Super Super Smash Brothers is a SNES game that i kinda sorta not really started development on. it's aim is to be a smash bros game on the snes, not as a prequel or as a copy of another smash game but with it's own identity. i did a thread here regarding the roster. also yes, this will be the final title of the game; i want to be punny
some stuff:
im using sdd1 for now. if framerate becomes an issue, i'll switch to sa1
no mp5. ive decided to keep it to 2 players only. attacks, attack effects, items, plus possible size changes to the characters will get very close to the sprites per scanline limit, so 2 characters only should keep it safe. plus, it's possible processing 1 player alone could take up alot of cpu time.
stages would have to remain small. as there will be no dynamic camera (dynamic as in it zooms in/out), it would be dumb to have large stages. the camera will be centered between two characters at all times, except when a character is launched offstage, in which case the camera will be biased towards that character so that they are able to get back easily. although there wont be large stages, scrolling stages and mute city/sunshine style stages can still be done.
controls would be identical to Super Smash Bros for 3DS, except replace circle pad with control pad and control pad (taunts) with select. what i havent decided on is whether to have wiimote-style dashing (double-tap to dash), no dashing (aka always running), or have a dedicated dash button like SMW (X or Y, replacing one of the jump buttons). an agreement here is welcome
here's a wip character selection screen setup using placeholder images, featuring mario and green mario:
(some of the ? are probably easy to guess)
note that this is an ingame screenshot. i used the hi-res capabilities of mode 5, irq palette dma, and gfx address hax in order to have a decent-looking screen (the final obviously wont be so blank; this was more of a mode 5 test). had i stayed at 256x224 the icons would look laughably small. the selection screen(s) will probably be the only hi-res modes in the final game; standard stages will be mode 1 and standard menus potentially mode 3
the screenshot was taken with bsnes. in zsnes, the irq palette dmas take up 1 scanline rather than 2, giving a few glitched scanlines. despite this, i'll strive for compatibility with all emulators.
considering some of the newcomer choices, i'm debating on going with a style with the overall game (like how melee had a technofuturistic style and brawl a rustic latin style).
music will be very low priority for now. i dont want to code a music engine, instead i'll try and port amk over. unless music composers fall out of the sky and onto my lap, i'll have to stick with what the music section has to offer in terms of songs and sound effects.
as i'm working on alot of other stuff, this will probably not receive frequent updates
so yeah that's all for now. pretend im sakurai and pretend youre hyped for this. or do the logical thing and be doubtful
some stuff:
im using sdd1 for now. if framerate becomes an issue, i'll switch to sa1
no mp5. ive decided to keep it to 2 players only. attacks, attack effects, items, plus possible size changes to the characters will get very close to the sprites per scanline limit, so 2 characters only should keep it safe. plus, it's possible processing 1 player alone could take up alot of cpu time.
stages would have to remain small. as there will be no dynamic camera (dynamic as in it zooms in/out), it would be dumb to have large stages. the camera will be centered between two characters at all times, except when a character is launched offstage, in which case the camera will be biased towards that character so that they are able to get back easily. although there wont be large stages, scrolling stages and mute city/sunshine style stages can still be done.
controls would be identical to Super Smash Bros for 3DS, except replace circle pad with control pad and control pad (taunts) with select. what i havent decided on is whether to have wiimote-style dashing (double-tap to dash), no dashing (aka always running), or have a dedicated dash button like SMW (X or Y, replacing one of the jump buttons). an agreement here is welcome
here's a wip character selection screen setup using placeholder images, featuring mario and green mario:
(some of the ? are probably easy to guess)
note that this is an ingame screenshot. i used the hi-res capabilities of mode 5, irq palette dma, and gfx address hax in order to have a decent-looking screen (the final obviously wont be so blank; this was more of a mode 5 test). had i stayed at 256x224 the icons would look laughably small. the selection screen(s) will probably be the only hi-res modes in the final game; standard stages will be mode 1 and standard menus potentially mode 3
the screenshot was taken with bsnes. in zsnes, the irq palette dmas take up 1 scanline rather than 2, giving a few glitched scanlines. despite this, i'll strive for compatibility with all emulators.
considering some of the newcomer choices, i'm debating on going with a
japanese (surprise, surprise)
music will be very low priority for now. i dont want to code a music engine, instead i'll try and port amk over. unless music composers fall out of the sky and onto my lap, i'll have to stick with what the music section has to offer in terms of songs and sound effects.
as i'm working on alot of other stuff, this will probably not receive frequent updates
so yeah that's all for now. pretend im sakurai and pretend youre hyped for this. or do the logical thing and be doubtful