Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - SMW: ALTTP screenshots thread (bundled) | |
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

Posts: 592/1371
EXP: 1240774
For next: 73415

Since: 03-15-04
From: Belgium

Since last post: 2 days
Last activity: 9 hours
Posted on 06-21-04 11:38 PM Link | Quote
*Coby sees the undersea ruins picture
Oh, my, God. :O That's totally awesome. :O Let's hope the gameplay is just as great.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 936/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-21-04 11:56 PM Link | Quote
Originally posted by blackhole89
@Slash Dafter: bitchin'? excuse the question, but I'm quite new to anglo-american colloquial speech... is that positive or negative?


Feh... It typically means "wild" with a positive connotation.

Anyway, I like everything *but* the hills, actually. Really nice work, I just don't think the 3D look works well. But that's beside the point, as everything else is great and it's just a background. You can easily ignore it.

Also... Tell me, are you red-green colorblind?
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 184/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 06-22-04 12:04 AM Link | Quote
@Kyouji: Yes, not heavily, just a bit, but enough f.I. to be unable to recognize the contents of these color test pictures

@Coby: I'm working towards it...

@cpubasic13: That will need some time... I'm also busy on Solar Soundtrack (and another "Solar" tool which I don't want to tell anything about yet) and I want to finish at least up to World 3.

Alright, here's the next little bunch of screens:



Another level, another palette, another map16 page used up...

What do you think of this "brighter"/"greener" variant?

Have fun,
Blacky.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 937/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-22-04 12:20 AM Link | Quote
Well the wall could stand to be a different color, after all, you don't typically think of a wall of grass being restrictive. It would look better if you used brown as the main land with a greenish outline, kinda like the original SMW; a natural wall with some overgrowth may sound too similiar, but I believe that with the current tileset you're using it'd look really, really nice. As for the actual ground... That's pretty much perfect. The occasional flower is a nice touch, as well.
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

Posts: 597/1371
EXP: 1240774
For next: 73415

Since: 03-15-04
From: Belgium

Since last post: 2 days
Last activity: 9 hours
Posted on 06-22-04 12:49 AM Link | Quote
The wall is pretty good, just that if it's a big area in that colour it gets a bit "too" dark. How about adding some lighter spots in there?

Edit: And those spikes actually give damage too? Even the upside down ones?


(edited by Coby on 06-21-04 03:49 PM)
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 185/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 06-22-04 12:55 AM Link | Quote
(@Lighter spots): Yes, possible. I'll think about it.
(@damage): Yes. Even a bit too much, as they're derived from the piranha plants, so they damage you from the side, too. I'm working on an asmhack against

Damn Iggy. Seriously, that guy's driving me crazy. He just doesn't want to reset the screen mode registers, making himself as much as invincible through a glitched screen as output. Well, ASM, again.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 938/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-22-04 01:50 AM Link | Quote
I'm fairly certain there's blocks in Block Tool which are damage from (insert direction here) though, you could just use them.
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 189/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 06-24-04 09:44 PM Link | Quote
Well, here are some more screenies.


The new outer area of Lunar Fortress.


The interior of Undersea Ruins. I finally fixed the top bar palette.

Have fun,
Blacky.
Imajin

Buster Beetle
Level: 34

Posts: 353/452
EXP: 234863
For next: 18788

Since: 03-15-04
From: Kingdom of Zeal

Since last post: 39 days
Last activity: 53 days
Posted on 06-24-04 10:00 PM Link | Quote
Hm, the outside LF background might look better if you took out the leaves in it... And Undersea Ruins still looks great.
KATW

King Yoshi
"If you stare at something long enough, it can be funny."
Level: 86

Posts: 978/3959
EXP: 6087979
For next: 54128

Since: 03-15-04

Since last post: 7 hours
Last activity: 5 hours
Posted on 06-24-04 11:40 PM Link | Quote
Looking very good!

The lunar fortress BG is too.... I dunno... blueish purple... and yes, the leaves look odd for a sky...

The undersea ruins are as great as everything else
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

Posts: 623/1371
EXP: 1240774
For next: 73415

Since: 03-15-04
From: Belgium

Since last post: 2 days
Last activity: 9 hours
Posted on 06-25-04 02:51 AM Link | Quote
Originally posted by blackhole89
Well, here are some more screenies.


The new outer area of Lunar Fortress.


The interior of Undersea Ruins. I finally fixed the top bar palette.

Have fun,
Blacky.


The first one is very nice and the second one is ... Elite. :O
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 957/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-25-04 03:16 AM Link | Quote
I'm going to agree with Coby on both of those, with one minor correction for the first one: If you're going to keep the forest background from SMW and color it deep blue for clouds, I'm gonna heavily reccommend you take out all those leaves statted through it that give it away. It's not that hard, too...
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

Posts: 625/1371
EXP: 1240774
For next: 73415

Since: 03-15-04
From: Belgium

Since last post: 2 days
Last activity: 9 hours
Posted on 06-25-04 03:28 AM Link | Quote
Originally posted by Kyouji "Kagami" Craw
I'm going to agree with Coby on both of those, with one minor correction for the first one: If you're going to keep the forest background from SMW and color it deep blue for clouds, I'm gonna heavily reccommend you take out all those leaves statted through it that give it away. It's not that hard, too...

Oh he's using them as clouds? I thought it was just a woord at night. I should really read the posts more.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 960/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-25-04 03:36 AM Link | Quote
Well, they may not be, I'm can't really be certain as he didn't specifically say so, but it is Lunar Fortress, after all. Plus, if they aren't, why are they blue?
knuck

Hinox
Banned until 19-58-5815: trolling, flaming, spamming, being a general fucktard...
Level: 62

Posts: 391/1818
EXP: 1894574
For next: 90112

Since: 03-15-04

Since last post: 14 hours
Last activity: 9 hours
Posted on 06-25-04 07:05 AM Link | Quote
Originally posted by Kyouji "Kagami" Craw
Plus, if they aren't, why are they blue?
Open level 22 in an unedited SMW rom and tell me why the hills are blue if they aren't water. plis tell me .

blackhole89: in this level, try changing the BG palletes. They just don't have a contrast with the FG.
And also, why do you need an ASM hack for the spikes? Just use the hurt mario block with the sides offset changed.
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 190/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 06-25-04 05:40 PM Link | Quote
@Kyouji, Coby: I wasn't using them as clouds... I just aimed towards a darker/more blue (Lunar Fortress => there's something with moonlight here) version of the sunset-red BG of Lunar Fortress's entrance; as I now see (got some sleep, finally ), it has become too funky

@knuck: There is no ASM hack for the spikes. Can't remember having said anything like that I just map16mapped them to the piranha plant tiles.
Although they, in my opinion, rather do contrast with the foreground - OK, I'll change the palettes.

Have fun,
Blacky.
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
Level: 55

Posts: 626/1371
EXP: 1240774
For next: 73415

Since: 03-15-04
From: Belgium

Since last post: 2 days
Last activity: 9 hours
Posted on 06-25-04 06:45 PM Link | Quote
Originally posted by blackhole89
@Kyouji, Coby: I wasn't using them as clouds... I just aimed towards a darker/more blue (Lunar Fortress => there's something with moonlight here) version of the sunset-red BG of Lunar Fortress's entrance; as I now see (got some sleep, finally ), it has become too funky

@knuck: There is no ASM hack for the spikes. Can't remember having said anything like that I just map16mapped them to the piranha plant tiles.
Although they, in my opinion, rather do contrast with the foreground - OK, I'll change the palettes.

Have fun,
Blacky.


I knew you were using them as a dark forest.
And he doesn't mean you need an ASM hack, he's willing to say that you could use the hurt Mario custom block with some offsets that trigger from wich side Mario is hurt changed.
blackhole89

LOLSEALS
Moderator of ROM hacking
EmuNET IRC network admin
Head GM of TwilightRO
Level: 47

Posts: 192/971
EXP: 739208
For next: 26995

Since: 03-15-04
From: Dresden/Germany

Since last post: 14 hours
Last activity: 12 hours
Posted on 06-26-04 12:01 AM Link | Quote
Hi folks,

I spent the day asmhacking, fixed naughty Iggy finally and also finished the lightning code (with a weak, but still random-seeming random numbers algorithm). Here's a screenshot taken during a flash, which takes usually ~5 frames:



Afterwards the normal palette is restored again. As some of you may recognize, I had a glimpse at SD3 (aka SoM2)'s lightning routine (the one you can see at the entrance of Dark Castle aka "Castle of the Dark Family").
The thing I'm currently working on is another SD3 feature port, namely the daylight system. That means, you have 4 palettes (morning, day, evening, night) per level which are slowly faded into each other (using the w00t $0013 frame counter). What do you think about that?

Have fun,
Blacky.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 967/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 06-26-04 01:40 AM Link | Quote
Originally posted by knuck
Originally posted by Kyouji "Kagami" Craw
Plus, if they aren't, why are they blue?
Open level 22 in an unedited SMW rom and tell me why the hills are blue if they aren't water. plis tell me .


Both air and water are clear, but because of the way they reflect light they appear to be more blue the longer they extend. Water much more so than air, which is why deep water looks deep blue, and if you look at something from far away (IE, a mountain) it appears blue.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

Posts: 343/1346
EXP: 1206934
For next: 26936

Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
Last activity: 1 day
Posted on 06-26-04 02:32 AM Link | Quote
Lightning effect is cool. I hope you implement the day-night cycle, as that would be cool.

And the screens are cool. Good work.
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - SMW: ALTTP screenshots thread (bundled) | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.021 seconds.