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130: Myrkky Mainline - MrDeePay

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Here we are. Go go go.
IPS

Some quick, final complaints/questions (assuming nobody else has anything to add):


Are you going to come up with a block for these (i.e. a picture of the motor with an X on it, similar to what you did with the Yoshi block)?


Hmm .. you and TLMB might have to come to a consensus on which tile you want the Ptooie's ball to be on.


Is there anything of significance up there? I heard a coin sound, but that was it.


I guess that's all. If no one else has anything to add, you're good to go.

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Originally posted by S.N.N.
Some quick, final complaints/questions (assuming nobody else has anything to add):

http://snn.caffie.net/myrk1.png
Are you going to come up with a block for these (i.e. a picture of the motor with an X on it, similar to what you did with the Yoshi block)?


Yes, but I'm not 100% on what I want it to be. The No Yoshi sign was put in AllGFX since it's supposed to fit a more general purpose for other levels to include it.

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img src="http://snn.caffie.net/myrk2.png
Hmm .. you and TLMB might have to come to a consensus on which tile you want the Ptooie's ball to be on.


That's being considered, but I want to add more GFX from other levels to the file I used for SP3 (Ptooie included) as to save space.

FakeEdit: I'm not seeing any other SP3 files that would be flexible with me and/or TLMB and HFD's, so I'll consolut with him.

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img src="http://snn.caffie.net/myrk3.png
Is there anything of significance up there? I heard a coin sound, but that was it.

I guess that's all. If no one else has anything to add, you're good to go.


The RAM address used doesn't clear itself on level transition since I originally planned for underwater segments that were linked together (so the meter wouldn't always be full when swapped!), but that was scrapped as to cut down on level length. That coin you hear at the start and midpoint is actually an Air Mushroom being touched so the meter starts off full upon level entrance. Without it, there is a chance that when Mario enters the water that the meter will be empty and kill him within a second.

Originally posted by MrDeePay
That coin you hear at the start and midpoint is actually an Air Mushroom being touched so the meter starts off full upon level entrance. Without it, there is a chance that when Mario enters the water that the meter will be empty and kill him within a second.

I fixed this by inserting LDA #$FF STA $7E005C into Levelinitcode.asm in my level, so you should consider just putting that into the ROM so you don't have to use Air mushrooms in weird spots.
aran - Graces of Heaven

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And that I did. I had just put it in level initlevel130, though I probably should add it in 161 as well.



Got a PM from TLMB that showed his SP3 used for Coaster Calamity, so I moved some tiles around so they don't conflict with sprites that he, HFD, and GN are using. The moved GFX include:

- Ptooie's Spike Ball
- Air Meter: This will be a little pesky for me to edit.

Also featuring Leod's proposed Egg GFX! The issue with this GFX file is that currently it cannot be used in any level where it's possible for a Red/"Disco" Koopa + Yoshi or a Red Yoshi + Koopa to co-exist. Depending on which Air Meter GN is using, there will be an issue in conflicting miss (death) jingles since Frigid Fortress and Myrkka Mainline are in completely different worlds. (Besides, the music conflicts NOW as it is.)

Those beetle graphics in the file were beta (they don't have a spike on top), they aren't used at all which allows you to post the Yoshi fireball graphics over them. I need to change that in my ExGFX file too. This solves the Red/Yellow Koopa issue.
I wonder what a HFD opcode would do in ASM...

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That's an easy adjustment, then.
Now there's another problem. If we wish to eliminate GFX space, something on both GFX files has to go. Right now, the only thing that'll be different will be the Ptooie, which I don't feel is nearly enough to warrant its own GFX file, but with an ExAnimation file that's currently being used (116 has a bit of freespace), you can just ExAnimate the tiles the Ptooie is currently using. Lynnes used the same trick in Digsite Dangers.





EDIT
LINK

That should be everything now. I copped out and made the motor kill block invisible (for now at least) since I couldn't think of a decent graphic to use; it doesn't help that I don't have that type of space in the ExGFX files. Additionally, the GFX for the air meter is messed up as to accommodate for minimizing the number of GFX files the base ROM is using.

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In case nobody noticed, (since I posted almost near 5am and an edit was made at 3 in the afternoon), there is a "final" IPS in that last post. Tick tock, sweethearts.

Looks good to me. Don't forget to remove that midway point from the very start.

Hopefully you'll manage to work with TLMB and come up with a solution for that Ptooie problem them. I agree that using a whole file just for one sprite is a little excessive, so if you can pick a tile or two that can be tossed (or use 116 as you said).

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*victory*
ZIP Folder




Map16: Self Explanatory, (xx) refers to the page they belong to.

124-124, 124-D0-D5: Shivering Cinders update. Includes a BG, a few updated tiles, and correct SMWCoins.

130-130, 130-161-163: Myrkka Mainline. Self-explanatory.

AllGFX: The AllGFX file I used. Includes:
- Corrected tiles for E (look at Treetop Tussle's Lotuses and Chucks before trying to insert this file).
- A custom SMWCoin graphic that could feasibly be used until WYE comes along and does something better.
- No Yoshi block GFX that uses an empty space in GFX 14.
- Leod's redrawn Yoshi Egg.
- Corrected some stray pixels that would show up when using the Elite Goomba.
- Corrected OW map tiles. Just rip the OW directly from the IPS I used; just the map (Ctrl+X) and paste it to the current base.
ExGFX 1B1-1B4: Updated Shivering Cinders-related tilesets.
ExGFX 130-131: Myrkka Mainline sprites.
- 130: Yoshi Egg/Fireball, Spara-Buzzy, Amazing Flying Hammer Bro, Ptooie, Mini-Puffer, Underwater Motor. Remap Ptooie's Spike Ball to 64 as that won't conflict with anything TLMB and HFD are using.
- 131: Spiny, Thwomp, Thwimp, Ball n Chain, Falling Spike, Lava Splash, On/Off hit GFX. Honestly, I should just ExAnimate the Dolphin and just free this file up.
ExGFX132: Miscellaneous GFX file to get around FG/BG conflicts with both Shivering Cinders and Frost-Fried Frenzy. FFF's BG3 should use this file to get around some of the problems that WILL arise regarding the SMWCoins.
SSC & S16: Custom sprite info updated to include info on most of the sprites used on INSERTED levels. No MWT because of the usual; let Kipernal or Imamelia take care of that.




Delicious Kasen

Fantastic.

Just one little thing: apparently ExGFX16B is missing. Do you have this file?

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Oh silly me. If SCORPION (or anyone else for that matter, assuming I can't figure it out myself) still wants to do that Layer 3 BG, there's the file you want. There is a Map16 for reference, but I'll post that in the appropriate thread when I get around to it.

Originally posted by MrDeePay
ExGFX 1B1-1B4: Updated Shivering Cinders-related tilesets.

Aw. I actually updated ExGFX 1B1 with the air meter so I wouldn't need to reserve another ExGFX slot. Does this update contain the air meter GFX, or are they going to have to be mixed later?
aran - Graces of Heaven
I'm going to do another quick base update in a bit (mostly with MrDeePay's stuff), so you can check out that file then.

That being said...

Nothing much can be done about this, but eh.


I don't recall this, but I think I am on the roof.


I don't think much can be done about this either. It's easy to do it in this level: have Yoshi eat a plant, and at immediately get hurt, spitting the plant out. Might be wrong though.


Yoshi blocks.

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Originally posted by Punk Sarcophagus
Nothing much can be done about this, but eh.


Nothing can be done about it, no.

Originally posted by Punk Sarcophagus
I don't recall this, but I think I am on the roof.


I'll look into that.

Originally posted by Punk Sarcophagus
I don't think much can be done about this either. It's easy to do it in this level: have Yoshi eat a plant, and at immediately get hurt, spitting the plant out. Might be wrong though.


Nothing can be done about that either.

Originally posted by Punk Sarcophagus
Yoshi blocks.


SNN/Lightvayne must've never inserted the graphics I sent in for those blocks. I'll send them in again.

https://cloud.smwcentral.net/s/C5kzaCRXqWXbzdD/download

Here is my revamp of Myrkky Mainline. It has already been given an OK on the Discord server, but you are obviously still able to download and play it if you want to. I just decided to put it on here for anyone not on the Discord server.

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Give me a changelog that you've done to this level.

The list of changes is below.

> Level 130: Myrkky Mainline

- Made some tweaks to the level design to make it slightly easier
- Moved second SMWC coin to the area where Yoshi used to be
- Removed Yoshi from the level, as Yoshi was more just "there" than anything else; Yoshi added little to the level and was only in part of it, and riding Yoshi in the level was frustrating due to the amount of hazards
- Removed Yoshi blocks from the level, as Yoshi was removed from the level
- Removed propellers from the underwater section, as they did not add much to the level; they were clunky and swimming through the level normally was just as fast as using them

That should be everything.
As Minish Yoshi said, he made changes to this level for some difficulty balance. Meanwhile, I've updated the aesthetics by converting the cave background to Layer 3 instead of Layer 1. Magi worked on a new colorful palette.

Level 130
Level 161
Level 162
Level 163

Let me know if you want to change anything else, MrDeePay. If you do, I'll send you the bps of the new Myrkky Mainline. (or i could give it to you on discord if you permitted it :^) )
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.

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