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Main - Posts by Trax |
Trax |
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Yellow Stalfos Level: 71 Posts: 402/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Now, some enemies show up. I changed the palette of the decor to green, so the red enemies would be clearly visible, but it's still arbitrary colors. Any data on palettes are welcome. I set all objects to have a X offset of -20. And to make them more "in-game-like", their Y position is shifted too. Notice the Weapon Zeppelin seems farther away to the right than in the game. It's normal. To trigger the apparition of the zeppelin, the object must simply appear on screen (from the right, since the scrolling goes that way)...
Again, controls at the top are still inert. Modifying the level width should be easy, unless there are some other things in the game that could interfere. Nothing new on Base I and II data formats. Level 3 won't be too hard, you just have to switch the axis. All the others are right scrolling, so it'll be pretty much the same as level 1. More to come later... |
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Yellow Stalfos Level: 71 Posts: 403/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Hmmm, data... Nice work, N-O, I'll check this out and see what I can do...
Do you know where the actual palette data is located? |
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Yellow Stalfos Level: 71 Posts: 405/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Something's bizarre, there is no palette data at 0x1D0BC...
But I understand what your code is doing, no problem... Now on to determining how palettes are selected for different sprite parts and meta-tile parts... |
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Yellow Stalfos Level: 71 Posts: 406/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Hmmm, that's funny, my design philosophy is quite opposite: levels first, graphics later...
By the way, Celice, who's the guy on the middle platform? Shouldn't it be Zelda or something? |
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Yellow Stalfos Level: 71 Posts: 407/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Oh noes! An explosion of objects!
Fortunately, it was predictable. The "repeat" objects are not implemented, so the pointer probably stepped over the expected FF byte and went on crazy. This shouldn't be hard to correct. More to come later! |
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Yellow Stalfos Level: 71 Posts: 409/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Okay, the repeat loop is implemented, with great success...
In the meanwhile, I thought about something to implement the changing graphics trick. It seems like there's always two "sets" of graphics used in any level. A "normal" one and a "boss" one, for when you step into the last screen. The editor will have a button to switch between the two graphic modes. Another problem will be how to edit the repeated objects. Stay tuned! |
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Yellow Stalfos Level: 71 Posts: 410/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
This is hilarious. |
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Yellow Stalfos Level: 71 Posts: 411/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Exciting it is! A few other details only, but better than nothing. But the real deal will start when I'll set up the level and enemy data structures completely. The fun thing is that there's virtually no limit to a level's length. I presume the theoretical limit is FF or 7F, which would be Hell of a long level, anyways. The sad thing is that there's not a lot of free space available in the corresponding bank...
Yay! Transparency! Since you can't see the object in-game, I made a custom image for it. I also made a custom image for the single mortar shot (with different attributes options), which is apparently not used in the original game, for some obscure reason... |
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Yellow Stalfos Level: 71 Posts: 412/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
SMOOTH |
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Yellow Stalfos Level: 71 Posts: 413/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Another admin needs to be kicked in the schnolls... |
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Yellow Stalfos Level: 71 Posts: 414/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Yowza! Enemy Controls! The disabled fields on the right are enabled as needed when the repeat attribute is other than zero. Level size is modifiable now...
Mah, that's it, that's all... For today... |
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Yellow Stalfos Level: 71 Posts: 415/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Nope, nothing but level 1 for now. The good is thing is that levels 5,6,7,8 will probably be similar to level 1, since they are horizontal. Level 3 won't be too hard either, I think the enemy data is exactly the same: each "screen" has a series of enemy data associated with it. The only difference is that the "screens" are piled up in level 3, instead of put side to side. Level 2 and 4 are more mysterious, the enemy data is not fully cracked yet. I will probably put the screens side to side in the editor...
Another screenshot for the road? Aaaah! Even more chaos! This is temporary! Enemy data structures still deficient. To be corrected shortly... |
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Yellow Stalfos Level: 71 Posts: 416/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
YDE, send us plenty of photos, okay? |
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Yellow Stalfos Level: 71 Posts: 417/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
NES
Air Fortress Binary Land Bubble Bobble Castlevania Final Fantasy Lolo 1, 2 Marble Madness Mario 1, 2, 3 Metroid Moai Kun Star Tropics Zelda 1 SNES Super Mario World Super Metroid Zelda ALttP |
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Yellow Stalfos Level: 71 Posts: 418/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Ya, I like the style. Simple, but just enough to make it look funny...
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Yellow Stalfos Level: 71 Posts: 419/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Okay, this is getting a little more serious. Enemy Data Structure is corrected. All enemy data fields are modifiable. When you change the repeat field, the rightmost fields are enabled/disabled accordingly. With repeats, you can have an object repeated, with different Y position and attibutes. I think the game used this feature only for multiple zeppelins appearing in parallel. Example of a repeating object:
I changed the third Running Man to a Weapon Zepplin, repeated 4 times. Without repeats, this object setup would take 12 bytes (4*3), but with repeats it takes 6 (3 + 1 for each repeated object). You can't add or delete enemies yet, but this should not be too hard to implement. Nothing new about palettes. And I'm also working on the alternate graphics set, so you can see the boss tiles correctly... More to come later! |
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Yellow Stalfos Level: 71 Posts: 420/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Yes, the repeat works with any sprite. Pretty interesting if you want to pack your levels with a truckload of enemies without busting the ROM bank limit. I found that in level 6, some repeats are used for vertically-aligned fire bursts, and in level 7, for some mechanical claws. Below, a Rifle Man repeated 3 times. The second copy has the attribute to make it hidden in bushes...
In the meanwhile, I'm working on vertical layout of level 3... Not perfect, as you can see... |
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Yellow Stalfos Level: 71 Posts: 421/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
Right now, I'm only trying to make it work with the US version, which is already demanding. The Japanese version has some major differences, like animated title screen, animated tiles in levels and cut scenes. If the graphics and level data are formatted the same way as in the US version, it won't be too hard to make offsets for the Japanese version as well. It's just not in my plans right now...
I finally made the vertical level layout to work properly. The stupid thing is that every "screen" is not 7 or 8 meta-tiles high. They are 7.5 high. Duh. The last row of meta-tiles in each screen has only the top half displayed. Since I couldn't find a way to shift the matrix's cells halfway down, I had to draw a black bar between each screen. Not elegant, but at least the entire level displays correctly... And as usual, the boss is not displayed correctly due to the graphics changes during gameplay. I'm still trying to find out where the graphics are loaded from... More screenshots and fun to come later... |
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Yellow Stalfos Level: 71 Posts: 423/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
It's not as if you could actually decide where you are born... |
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Yellow Stalfos Level: 71 Posts: 425/1145 EXP: 3028765 Next: 138349 Since: 07-06-07 From: Québec Last post: 3598 days Last view: 2850 days |
You've got an interesting point there, KP9000. Mac users are subject to all kind of double standards...
Okay, now for some reason, I have additional screenshots. Now all scrolling levels display correctly... Level 5: Level 6: Enemies display correctly also, at least they are correctly placed, the graphics are not all loaded yet. This part is somewhat hard-coded for now, simply because I can't rely on some kind of sprite tile mapping. Any info on that matter will be appreciated... Colors are on the way, I found the data, now to decode it and implement it in the editor... |
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