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Super Status Bar + Ceiling Generator

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Kai's Questionably Useful ASM Resources, Part 1 of 2

(part 2 can be found here)



Ceiling Generator:

http://bin.smwcentral.net/5541/Ceiling%20Generator.zip

This is a generator/levelasm insert that adds a ceiling right above the top of the screen boundary. Ever place a row of solid blocks at the top of the level, and feel that doing so caused aesthetic/gameplay issues? This is the answer.

When mario's head goes roughly 4-5 pixels above the screen, he will hit his head and the "hit head" sound effect will play. (does not affect sprites)


Behold an example picture!

NOTE: Mario will hit his head a little bit lower than where this screenshot shows him.
Also, this screenshot shows bad practice if you use this as a generator! You see the bullet bill? That's from the bullet bill generator, and multiple generators can't coexist. It will cancel out the ceiling, and that is bad. (if inserted through levelasm it will work fine with generators, though)


Super Status Bar:

http://bin.smwcentral.net/5544/Super%20Status%20Bar.zip

This is a status bar hack that will make changing tiles MUCH easier. It will...

- Allow you to easily change ANY tile in the 5 rows of tiles comprising the status bar. Any tile uneditable by Smallhacker's Status Bar Editor can be changed with this patch.
- Allow ASM hackers to dynamically modify each and every one of those tiles. You won't be limited to 55 tiles anymore; now it's 160. Not only that, you can change the properties of tiles (such as palette and XY flip) without messing with DMA yourself.

Contains two versions of the same patch. One (labeled "compatibility") uses the old RAM addresses for the 55 original dynamically editable tiles. It is also much slower.
The other version (labeled "advanced") completely bypasses the old tables and edits the SMW routine to use the new one. This is much faster but has a larger insert size.


Check the filename of this picture for a beta tester testimonial, all in one word.




Come back again tomorrow for more questionably useful ASM...
Hey, thats my pic. =D

So this was you're big C3 project. Nice job!
Background image by Tzadkiel & Anomalin
Nice job indeed. Maybe I will use it sometime... (Especially that Ceiling Generator)
Oh, a ceiling generator. Interesting, indeed. I wonder why nobody had thought of creating something like this before - it would have been quite useful for the hack I was working on...

As for the Super Status Bar, it looks pretty fascinating, as well. It looks like it indeed supports a huge number of tiles in it, which makes it just useful. Nice work!
I'm going to say this:

This is easily THE best submission of C3 so far. I mean seriously, a ceiling generator? Finally, no more need to line the top row with solid blocks! :D I just have one question: Could you please make it into a normal .asm patch to be installed with xkas? I really would like to use this, but I can't imagine myself installing LevelASM just to put this code on EVERY. SINGLE. LEVEL. It's just a waste of space.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Whoah, the Status Bar Patch... Actually I thought about making exact the same thing today :D ! Really useful, I'm going to try it out and most likely use it.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
This, in my opinion, is the coolest C3 submition so far.

OMG, this is perfect for my status bar, to put something more!


The 4 Relics






Pokey's Adventure Userbar
Need help with your Hack?
I'll be happy to help you with you Status Bar, anything.

Thanks for the comments everyone :)

Originally posted by pikaguy900
Could you please make it into a normal .asm patch to be installed with xkas? I really would like to use this, but I can't imagine myself installing LevelASM just to put this code on EVERY. SINGLE. LEVEL. It's just a waste of space.

http://bin.smwcentral.net/5574/level.asm

I commented out all the stuff you probably wouldn't use in level.asm (such as the other two .asm files), but should you decide to use it in it's entirity, here's an example of how to make something affect every single level, without using the pointer table :P
Now, my question for this is if you have already edited the status bar, will it F*ck up the hack?

Notte Luminosa Progress:

Click here to download It! :D
If you edited with Smallhacker's tool, then no, it won't.


If you applied a patch that changes tiles around somehow (like the metroid health patch), it will overwrite the changes. It's very possible (and very easy) to convert such patches over to this, but it requires understanding of how the new table is formatted in RAM and some basic ASM skills.

Some stuff that does simple modifications to the status bar tiles (like the newbie custom boss) should work fine with the compatibility patch.
Now both of those can be put to great use! Just one question...
Originally posted by Kaijyuu
When mario's head goes roughly 4-5 pixels above the screen, he will hit his head and the "hit head" sound effect will play. (does not affect sprites)

Can you make a version of this ceiling that makes NO sound affect? It would give less of a boundary feel, and more of a gravity feel. Know what I mean?
Projects:
- Game Night - Mario Party 3 Game Board
- 3+World (Cancelled - Download Available)
- Super Mario World Beta (2009)
Just delete these lines:

Code
	LDA #$01		; play "hit head" sound effect
	STA $1DF9		;
Blaze's Booth Review: ASM Hacks

The Ceiling Generator is a great idea so people won't break the levels you make. Super Status Bar will allow us to finally be able to use the bottom row of the status bar for some ASM hacks. I think both of these will come in use.

Rating: 10/10
Working on something!


Better than the cape!

Wow. Nice!

I remember the Ceiling Generator from before, but the Super Status Bar sounds cooler. I can easily imagine using that bottom row for boss meters and stuff. If you don't mind answering a question about it, though...you said that the bottom row cuts off, but by how many pixels? The tiles in your picture looked okay, and according to YY-CHR, those particular tiles have 2 pixels' worth of blank space underneath them. So are the bottom 2 pixels cut off?

Anyway, good job. I might just have to use one or both of these for my hack. (Although I'd have to figure out the best way to make the Super Status Bar compatible with LevelNames...) The stuff looks quite nice.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
So are the bottom 2 pixels cut off?

I never bothered counting the actual pixel number until now, but yes, you're right that it's cut off at 2 pixels.

It's a bad idea to use graphics with cut off pixels on that line even if it looks ok normally, because if you hit a message box, layer 3 will properly align and those pixels will show.
You can always fix the two pixel cutoff by editing this:

Originally posted by ROM map
00493 | $00:8293 | 1 byte | Misc. | How many scanlines the status bar uses during a regular level.


Epic patches nevertheless.
Yep, sure enough...I tried Ladida's hex-edit out, and it worked. (I didn't try it with the patch, but I had another way of doing it.)

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
wow, this is amazing! The ceiling generator will definately have a place in all the levels of my hack, and the status bar editor will be extremely useful, and essentially obsoletes Smallhacker's! I must ask, can it move the score counter?

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