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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 - Creating Lightening | |
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Cruel Justice

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Since: 03-20-04
From: Darkwoods Penetentiary

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Posted on 01-23-05 03:38 AM Link | Quote
I would like to know how I could get lightening to work on a normal level. The Bowser battle is the only level with that implemented. Can someone help?
Golden Yoshi

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Posted on 01-23-05 04:05 AM Link | Quote
Hmm...perhaps BMF will be of some help to you. He implemented lightning into one of the levels of his hack, so the best advice would likely come from him.
Luigi-San

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Posted on 01-23-05 04:39 AM Link | Quote
Use the Sumo Bros.
Cruel Justice

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Since: 03-20-04
From: Darkwoods Penetentiary

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Posted on 01-23-05 04:51 AM Link | Quote
Not that kinda lightening... I'll ask BMF for now, but I'll be back to this topic.
Xkeeper 2.0

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Again... :P
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Posted on 01-23-05 05:46 AM Link | Quote
You could use layer 2, but then you'd not have the thunder sound. Not sure if that's what you'd want, but it works.
Xenon Odyssey

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Since: 01-01-05
From: Forest Hill Zone, MD

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Posted on 01-23-05 06:53 AM Link | Quote
When you figure it out, please post it here or PM me because I would love to have it in some of the later levels of my hack. It would fit the atmosphere perfectly.
mikeyk

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Posted on 01-23-05 02:32 PM Link | Quote
$03DFCC is the lightning subroutine, but it does mess up the pallette for the level. I can take a better look at this tommorrow since I would like to use this myself in a hack that I'm starting.
tuna
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Posted on 01-23-05 03:03 PM Link | Quote
Originally posted by mikeyk
$03DFCC is the lightning subroutine, but it does mess up the pallette for the level. I can take a better look at this tommorrow since I would like to use this myself in a hack that I'm starting.
I assume the reason the palette messes up is because, since it's only used in one level, it overwrites the palette with a hard-coded one used in the Bowser battle. What would be a good idea is to have the subroutine store the Background back color in memory somehwere, and then restore it after the BG flashes.

Though doing this will probably be difficult... I have no knowledge of ASM for the SNES or NES (or much else, for that matter) and I'm just guessing here, but that seem spretty much right...
mikeyk

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Posted on 01-23-05 03:10 PM Link | Quote
That could very well be the case. It's pallette 0 that gets overwritten, by the way, so you could always just avoid using it on the level that you want lightning on


(edited by mikeyk on 01-23-05 02:20 PM)
blackhole89

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Posted on 01-23-05 03:44 PM Link | Quote

I wrote some kind of lightning routine for SMW: ALttP (my hack, if any of you still remember ) some time ago. It was strongly inspired by SD3's lightning (the one you can see outside Dark Castle) and works for any level palette since it writes the old one into RAM to restore it. If you are interested and ready to give me your ROM, I might insert my code into it.
(It is controllable by custom blocks as well as a pseudo-random timer)
PS, animated GIFs made with corel photopaint 7 are rather crappy (as seen above), but I guess this should depict the way it works/looks quite well.
Sokarhacd

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Posted on 01-24-05 08:07 PM Link | Quote
thats pretty cool...it would be nice to see a level with lightning, especially if someone can get it to work perfectly.
HabsoluteFate

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Posted on 01-24-05 08:21 PM Link | Quote
All you would need now would be to add rain to it and it would look pretty cool!
blackhole89

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Posted on 01-24-05 08:27 PM Link | Quote
Rain is no problem at all if you use layer 2 for it. The only problem is you'd have to sacrifice the background, replace it by something on layer 3 or use HDMA.
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