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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

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Posted on 03-15-04 04:24 PM Link | Quote
Well, here it returns, the great, incredible SMW-ALTTP screenies thread!
Nothing new yet, still, I hope I can add something later on today.
These are the older pics:


The title screen.

A level screenshot. The bob-ombs in here are ripped from Yoshi's island, where they were dummied, though.

A (secret) geothermally active area.

An older overworld shot.

EDIT - all pics so far now online.
EDIT#2 - updated the bob-omby level shot.

I'm still unsure whether I shall call it


(edited by blackhole89 on 03-15-04 07:24 AM)
(edited by blackhole89 on 03-15-04 10:33 AM)
(edited by blackhole89 on 03-15-04 12:10 PM)
setrodox

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Posted on 03-15-04 04:39 PM Link | Quote
why pics? it's only one
EDIT: haven't read the edit thingie


(edited by setrodox on 03-15-04 07:39 AM)
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Posted on 03-15-04 06:27 PM Link | Quote
nice title screen. I already saw his old thread, it looks like a nice hack
blackhole89

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Posted on 03-15-04 08:52 PM Link | Quote
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.


(edited by blackhole89 on 03-15-04 11:53 AM)
Geno

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Posted on 03-15-04 09:01 PM Link | Quote
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

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Posted on 03-15-04 09:09 PM Link | Quote
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.
Darkmatt

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Posted on 03-15-04 09:18 PM Link | Quote


Whoh mon! Great use of Layer 2! That gives me an idea!
blackhole89

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Posted on 03-15-04 09:33 PM Link | Quote
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.


(edited by blackhole89 on 03-15-04 12:34 PM)
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Posted on 03-15-04 09:41 PM Link | Quote
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.
Geno

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Posted on 03-15-04 09:56 PM Link | Quote
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
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Posted on 03-15-04 10:01 PM Link | Quote
So that's how you do that. I never knew.
Geno

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Posted on 03-15-04 10:15 PM Link | Quote
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.


(edited by Geno on 03-15-04 01:15 PM)
KATW

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Posted on 03-16-04 01:41 AM Link | Quote
Yeah... those screenies are good. I finally see the light. Wait... It that moon supposed to be a lamp
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Posted on 03-16-04 02:14 AM Link | Quote
I like the light effect with the moon, coming along nicely.
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Posted on 03-17-04 01:08 AM Link | Quote
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.
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Posted on 03-17-04 01:59 AM Link | Quote
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.
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Posted on 03-17-04 05:55 AM Link | Quote
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. )
blackhole89

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Posted on 03-17-04 09:46 PM Link | Quote
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.


(edited by blackhole89 on 03-17-04 12:48 PM)
(edited by blackhole89 on 03-17-04 01:24 PM)
theclaw

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Posted on 04-05-04 12:15 AM Link | Quote
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.
Aioria

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Posted on 04-05-04 02:36 AM Link | Quote
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
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