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lx5 presents: 🎈 [SUPER MARIO MAKER 2 - P-BALLOON RELEASE] 🎈 [NEW UPDATE] 🎈

SpriteSuper Mario WorldResource Release

Finally, a P-Balloon that actually works! Super work, lx5!
It's all fun and games until it's used on a troll hack.
I'm looking at you, Juzcook.
Oh wow, there you go again making the wildest things!

It's a bit of a shame it's SA-1 only, but wow, you're doing actual rotation there so I can see why lol. I suppose a lot of people use SA-1 nowadays, so I'm sure this will be put to great use by the community!

I'm assuming you'll be implementing an optional timeout? I don't own SMM2 so I could be totally wrong, but I believe the balloon in that game does time out as well, right?

Also I sort of wish you added an option to disable grabbing items cause it does look kind of wacky lol
It's easily the best thing I've done
So why the empty numb?
Originally posted by Koopster
I'm assuming you'll be implementing an optional timeout? I don't own SMM2 so I could be totally wrong, but I believe the balloon in that game does time out as well, right?

Nope, the balloon in SMM2 is a secondary powerup, similar to fire flowers or the other new powerups from the last update, just one which changes the gameplay (even moreso than Master Sword, SMB2 Mushroom and Frog Suit).
Oh dear. This will be fun to play with!
That pulsating Mario is the stuff of nightmares.

Originally posted by lx5
I kinda rushed the release, I started it two days ago, that's why it has some issues haha.

This doesn't look like it was done so quickly. It's very impressive!

I feel like this will open up tons of new avenues of less janky P-Balloon design.

As always, nice job making Mario Maker's straying-from-SMW-design feel more authentic by showing that technically these things can be done on the SNES.

Another great powerup looking forward to seeing more in future.


You are challenged by Champion Daisy!

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This looks quite fun! Glad to see a nice feature backported to SMW! ^.=.^

Of course someone had to do this. I have no idea how complex coding this must've been, but you certainly did a good and accurate job as it seems. 1 more powerup by lx #tb{:DD}








like i said on dsicord the fact you made good use of sa1's background mode is pretty neat and actually makes me interested in sa1 development. berry cool
Man the stuff from MM2 is so good. Basically all the SMW stuff in it I see and go "I want that"! Nice to see that you did this, and I'm impressed you did it the proper way by rotating the graphics in software rather than storing a massive decompressed file somewhere. It also makes me kind of curious because I have no idea what SA-1 background mode actually does. Really cool resource, always happy to see more incentives to use SA-1

allow shy guy emojis in post footers you cowards!
Who will win?

SMW P-Balloon Purists or SMM2 P-Balloon Peeps
Seriously though this is really impressive and its the last thing I thought would be ported to SMW due to the whole process of the graphics rountine etc.

#smrpg{y} Very Impressive.
Not saying you have to do this, but could it be possible in theory to make a non SA-1 version that uses dynamic sprites for Mario instead of putting him on the SA-1 background layer? I know that Mario's sprites are already updated dynamically, but could you use a separate gfx file that has all of the individual rotation and scale frames instead?
New update is out.



Download in video's description


Originally posted by Changelog
Changes:
- Mario now bounces off walls, ground and ceiling when going fast.
- Now compatible with slopes and interactable Layer 2
- Fixes showing glitched graphics upon grabbing the balloon item
- Changed its sprite slot when it inflates Mario
- Added an option to mute some SFX when Mario is inflated
- Added a debug option to show a small target.
- Added an option to stop fixing the camera on Mario when he's inflated
- Added an option to carry sprites when Mario is inflated
- Added missing palette file.


Code
;##################################################################################################
;# Super Mario Maker 2's P-Balloon
;# by lx5
;# 
;# A P-Balloon powerup inspired by Super Mario Maker 2's variant in its Super Mario World style.
;# It recreates the controls and behavior of the SMM2's one and it's contained in a single sprite.
;#
;# NOTES:
;# - THIS SPRITE ONLY WORKS ON SA-1.
;# - It fails to detect Layer 3 smashers.
;# - It doesn't work with solid sprites, however, it does work with platforms passable from below.
;# - Mario is NOT able to carry the powerup to another level or sublevel. The sprite will despawn
;#   the very moment Mario is not under the player's control.
;# - The sprite makes use of SA-1's Background Mode in order to rotate its graphics and uses
;#   4 Character Conversion DMA slots. Probably no one will have issues with this.
;# - If you want to create graphics for the Inflated Mario, you have to create an image and rip
;#   each frame separately with SNESGFX with the 4bpp Linear option selected.




If some of you are curious about how this powerup works internally, I have a gif for you:


As the image shows, there's a target that the sprite follows every frame, by using %CircleX() and %CircleY(), I managed to get a target that rotates around the sprite depending on the controller input. That target position is used in conjunction with the %Aiming() routine to calculate X and Y speeds. That allowed me to not reinvent the wheel to calculate speeds depending on the angle and gave me the oportunity to easily give it some inertia/friction when changing directions and be similar-ish to how it works in SMM2.
When an input to change direction is received, the sprite determines what's the shortest way to turn around to reach its location as soon as possible, just like in SMM2. I was making something overly complicated about something that could be done in a few steps.
And finally, slopes and layer 2 support was added in a wacky way. Turns out that setting the sprite's position to Mario's position before updating the sprite's positions gives me proper support to these things without making extra long code (I thought about adding slope's code into this thing...).



Originally posted by Rilla Roo
Is it compatible with your powerups patch?

it should be, it's its own thing.



Originally posted by Koopster
I'm assuming you'll be implementing an optional timeout?
Also I sort of wish you added an option to disable grabbing items cause it does look kind of wacky lol

maybe later, it needs an animation to tell the player that the time is running out and I have no idea how to display that in a nice way
disabling grabbing items is now optional and disabled by default



Originally posted by Von Fahrenheit
Man the stuff from MM2 is so good. Basically all the SMW stuff in it I see and go "I want that"! Nice to see that you did this, and I'm impressed you did it the proper way by rotating the graphics in software rather than storing a massive decompressed file somewhere. It also makes me kind of curious because I have no idea what SA-1 background mode actually does. Really cool resource, always happy to see more incentives to use SA-1

Background Mode/Parallel Mode makes use of SA-1's idle cycles in order to perform other not very important tasks, in this case it takes care of the graphics scaling and manipulation. You can find documentation about this in programming.md at SA-1 Pack's docs.
I'm curious about jointed sprites since that time you showed off one in Extra Mario World, there has been some times I wanted to program an enemy and it's a jointed sprite :P



Originally posted by FireHazard
Not saying you have to do this, but could it be possible in theory to make a non SA-1 version that uses dynamic sprites for Mario instead of putting him on the SA-1 background layer? I know that Mario's sprites are already updated dynamically, but could you use a separate gfx file that has all of the individual rotation and scale frames instead?

It's very possible, that's how most YI dynamic sprites on the sprites section work. I just lack the patience to rip a ton of frames :P
Fanatical like a Demon
Already replied on discord but thought to leave a reply here. As said, this is very well done and makes great usage of sa1's features! You say it's rushed but it seems well polished imo! Love your powerups and hope to continue seeing more (*cough* possible smm3?)
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Oh damn, I'm missing my opportunity to partake in this meme thread!

Honestly, though, this is pretty great! You did an amazing job on this and it looks as though it was taken directly out of SMM2. Also quite impressved by how quickly you made this (then again, I guess the powerup already released a few months ago - home office has kinda made me lose all sense of time).

While it's a bit of a bummer it works with SA-1 only, it's understandable considering what it's doing. That being said, I'd totally be down for a version of the patch hat uses crappier Mario graphics and doesn't require SA-1 (by only giving Mario rotated sprites in 8 directions and without scaling). This would absolutely be a nice-to-have, though.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
>only works with SA-1

bruh
...Either way, this is really impressive! Miles better than SMW's balloon.
Wow you can do a hardcore Kaizo stage with it, I like it!
Great job on this! It's always cool to see more Super Mario Maker 2 content being ported to SMW.
And it's really impressive you got this sprite working in SMW!

I can see this will make for a lot of interesting P-Balloon levels!
My Youtube Channel

SpriteSuper Mario WorldResource Release