page.
Sukasa

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Posted on 06-04-05 10:10 AM Link | Quote
BMF: If this works, why not make parts of the exterior and interior on the BG, then just have them use the BG M16 pages? Just port anything not interacted with, and basically voila, youhave extra space to work with.
Violent J

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Posted on 06-04-05 10:59 AM Link | Quote
I know what those extra four items are... he he he he....They are elements! Wind Earth Fire and Rain. I think im right lol.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
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Posted on 06-04-05 02:42 PM Link | Quote
Uh...okay. What elements would a POW block and a key represent?

Anyway...



I fixed the sides, added some curvature to the bottom of the "roof," and even though you can't really tell, I smoothed out the top a bit. Shading's still the same, obviously, though I think the extra curvature by itself improves the overall "flat" look. I'm going to leave it be for now and focus on other things; I'll probably touch it up more sometime later.

Now, on to the coding!
HyperLamer
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Posted on 06-05-05 12:05 AM Link | Quote
Woot. It looks a hell of a lot better. Amazing what some simple colour tweaks can do.

And LM is able to expand the game's original Map16 capacity from 2 or so to 16... I'm sure you could work out a way to expand it more.
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