| |||
Views: 88,503,637 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-30-24 10:06 AM |
|
Guest: Register | Login |
Main - Posts by icegoom |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 141/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Piddly complaint, but I really wish Anikiti would fix that huge black splotch on the belly of all his Cheep Cheeps:
I wonder how much is new in this version from the previous version? Seems like I got to about world 5 in that one before I gave up in frustration. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 142/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Erm... yeah, I was, like, totally going to post that, but anonymous Mattrizzle beat me to it by seconds. Yeah, totally. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 143/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
I was just kidding, Mattrizzle. I made myself scarce during that whole anonymous thing. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 144/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
That's an interesting idea, ristar. It does kind of fit with the ghetto boss set-ups I've already done, where the bosses are normal enemies with level enders and the challenge comes from the room itself. But I'm not big on the idea of only getting four chances to hit the boss and then you're out of luck. (But yeah, there could be more blocks in the room) The Cyclope star wouldn't work with Big Boo's current mirroring, but that's not difficult to fix.
Posted by Mattrizzle87 All right, I'm trying a variation on that one. I switched Goombas over to palette C, which has duller browns than the fiery palette A. Still not perfected: |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 145/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
That's a really nice arrangement. I can actually listen to that loop for several minutes without getting annoyed, which is the mark of good map music. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 146/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
The black outlines in the background are making it difficult to distinguish them from the foreground. Replace them with a medium bluish grey, like so:
Also, turn the green shadow in the background into a purplish grey and lighten up the yellow orange spots. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 147/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
I wasn't having problems so much as I was just being lazy. Way back when, I assembled the background hurriedly just to see what it would look like without worrying about all the tiles lining up, and then I just left it like that and never bothered fixing it. That's been fixed now:
OK, I'm using the old Goomba with the new eyes now: The animation still looks a bit wonky to me, but maybe it's the best I'll get with two frames. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 148/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Yep, I'm already using ExAnimation fairly extensively for enemies with just one frame:
I've currently got room for six more frames of something, I think. (I've been lazy and lumped them all into one file instead of breaking them apart by theme) I'm reluctant to use ExAnimation on enemies with one than one frame because you have to remap them to use one frame for their normal walkcycle. If you have a level with a lot of environmental animation, there might not be room for enemy animations. It isn't a problem for a Bullet Bill to not be animated, but it is for a Goomba. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 149/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
This works just fine on an almost clean ROM, but it just causes my hack in-progress to freeze up. (Not surprising, as much crap that's been accumulating in my ROM for the past year) So, any way to utilize this for level music? (I'm coveting that DKC2 brambles music) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 150/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
This is pretty amazing, having the raw code for the entire ROM sitting in front of me. I don't understand most of it, but I've been able to glean some choice pieces of data where stuff is clearly labeled. (Currently trying to sift through Bob-omb's code in hopes of figuring out how to stop the explosion timer from resetting when throwing it horizontally) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 151/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by S.N.N. It freezes as soon as it starts. Black screen of death before the title can even come up. I typed the commands exactly the same for my hack as I did for the semi-clean ROM, (and it is well over a meg in size) so who knows? The same thing happened back when I tried applying Mattrizzle's SMB2 music patch to my hack, so I think it just hates new music. Edit: OK, now that I look, it's a bit different from what the SMB2 patch did. The "Nintendo Presents" logo appears, but the title screen won't load after that. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 152/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Aww... sorry to hear it, but yeah, it'd been a while since we'd heard anything out of this project and I feared you'd given up on it. I'm glad it's going to continue in another form, at least. While it won't really be a SMW hack anymore, keep us posted on the new game if possible. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 153/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Yeah, Darklink's nothing if not a fast worker.
The YI graphics are totally working for you. If you want to remap Koopa heads, you probably use some modified YI Koopas to match up stylistically with the Goombas and Shy Guys. (Too bad there's no such thing as a YI-styled Chuck) Congratulations on finding a palette that looked good for those overworld graphics. It's not always an easy task. Is that an ice world, though? None of the levels you've shown there are particularly cold-looking. Heh, I'm not sure Marle really works as a "jungle girl." It kind of looks like she's farting on Mario in that picture. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 154/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by Bloodstar Yeah, I find the SMB3 Fortress and SMB1 castle themes to be pretty poor replacements for SMW's castle theme. (SMB2's interior theme is similarly too repetitive to work as a castle for me) Death Mountain is thematically very similar to SMW's castle music, though, so I think it's a really good fit. But if any music from the original SMW were to be carried over, the castle theme would be the one I'd want. (Well, that and the ghost house, but SMK's rendition is a fine replacement) I'm all for including the original map music. The more variety, the better. But I'm still much more excited about all the new map music that's being included. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 155/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Ugh, tell me about it. The lack of horizontal space makes spriting for this game way more difficult than it ought to be. I've done, what, six main character sprites for SMW?, and every one of them has ended up with their arms mashed unnaturally to the sides, which just does not make for a natural walkcycle. Really, name a (non RPG) 16-bit game with stricter size limitations on its main character sprite than SMW. It's a really primitive engine. But hell, it does have a great editor.
You went and made me google Monster World IV, and yeah, that style would work great with Maria. I say keep the hands that size if it's at all workable. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 156/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Yup, Tweaker can do that easily. You just need to fix the tile used by the squished Goomba afterwards. Look here. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 157/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
So I guess since the previous day's posts got deleted with whatever the heck happened here, I'll re-post my last update. (No sense letting the images languish unused in my imageshack account, I guess)
Blue Switch Palace, new railing for the cruiser, and a new underwater level: Let's see, the last reply I saw to this was from Goldensunboy, who expressed concern that the background was too similar to the castle background from the original game. So yeah, until very recently, I was still using the original castle background for my switch palace levels. I actually tried to draw a dome ceiling, which you can't really see in any of the screenshots because the level doesn't scroll high enough, which might be a good thing with the perspective being all wonky: I am thinking maybe I should make the darker columns a tiny bit thinner to indicate that they're slightly further away than the nearer foreground columns. Here's the same background in the yellow switch palace with a different palette: Progress-wise, I have one level I want to fix up before I release the demo, so I'm really, really hoping that I'll have a release for you guys soon. (Whatever you want to translate "soon" into) |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 158/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by icegoom So I think I've sort of figured this out by looking at mikeyk's disassembly. The stun timer for any stunnable enemy gets reset any time the enemy's status gets changed from 09 (stunned) to 0A (kicked). You can change ACA0 from 0A to 09 to make it so that Bob-omb's explosion timer never gets reset, but unfortunately, this affects all stunnable foes. (With this changed, kicking a Koopa or Buzzy Beetle shell will cause it to fly forward a few blocks, then stop dead instead of rocketing forward and taking out anything in its path) There's also an issue where you can simply walk into the side of a Bob-omb to kick it very slightly and reset its explosion counter. You can also change AC81 to 32 (this branches past the Bob-omb behavior to key behavior) to make it so that Bob-omb acts solid if you try to walk into it from the side. This is kind of weird, and if you jump on a stunned Bob-omb, Mario oddly bounces on top of it until you move to the side or the bomb explodes. If I can figure out some way to redirect just Bob-omb to use a different routine which doesn't change the status to 0A, I could make a Bob-omb which couldn't be diffused while keeping the other stunnable sprites intact. (This Bob-omb probably wouldn't be useable as a weapon, which is fine by me) I don't understand much about ASM, but presumably I'd copy this code to some free space in the ROM:
Then change the 0A to 09 and then tell Bob-omb to jump to the new code. Maybe it has something to do with this, but I think this just deals with what happens when you walk into the side of a stunned Bob-omb and not what happens when you throw one you're carrying:
So, erm, yeah, maybe I'll figure this out if I keep poking around at the code and trying to understand ASM tutorials, but any push in the right direction would be appreciated. Oh, and if I'm not supposed to be posting disassembled code like that, I'll take it down. |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 159/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
Posted by mikeyk Wow, that seems to do exactly what I wanted. I didn't much like Mechakoopas having their stun timers when kicked, and I'm not even using carryable Goombas, so that's all right by me. Thanks a lot! |
icegoom |
| ||
Cheep-cheep Level: 33 Posts: 160/195 EXP: 215692 Next: 13487 Since: 02-25-07 From: United States Last post: 6051 days Last view: 6052 days |
No, not finished yet. The demo will be as soon as I get one last level done to my liking, I think.
Jenie: I've thought before about making a Birdo who shoots eggs which become carryable once stomped, but that's about the extent of it. I've already got some puzzles which rely on riding Birdo eggs, so they need to stay rideable and not stompable. |
Main - Posts by icegoom |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 136, rows: 168/168, time: 0.302 seconds. |