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NGHE - Yet another potential SMW revolution

I'm trying to extract the .ips from the zip folder and I keep getting this: "Error 0x800040005: Unspecified Error". Everything else extracts properly.

#w{:<}
I haven't played around with it yet myself, but how are door transitions handled? If you have "removed" subscreens, how does the game know where an exit should go? Does it just sort of work like normal or are exits currently not working?
This looks really neat. It'd be great for that Metroid-style hack I'm working on, but I must know: are you planning on adding in some options where the game won't scroll into a screen/subscreen if there's no objects in it or it's set to not allow scrolling into it without moving into it (or at all), like Yoshi's Island and Super Metroid? For that matter, would such a thing even be possible...? I think it'd greatly enhance the patch if such a feature existed!
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Amazing!! #smw{O_O}
Would be a dream come true to make levels like that!

Originally posted by jimbo1qaz
unfriendly words about ZSNES

Let's keep that to some other thread.

Originally posted by FirePhoenix
I haven't played around with it yet myself, but how are door transitions handled? If you have "removed" subscreens, how does the game know where an exit should go? Does it just sort of work like normal or are exits currently not working?

I've removed all traces of subscreens I can, including allowing placing Yoshi coins and climbing nets over them - but I didn't touch screen exits, so they still go by the subscreen.

Originally posted by Riolu180
I must know: are you planning on adding in some options where the game won't scroll into a screen/subscreen if there's no objects in it or it's set to not allow scrolling into it without moving into it (or at all), like Yoshi's Island and Super Metroid? For that matter, would such a thing even be possible...?

If it's possible in another SNES game (which it provably is), it's possible in SMW. I'm not planning it myself (other than the ugly hack I added to level 105 to avoid spoiling the surprise too quickly), but MaxHorzPos and MaxVertPos in scroll.asm should be a good starting point if someone else wants to do it.

Also hi FPI, was that 666 intentional?
<blm> zsnes users are the flatearthers of emulation
lol, not really - actually I don't really pay attention to post counts, so if you haven't said anything I wouldn't have noticed. :)

This is amazing, I'm looking forward for more features and fixes for this! I hope FuSoYa is adding support for this to LM.
There's one thing I'm confused about: In your first post you said that the maximum width or height is 50 screens, but according to the Readme it is only 40 screens and in one screenshot you used screens 0x00 to 0x3B, meaning 60 screens total. What is the correct limit now?
.
The maximum width, with the default table locations, is 59.7 screens. The maximum height is 56 screens, since the minimum width (16) is greater than the minimum height (15).
If you move the tables to SRAM and assign 64KB for them, you can reach up to 127 screens in either direction. (Allowing the positions to reach #$8000 pixels seems dangerous, so you should end the level a few tiles away from that.)
Either way, readme edited, and a tiny performance boost added under certain circumstances. I'm not going to edit the post, since it only claims the maximum is above 50, which is true.
<blm> zsnes users are the flatearthers of emulation
*jaw drops to floor* :O

This is the definition of awesomeness. I didn't even think this was possible! Diagonal levels, spaghetti levels...

And that first screenshot could be redone to fill up the whole square?

I'm glad I read this before doing anything at all to my hack besides copying the clean ROM...
Re-registered as Roadsguy.
Originally posted by Roads1
And that first screenshot could be redone to fill up the whole square?

Correct. The only thing that would stop me is that parts of the level are unreachable (and, of course, laziness).

But I'm bored enough to paste together a couple of LM screenshots. Here it is, including all the cutoff I tried (and, as you can see to the right of the pipe in the emulator screenshot mosaic, failed) limiting to areas the player can't see.
<blm> zsnes users are the flatearthers of emulation
As others stated, that is awesome stuff you got there! It's not a revolution, though...


IT'S A SUPER REVOLUTION!


Yeah seriously, having levels like that is the sole reason why I sometimes hack YI, but it's not as customizable as SMW so it's less fun to me.

And I think FuSoYa should implement that. Seriously, if he bothered including stuff to make Mario and Luigi start on separate spots on the OW, he can implement that too! There are unused level modes that this could go in!

I'm REALLY looking forward to this! I just hope it'll be compatible with the Yoshi Player patch...

EDIT: What does NGHE mean? Are you hiding us the truth that the name is Not General Heights Ending? Hmm?
This just got to be implemented into LM some time, its just too great to be left out. Way too few people would be using this if they have to work like that in LM, the rendering is just chaotic.

Also, does midway points work such a level? ...Or was it secret exits that didn't work in vertical levels?... Can't remeber, only made like two verticals ever so.

Overall, most surprising patch I've seen in years!
Yay bumps. Whatever, this forum is rather inactive, so no harm done.

Midways work fine (at least the one in Donut Plains 1), and both exits in Star World 1 work fine as well (okay, I did get hit by a Koopa, but that's not a bug in the patch).

LM compatibility would indeed be nice, but FuSoYa has been rather inactive recently. I'm not sure what he's doing, but I'm pretty sure he'll post his opinion on this thing as soon as he finds it. (Someone did post it in the LM discussion thread, right?)

Or if he doesn't reappear within the next couple of months, maybe I'll get bored enough to pull out some more ugly shenanigans. No promises, though.
<blm> zsnes users are the flatearthers of emulation
You might as well just make Alcaro Magic and have your own SMW editor.
Originally posted by Alcaro
Yay bumps

ah, its crazy how we are in october already!
Originally posted by Alcaro
midways work fine...and both exits in Star World 1 work fine as well

Nice, altough I wasn't fully sure what I really asked for

Originally posted by Alcaro
(Someone did post it in the LM discussion thread, right?)

Yep, thats how I was brought here

Originally posted by Alcaro
maybe I'll get bored enough to pull out some more ugly shenanigans. No promises, though.

Get bored plz! No really

Like derpy said, you should get your own editor. I've always wondered why fusoya doesn't interact with this site. It would be nice to talk with the creator a bit more. But yea, he's mostly likely extremely busy
I make no SMW level editors that aren't named "Solar Spells", case sensitive.

And I probably don't make any level editors at all. Tweaking LM seems easier. p4plus2 said that FuSoYa said that LM is 50,000 lines of code, and honestly I'm not very interested in matching that.

Besides, ugly shenanigans are more mentally challenging and therefore interesting and desirable.
<blm> zsnes users are the flatearthers of emulation
It's not very customizable, though.

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Damn.

I did some crazy trick like this years back, but never got it quite working... SMW's VRAM update code is crazy. Had huge, invisible levels. Great to see someone else was finally insane enough to do it.

Now, can we combine this with the SA-1 hack? Store level data in SRAM and move the level decoding routine to SA-1... think instantaneous load times, replacing the fade out and in with something quick and zippy. Think chaining levels, loading the next room on the fly to give the illusion of a single, seamless, gigantic map, much like Pokémon does. Think about what kind of image pixel manipulation you can do with SA-1, and then apply those concepts to a map16 grid instead of a pixel grid. You hit a block and the entire level is transformed somehow.

(true, probably 90% of the load time is graphics, but no need to reload those if you're moving to another room using the same tileset...)

(also, the Ctrl+U shortcut for underline conflicts with typing Ctrl+Shift+Uxx to type things like é in Linux. :V)

(also who the fuck is this and why have they stolen my name and done nothing with it)

My method for working around lack of LM support was to load multiple levels at once. Instead of "clear map16, decode level 100" it does "clear map16, decode level 100 to address x, decode level 101 to address y, decode level 102 to address z...", so each level decodes to a different row of the giant area, a row whose height is the former height of a level.

With that of course you severely reduce the number of level slots, but you could go further and patch the routine to not stop when it hits the normal "end of level data" marker, but treat that as "begin next row data" marker, then save your levels to MWL files (aren't those just dumps of the level data?) and insert them in series... still a little more work, you would have to design each row as a separate level in LM, probably in a copy of the ROM, but save it to MWL file instead, then a program inserts all the MWL files where that level's data would be.

Or extend the level data pointer table to have more than 512 entries, so when you load level 007, for the second row, the game is actually decoding "level 207", and the third row "level 407", and so on. Still the game only really knows about up to level 1FF, you can't point an exit to level 207, but it just adds 0x200 to the index when reading the pointer table for the next row. Possibly you could then patch LM to allow loading and saving levels past 1FF, so you could edit each row directly as a separate level.

Or Fu could just release the source code and I could expand upon it and make LM better than you could imagine and we'd never have this kind of silly problem again. But that's not going to happen. :V Anyway, proper support from LM is basically the only real hope this hack has for being used by more than a couple insane geniuses, which is a damn shame, someone puts all the effort to make an incredible hack that can revolutionize SMW hacking, and whether it lives or dies depends on a single person's whim, who doesn't even keep contact... with open source we wouldn't have such a problem. oh well...
Renamon is best pony.