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ASM Projects show-off thread

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That is beautiful. Are you planning to release this? How many hijacks did you have to make? And is there a way to hardcode sprites to a certain general area (for example, if I'm making a mine cart sprite and want to ensure that it goes over top of the player)? Also, I noticed that there are 12 sprites on the screen, even though SMW normally has only 10...is that a side effect or a separate code?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Are you planning to release this?

Yes and no. I plan on putting it in my file bin when I'm certain all the bugs are worked out. I am not, however, going to get it to the point where it's submittable; I don't care about the credits, original bosses, etc, and it'd take some work to get them compatible. Plus it's not compatible with custom sprites without modifying their graphics routines to use the new indexing.
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How many hijacks did you have to make?

Way too many.
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And is there a way to hardcode sprites to a certain general area (for example, if I'm making a mine cart sprite and want to ensure that it goes over top of the player)?

Of course. There's six "tiers" of sprite priority:

- Really really high: item box item, bonus stars
- Really high: projectile type sprites
- High: Anything else intended to above mario/yoshi
- Mario
- Yoshi
- Normal: Anything else

You can draw sprite tiles to any of those (except mario/yoshi, obviously), and they'll be ordered and placed in the real OAM accordingly.
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Also, I noticed that there are 12 sprites on the screen, even though SMW normally has only 10...is that a side effect or a separate code?

There's 12 slots but no level setting will allow those last two normally. I changed that :) (side note: fireballs don't even check collision with the last two... that was annoying to figure out)
So how is that different form the limitless sprite patch? Just allows the whole ram and a sorting algorithm? Also I thought most custom sprites use JSL routines to get the oam index. I guess the problem is they attempt to write to it continuously.
Your layout has been removed.
Originally posted by KilloZapit
So how is that different form the limitless sprite patch? Just allows the whole ram and a sorting algorithm?

Yeah sorta. It's just the logical conclusion of those sorts of patches. No sprite tile limits and such fudges with the OAM; I completely redid it.
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Also I thought most custom sprites use JSL routines to get the oam index. I guess the problem is they attempt to write to it continuously.

Most sprites (this includes custom sprites) have their OAM pre-set as part of the sprite setup before calling their routines. SMW normally divides out the upper half of the OAM depending on the sprite header, thus reserving each sprite a certain number of tiles to work with. Sprites rarely use all those tiles, meaning a ton go unused.
I think the JSL you're thinking of is Getdrawinfo, and it just sticks the OAM index set in the sprite setup in the y register.


EDIT: Here we are, use at own risk.
Well can you could make getdrawinfo put it somewhere else right?
Your layout has been removed.
Originally posted by Kaijyuu
There's 12 slots but no level setting will allow those last two normally. I changed that :) (side note: fireballs don't even check collision with the last two... that was annoying to figure out)


Actually the last two slots are for your reserve item (when falling) and items which come out of blocks (except Yoshi).
Your layout has been removed.
Do those last two use fixed slots, or is it just it makes sure two slots are always free for them?
Your layout has been removed.
Custom powerup: superball

next will most likely be a meele weapon powerup(not sure which)
Originally posted by Bio
Custom powerup: superball

next will most likely be a meele weapon powerup(not sure which)

is it an extended sprite or regular sprite? (and if it's extended, how did you do block interaction?) it's really neat.

extended

the method is used for interrection is very hackish(basically, I just NOT X or Y speed on contact), I will try to do a more proper one in the near future
Originally posted by Ixtab
Originally posted by Bio
Custom powerup: superball

next will most likely be a meele weapon powerup(not sure which)

is it an extended sprite or regular sprite? (and if it's extended, how did you do block interaction?) it's really neat.


Block interaction is really easy... since the routines are already available somewhere, with an explanation on how to use them. Actually I used it for my C4's a long time ago. If I don't have it in my asm.asm document, look at Jagfillit's powerup C3 stuff.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Super Slide Fail 64

No really, the fail was so funny I decided to include it in video. Otherwise, I show pretty boring sliding ala Super Mario 64. It was more interesting in YI or SM64 in my opinion. Oh, well...

Includes Fail Cam™ to improve your SM64 like gimmick experience.

Originally posted by Bio
Custom powerup: superball

Pretty nice, but it seems pretty problematic to use, and if I would be playing your hack, I probably would use flowers instead of this, if possible. The enemies are pretty rarely in sky to use this. And even if those are, it's hard to count distance (especially if enemy moves fast).
EPIC FAIL...
Need some works...
Originally posted by Roberto zampari
EPIC FAIL...
Need some works...


Sure there are problems with the slide, but one can learn just as much from their failures as their successes.

Hey, Mister Glitch.Mr, what does the slide do when you pan camera to the right, instead of the left?


Other Submissions of mine!
Wow, what was I thinking.
Supposed to be: A block that is solid to Mario and passable to sprites. It is supposed to shoot fireballs in Mario's direction when a sprite passes through it.

What it is: A block that is solid to Mario, and eats sprites, leaving behind two blocks of garble and sometimes eating the game too!
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
It'd probably help if I didn't copy-paste the Magikoopa's aiming routine from chdata's asm.asm...
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
I make'd custom bosser

Video
is good???

Edit: Replaced the screenshot.
Edit 2: Made it more obvious that there's a video in here.
<blm> zsnes users are the flatearthers of emulation
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