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133: Reverse Universe - Aja

Complete

Originally posted by aj6666
Now, if I could find that sprite that reverts the controllers...


Why waste an entire slot on it when it's a relatively simple code you can put in levelASM?

Code
LDA $7E0015	;first we load the address of the movements of mario
CMP #$01	;if it is going to right (01)
BEQ ChangeL	;he will walk to the left (00)
CMP #$02	;and vice versa
BEQ ChangeR	;
RTS
ChangeL:
LDA #$02
STA $7E0015
RTS
ChangeR:
LDA #$01
STA $7E0015
RTS


I actually think it's poorly written but whatever, I just found it from a block in the blocks section.

On another note, I dislike the brown color you have in the background. :\
Originally posted by Iceguy
I actually think it's poorly written but whatever, I just found it from a block in the blocks section.

Indeed; using CMP with any bitwise address is almost always a terrible idea, to the point where I'm somewhat surprised the block got accepted in the first place. Fixed version:

Code
LDA $15
AND #$03
BEQ .Return
LDA $15
EOR #$03
STA $15
.Return
RTS

My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Code

It worked, Thanks. By the way, I'd appreciate if you could also give me a code that reverts the up and down botons too.

I decided not to invert the gravity/screen, instead of that, I will make the whole level upside down, meaning the ground will be the ceiling and the clouds will be the ground, like this:


(again, this is just to show, it won't be an actual fragment of the level.)

I took the cloud ledges from the world 6 tileset. And yes, the BG will be turned upside down too, and the level will be from left to right. About the BG color, I didn't really liked it either, so I changed it, I don't have any screenshots now though.

Also, here is the list of custom "reverted" sprites I'm planning to use:

- Anti-Boo
- Bone pile (pretty much like a reverted dry bones).
- Ceiling spiny (I thought this sprite existed, but apparently I'll have to request it)
- Floor Swooper bat (I will have to request this one too).
- Upside down jumping piranha plant (same).

Also, as I stated in the OP, I will be using ordinary sprites like goombas and koopas that will be walking backwards, and I'll also use upside down piranha and venus plants.
Would this work as a Floor Swooper bat? All it required was editing 3 simple things from the existing disassembly (I may make this into a patch so it uses the extra bit sometime). Here's the download link if you want this anyway.

E: Here are the Piranha plants. They are a little faster than the original SMW ones but I can't be bothered to figure out why.

E2: Here, have some bone piles. I am not sure what exactly you intended so I made 2 versions of them. One is a regular bone pile that assembles into a Dry Bones after a defined amount of time while the other one is a regular bone pile that assembles into a Dry Bones when it's within a defined range.
Originally posted by aj6666
By the way, I'd appreciate if you could also give me a code that reverts the up and down botons too.

Easy enough:

Code
LDA $15
AND #$03
BEQ .DontInvertHorz
LDA $15
EOR #$03
STA $15
.DontInvertHorz
LDA $15
AND #$0C
BEQ .DontInvertVert
LDA $15
EOR #$0C
STA $15
.DontInvertVert
RTS

My YouTube channel
Get the official ASMT resource pack here!

Thanks to both.

Iceguy, the sprites work fine, but there's a problem with the jumping piranha plant's graphics, there are some weird things around its mouth: screenshots here. The only thing I need now would be a ceiling spiny that would fall when Mario comes near, for some reason I thought this was an existing sprite, but I can’t find it.

I'll start designing the first segment of my level now.
I honestly don't know why that issue occurs; I thought it would be an issue with the graphics because I don't get that garbage when using SMW's original GFX for it. It could also be a problem with the diassembly I used, dunno. I'll look into it later and post a fix if I can.
Looks like the tile 369/383 bug. Normally the 69+83 fix patch fixes that, but this is a custom sprite, and I don't think it'll have any effect on those.
<blm> zsnes users are the flatearthers of emulation
Yep, that was it. Here's the fixed .asm file.

Edit: I've made a reverse spiny, but there's one problem with it which I can't seem to fix: It'll continue to scuttle in air if it walks off a ceiling. Here it is anyway. If I do fix it, I'll probably just reupload it.
Thanks again. I guess I can start desining the level with the current version of the sprite. Tell me when you fix it though.

Edit: I just tested it and it doesn't seem walk on the ceiling, it falls as soon as it appears on the screen.
I decided not to use the ceiling spiny because it's not the exact opposite of the normal spiny, so I'll just use a backwards walking spiny instead.

Also, I've done the first half of the level, so here's an IPS patch. The level ends at the midway point, and there are two SMWC coins, but I won't tell you where they are because I want to know if they are hard enough to find.

Played the level, and I like the idea behind it however, some of the jumps you have to make, specifically off the note blocks may be a bit too hard. After about 10-15 deaths, I finally had to cheat by switching the controls in ZSNES just to get by. I found both of the SMWC after searching around a bit, I think the first one is fine but I didnt see a way to get the 2nd one yet which I suppose you may be still working on.

There also seems to be a glitch where the drybone will (sometimes) quickly regenerate right after stomping on it, and othertimes it will be normal.

Other than that, good job so far. ^_^
Layout by LDA during C3.
I'll make the note block segmented a little easier, but I won’t lower the difficulty too much because this is a world 9 level and it's supposed to be hard. The second SMWC coin can be reached if you find the invisible note block that is just above the midway point.

About the dry bones, that's probably a bug with Iceguy's sprite, so I guess I'll talk to him about it.
Originally posted by aj6666
I'll make the note block segmented a little easier, but I won’t lower the difficulty too much because this is a world 9 level and it's supposed to be hard.


He's right. Even with the reversed controls, the level has to really challenge the player in terms of level design.

As for the level itself, my opinion is pretty much the same as Lightvayne's. I was able to get across most segments after getting used to the reserved controls except for the one note block segments which I honestly thought was a little too unfair. Again, I know it's supposed to be World 9, but it felt cramped in the note block jumping area I mentioned.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Hey, wasn't there a Bone Pile sprite on the sprites section? Because you could use it.
I've replaced some of the note blocks with platform sprites, I think that should do it.

@Mario's hat, I've tried using sonniku's bone pile but it takes to much time to get up. In the worse case, I guess I can use the original dry bones.
Originally posted by aj6666
@Mario's hat, I've tried using sonniku's bone pile but it takes to much time to get up. In the worse case, I guess I can use the original dry bones.

Did you try using the one(s) I posted above? One assembles into a Dry Bones once it's within a specific range and the other assembles into a Dry Bones after a defined amount of time. At least one of those should work for you.
The one I'm using right now is the one that assembles within a specific range, which is the one that assembles too fast if Mario is near of it after I smash it. The other one (the one that assembles after a certain time) takes too long to assemble, and that's why I'm not using it, I guess you should make it so it assembles a little faster.

Also, I'm almost done with the second half, I hope I can post a second IPS before monday.
I just realised Sonikku made a similar sprite now and his works a bit differently from my one. I based mine on the disassembly, while his is a custom sprite that assembles into the Dry Bones when you approach it. I added some defines to his version so it should be configurable now. Here's the .asm file of it. You can still use his .cfg file.
Ok then, here's the Second IPS, with the complete level.

Complete