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112: Coaster Commotion - HuFlungDu, TLMB

Complete

It's right there in my last post. No one has tested it beyond him posting an unimportant error that is fixed outside of the level. (That is, the error is unimportant to level testing, it was nice to know so I could fix it)

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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For the most part, the level seems fine to me. I'll have to go back and try it again a couple of more times before I want to solidify my standpoint on it, though.

Apart from a tiny glitch that's nearly unnoticeable, I have two complaints:


For some reason, I can't get the SMWC coins.

[no screenshot]
I think the music on the coaster parts don't fit, they seem too "boring" when you see all that action occuring on the level (I can't barely hear it!), but that might be just me.

1) As far as I can tell, those are placeholder coins, to be replaced when the level finally gets inserted (TLMB put them there, I assume that's what they are for).

2) That music is temporary. We have a very nice theme written by moose, but no one has gotten around to porting it yet (I'd give it a shot, but I don't understand AMM).


Is the tiny glitch that's nearly unnoticeable a problem with the magikoopa?

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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The coin is just a placeholder that HFD and TLMB used. It'll be replaced with the reacl SMWCoin after the level gets inserted.

The music is a common issue that's been noted since the very start. Moose made a MIDI that's more upbeat and fitting for the level, but nobody has ported it yet. At the rate all of the carnival levels are going, there's a chance of it just outright replacing Lucas'.

Level seems fine to me as well, so I'd say you're good to send in your resources for insertion.

If no one else ports the track by the time the levels are completed, I will. Just remind me when the time comes.
@HFD: No, it isn't, the glitch is with the carts, look:

(In the beggining of the level) when you're in the front cart, and escape from the first evil cart and jump on the upper trail and the two other carts behind you fall, they get hit by the evil cart on the bottom at the same time, and then when you get down, you can see the three carts falling down, and out of nowhere, a some random cart frames appear right in front of you for 1,5 seconds or so. Well, I sid it's nearly unnoticeable because the time it dures is pretty small, and it's not very likely that someone do all this proccess.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

This post is to serve as a reminder for TLMB, who claims he has an update to this level but never posted it, and this goes back even further than the YILDC being announced.

As a result, I did not touch this level when going through with adding multiple midpoints to everything else.

Originally posted by Punk Sarcophagus

Yoshi + Anti-Yoshi blocks equals EARGGGGG (coaster)
Are there anti-yoshi block graphics in the SMWCP2 rom?

Also Punk S: I've done a bit crazy things with those block in my level. I'm not entire sure what to do to prevent them other than setting it up for players to not intentionally try to glitch the system.
I wonder what a HFD opcode would do in ASM...
If you are dying on entering the level, it probably means that the sprite was inserted above bank 40. Sprites should be inserted before levels or something like that.
It's a RAM conflict with AddmusicK. Change the RAM addresses in the 7FB0xx area to 7FB1xx and it goes away. However, there are new graphical bugs that weren't there before, so I'll have to see what's going on there.

Edit: Updated ExGfx601 fixes graphics glitch for garbage above cart. For the other weird ones, SP3 needs to have a blank space at 0E. The graphics file that it used to use had a blank space there, but it's been changed so now it doesn't. It doesn't matter what graphics file is there, as long as it has a blank space at 0E.

Moving it to 7FB1xx killed some sort of table on my end, moving it to 7FB2xx seems to have fixed the issue. Thanks. ;)
Layout by LDA during C3.
Originally posted by Lightvayne
Moving it to 7FB1xx killed some sort of table on my end, moving it to 7FB2xx seems to have fixed the issue. Thanks. ;)

That's odd since I'm using the latest base ROM here. Oh well, as long as it's fixed.
About time I show up to bring you news outside the Discord server.

You might know that from way back January, Winter C3 2020, that at that time I was working on a new wooden coaster tileset for this level. Then my old PC died, I died, and recently got a borrowed PC to resume progress, until today, when I finally bought a new computer (not ready to use yet but it's here).

Well, in other words - ever since I got the borrowed PC, progress has been made, not only to this level, but the base ROM as a whole. But since this thread is about Coaster Commotion... pics here we go:



Worth mentioning that the BG was also reworked by Rilla Roo, but I didn't get it inserted yet. As for other curiosities about this revamp: the coaster cart sprite was rentirely recoded from scratch because the old one caused the ROM to crash due to some bad codes and PIXI incompatibilities. And the last section of the level was shortened quite a bit.
MK2TDS

Complete