You are viewing an archive of Victory Road.
Victory Road closed on January 8, 2018. Thank you for making us a part of your lives since 2006! Please read this thread for details if you missed it.
THINGS DONE/TO DO:
OVERWORLD: 100% ==========
LEVELS: 10% =---------
MUSIC: 12% =---------
CODE: 82% ========--
GRAPHICS: 26% ==--------
CURRENTLY WORKING ON:
World 2, with OMGITSJAD
STUFF PEOPLE DID:
Project Coordinator:
Graphics Design
Level Design
Overworld Design:
Music:
Coding:
Beta Testing:
Ideas:
LEVEL IDEAS:
Yellow numbers mean the level has one exit, red numbers mean it has two exits, and other colours mean the level is a Switch Palace of the colour displayed. Additionally, blank entries are undecided, black entries are unfinished, and green entries are the names of the finished level, along with it's creator's name in brackets.
| 0: N/A (Used as Placeholders for the Pipes) |
| 1: Intro on a Roof [randoguy101] (Sonic the Hedgehog Game Gear: Bridge Zone) |
| 2: A Cat's Message [randoguy101](Kirby's Amazing Mirror: Candy Constellation) |
| 3: Rooftop Relay Race [randoguy101] (Kirby Air Ride: Tac Challenge) |
| 4: Blinding Exhaust [randoguy101] (New Super Mario Bros.: Ghost House) |
| 5: Split Paths [randoguy101 and OMGITSJAD] (Super Mario RPG: Docaty Mountain Railroad) |
| 6: <3 LEAF <3 [randoguy101] (Pikmin 2: Boss Battle) |
| 7: lol [OMGITSJAD] (Mega Man 10: Pump Man) |
| 8: VRCP [randoguy101] (Silence) |
| 9: Fan/Wind level |
| A: Enemy factory |
| B: |
| C: |
| D: N/A (Used as Placeholders for the Star Warps) |
| E: Birtic's Bad Code [randoguy101] (Sonic the Hedgehog: Spring Yard Zone) |
| F: |
| 10: Boss Battle against LiteTheIronMan [randoguy101] |
| 11: |
| 12: Swimming in Green Liquid [randoguy101] |
| 13: CP of World 3 [randoguy101] |
| 14: Automatic Level [randoguy101] |
| 15: |
| 16: Boss Battle against Floatzel [randoguy101] |
| 17: Yoshi Level |
| 18: |
| 19: |
| 1A: CP of World 4 [randoguy101] |
| 1B: |
| 1C: |
| 1D: Boss Battle against Yoshi648 [randoguy101] |
| 1E: |
| 1F: |
| 20: Smelly Stuffz |
| 21: |
| 22: |
| 23: |
| 24: Randomized Level [randoguy101 and OMGITSJAD] |
| C5: Intro Level [randoguy101] |
| C7: Title Screen [randoguy101] (Super Mario World: Here We Go!) |
| 101: |
| 102: Boss Battle against Sunny [randoguy101] |
| 103: |
| 104: |
| 105: |
| 106: |
| 107: CP of World 6 [randoguy101] |
| 108: |
| 109: |
| 10A: Boss Battle against Alakazamaster (Pokemon R/B/Y: Wild Pokémon Battle) [randoguy101] |
| 10B: |
| 10C: |
| 10D: |
| 10E: |
| 10F: |
| 110: |
| 111: Splash Cave [randoguy101] |
| 112: |
| 113: CP of World 7 [randoguy101] |
| 114: Boss Battle against Velociraptor78 [randoguy101] |
| 115: CP of World 8 [randoguy101] |
| 116: |
| 117: |
| 118: |
| 119: |
| 11A: |
| 11B: Boss Battle against OMGITSJAD and randoguy101 [randoguy101] |
| 11C: CP of World 9, Boss Battle against piexing [randoguy101] |
| 11D: |
| 11E: |
| 11F: |
| 120: Boss Battle against Cat333Pokémon (Pokémon G/S/C: Champion Battle) [randoguy101] |
| 121: Credits [randoguy101 and OMGITSJAD] |
| 122: |
| 123: |
| 124: |
| 125: |
| 126: |
| 127: |
| 128: |
| 129: |
| 12A: |
| 12B: |
| 12C: |
| 12D: |
| 12E: |
| 12F: |
| 130: |
| 131: |
| 132: |
| 133: |
| 134: |
| 135: |
| 136: |
| 137: |
| 138: |
| 139: |
| 13A: |
| 13B: |
Well, this is what I've been doing for the last three months.
Even though there is alot of amazing and better stuff to show, I'm just going to give you a small block I created to show my knowledge of SMW's coding language, 65c816 Assembly.
EDIT: I fixed the problem where you could only use the block once, disregard that part.
This is the code for the block. The semi-colons represent comments.Code:JMP Mario : JMP Mario : JMP Mario : JMP Return : JMP Return : JMP Return : JMP Return !Coins = $19 ;The number of coins needed to spawn the sprite. Note that it checks the amount of coins in hexadecimal. Currently set to 25 coins. !State = $01 ;State the sprite will be in. The default state is #$01 !Sprite = $80 ;Sprite to spawn. Currently set to create a key. !Sound = $02 ;What sound to play when you recieve your item. !Bank = $1DFC ;What bank to load your sound from. Mario: LDA $0DBF ;\Check if the current player has X coins CMP #!Coins ;/ BPL SpriteCheck ;If he has the aforementioned amount of coins or more, continue the code LDA $58 ;\Check if block has been passed CMP #$01 ;/ BEQ Return ;If so, skip the death routine JSL $00F606 ;Otherwise, kill him. LDA #$2A ;\Also, play a sound effect STA $1DFC ;/ STZ $0DBF ;Also also, set coins to zero, to avoid puzzle breaking RTL ;I am a mean block designer SpriteCheck: LDX #$0B ;setup loop Thing: LDA $14C8,x ;\If sprite being checked is non existant... BEQ DecreaseSlotNo ;/Decrease slot number LDA $9E,x ;\Check if sprite is what we're looking for CMP #!Sprite ; |What sprite to look for BEQ Return ;/If so, don't spawn the sprite DecreaseSlotNo: DEX ;Decrease loop counter BPL Thing ;If there are sprites left to check, continue to loop. ;If this code is run, that means the sprite doesn't exist. Therefore, we spawn a new one. (Thanks for the help, YCZ!) JSL $02A9DE ;\Find a free slot for the sprite BMI Return ;/If none, don't spawn. PHX ;Preserve X TYX ;Transfer Y to X. LDY #$00 ;\Y is also used to determine what Map16 tile a block acts like LDA #$25 ; |So I had to reset it here to make sure the tile still acts like tile 25. STA $1693 ;/Darn index registers. LDA #!State ;\What state to put the sprite in. (eg: active, stunned, kicked, etc) STA $14C8,x ;/Check this address in the RAM map if you still don't understand. LDA #!Sprite ;\What sprite to create. STA $9E,x ;/ JSL $07F7D2 ;Load sprite settings LDA $94 ;\ STA $E4,x ; | LDA $95 ; | STA $14E0,x ; | Spawn at Mario's position LDA $96 ; | STA $D8,x ; | LDA $97 ; | STA $14D4,x ;/ PLX ;Index Register 2: Return of X LDA #!Sound ;Sound Effect STA !Bank ;Sound Bank for sound effect. LDA $0DBF ;\ SBC #!Coins ; |Lose the predetermined amount of coins. STA $0DBF ;/ LDA #$01 ;\Lets the game know the block has been passed STA $58 ;/ RTL ;End wall of text Return: RTL ;Do nothing
So yeah, just thought I'd show you guys. I might post some of my other stuff later.
(Hopefully this is in the right forum...)
3 – piexing, Cat333Pokémon, DashArmyThis is LevelASM. This code only runs in one level, meaning you can have as many gimmicks as you want. This is basically just a bonus room, but I'm pretty happy with it.
level1: LDA $0F31 ;\ BNE Skip ; | LDA #$01 ; |ZOMG TIMER STA $0F31 ; | STZ $0F32 ; | STZ $0F33 ;/ Skip: RTS ;End of Code levelinit1: LDA #$D0 ;\Make level VERY slippery STA $86 ;/ LDA #$01 ;\Mario flash a bit STA $71 ;/ LDA #$03 ;\Give Mario a cape STA $0DC2 ;/ RTS level25: LDA #$FC ;\ALWAYS P-BALLOON STA $1891 ;/ STA $0F29 ;\ STA $0F2A ; | STA $0F2B ; |DELETE SCORE STA $0F2C ; | STA $0F2D ;/ LDA $58 ;\If the first digit is greater than or equal to 0A CMP #$09 ; | BPL IncSecDigit ;/Set the second digit BRA StatusDisplay ;Otherwise, skip this code IncSecDigit: CLC ;\ SBC #$08 ; |Subtract 8 from the first digit STA $58 ;/ INC $5C ;Add one to the second digit StatusDisplay: LDA $58 ;\Display the first digit on the status bar STA $0F2F ;/ LDA $5C ;\Display the second digit on the status bar STA $0F2E ;/ LDA $5C ;\ CMP #$02 ; |Once you've collected twenty of them, end the level BEQ EndLevel ;/ RTS ;Otherwise, end the code EndLevel: ;END LEVEL ROUTINE LDA $79 ;\Skip the sprite creation if it has been done already BNE Return ;/ JSL $02A9DE ;\Find a free slot for the sprite BMI Return ;/If none, don't spawn. PHX ;Preserve X TYX ;Transfer Y to X. LDA #$01 ;\What state to put the sprite in. STA $14C8,x ;/ LDA #$4A ;\What sprite to create. STA $9E,x ;/ JSL $07F7D2 ;Load sprite settings LDA $94 ;\ STA $E4,x ; | LDA $95 ; | STA $14E0,x ; | Spawn at Mario's position LDA $96 ; | STA $D8,x ; | LDA $97 ; | STA $14D4,x ;/ PLX ;Index Register 2: Return of X LDA #$01 ;\Lets the game know the sprite has been created STA $79 ;/ Return: RTS ;End of code
JMP Mario : JMP Mario : JMP Mario : JMP Return : JMP Return : JMP Return : JMP Return Mario: INC $58 ;Add one to the counter. Return: RTL
Double post for my thing.
This is YY-CHR, the graphics editing program. I could go into depth about how it works, but instead I'll just get straight to the point of this post.
I'm currently working on a game. Kind of a simple game, but then again, not so much. The game won't have a billion gimmicks in it or anything (coughgalaxycough), but the gimmicks it DOES have will be amazing/fun/both.
The name of the game?
The aptly titled Ramboguy makes a game, featuring peeps from the forum, as well as a few injokes (Shaymin). The point? To defeat this Ramboguy jerk who is apparently ruining your life by hitting the sleep button on your alarm in the morning or something. The plot is VERY underdeveloped, as you can see, but the main focus is going to be FUN. And humour. But mostly fun. Anyway, you guys can offer suggestions and whatnot of what I should put into the game, though I have most of the major stuff done (overworld). Updates shall come up eventually, and when I finish the player graphics I'll definitely post a video!
1 – piexingThis is a very vague preview of a Pokemon-style boss:
LDA $7C ;\Load the move randomizer flag INC A ;/Add one to it CMP #$04 ;\If it's under 5 BNE Return ;/skip this code STZ $7C ;Otherwise, set it to 1 Return: RTS ;End of Code
1 – piexing
1 – piexing
1 – piexingSmall update for the lulz:
|
Originally Posted by randoguy101
(when you get all the switches you gain access to a room containing the hardest bosses all in the same room, no healing. After you beat them, you go through an annoying maze to get to the goal, which is an HM for Splash)(This is neccisary to beat the final boss, who is allergic to water)
|
1 – piexing
1 – piexingSHAYMIN!!!
1 – piexingOh boy, huge update.
header
lorom
;;;;;;;;;;;;;;;;;;;;;
;;Awesome Hex Edits;;
;;;;;;;;;;;;;;;;;;;;;
org $00913F :MARIO START! Fix
db $34
org $009170 :MARIO START! Fix
db $F4
org $00A439 ;Branches to RTS. Probably used to skip a routine that makes Paratroopa's wing tiles get overwritten.
db $80,$43
org $019BC1 ;Jumpin' Pirannah Fix
db $69,$69,$C4,$C4,$69,$69
org $019C25 ;Springboard fix
db $69,$69
org $01C545 ;Disable Item Box
db $EA,$EA,$EA
org $02AC18 ;Fixes the silver P-switch glitch by always skipping code, which apparently messes the P-Switch up.
db $80,$2E
org $02AD4D ;10 point fix
db $69,$69,$69,$69
;;;;;;;;;;;;;;;;;;;;;;;;
;;SMB3 Powerdown Patch;;
;;;;;;;;;;;;;;;;;;;;;;;;
org $00F5F8
JML Main
org $1fb000 ;the SNES adress the code will be inserted to this can be changed to anywhere in the ROM area
db "STAR" ;\
dw $0080, $FF7F ;/ A RATS tag used to protect 80 byte
Main:
LDA $19 ;\
CMP #$02 ; |If Mario has a flower or cape
BCS to_super ; |then jump to Big Mario code.
STZ $19 ; /set Mario to normal ($00)
LDA #$01 ; \ Play Mario Shrink
STA $71 ;/Animation
LDA #$29 ; |Time to play Animation
JML $00F61D ; Jump back
to_super: ;\
LDA #$01 ; |Set Status
STA $19 ; /To Big
LDA #$0C ; \ Play another sound
STA $1DF9 ; / that is closest to SMB3 sound
JSL $01C5AE ; \This is the 'get cape' animation, for the smoke puff
LDA #$11 ; /and we play it for a very short time
JML $00F61D ;| Jump Back
;;;;;;;;;;;;;;;;;;;;;;;;;
;;YI Flutter Jump Patch;;
;;;;;;;;;;;;;;;;;;;;;;;;;
TTFJ = $0661 ;[T]ime [T]o [F]lutter [J]ump
FJR = $0662 ;[F]lutter [J]ump [R]est
FC = $0663 ;[F]lutter [C]arry
org $34B64 ;;change this to free space in rom
macro RATS_start(id)
db "STAR"
dw RATS_Endcode<id>-RATS_Startcode<id>
dw RATS_Endcode<id>-RATS_Startcode<id>^#$FFFF
RATS_Startcode<id>:
endmacro
macro RATS_end(id)
RATS_Endcode<id>:
endmacro
lorom
header
;Disable L/R scrolling
org $34B64
org $00CDF6
BRA lrSkip
org $00CE49
lrSkip:
;Hijack the status bar routine
org $008F49
JSL NewRoutine
org $34B64
%RATS_start(0)
NewRoutine:
LDA $77 ;(in order)Doesn't work if not in air, swimming, climbing, or on yoshi
AND #$04 ;On the ground?
BNE Reset ;Exit
LDA $75 ;Swimming?
BNE Reset ;Exit
LDA $74 ;Climbing?
BNE Reset ;Exit
LDA $187A ;On Yoshi?
BNE Reset ;Exit
LDA $1499 ;temperarily stops when facing screen
BEQ NoReturn
JMP Return
NoReturn:
LDA TTFJ
BEQ NoFlutter ;If the player isn't flutter jumping then don't apply its effects
DEC FC ;boost more
LDA FC ;load boost amount
STA $7D ;apply boost
DEC TTFJ ;decrement flutter jump counter
BRA Fluttered ;don't run the resting code if we're flutter jumping
NoFlutter:
LDA FJR ;Is there still rest time to take care of?
BEQ NoRest ;Nope, skip
DEC FJR ;Yes, decrement the rest timer
NoRest:
Fluttered:
LDA $16 ;change these two lines to alter which button you want to press. controller values are in the RAM section of smwcentral.net
CMP #$80
BNE Return
STZ $140D ;remove this line if you don't want to allow mario to flutter while spin jumping (without this, mario spin flutters)
LDA FJR ;Are we resting?
BNE NoCheck
LDA #$16 ;How long to flutter jump
STA TTFJ
LDA #$F8 ;Starting Y speed for flutter jump
STA FC
LDA #$16 ;How long to rest afterwards
STA FJR
LDA #$09 ;What sound to play (list of sounds at http://www.smwcentral.net/?p=thread&id=6665)
STA $1DF9 ;Sound Bank to use
NoCheck:
BRA Return
Reset: ;Stop the flutter jump
STZ TTFJ
STZ FC
BRA Return
Return:
LDA $0DBE ;Don't mess with this part of code
INC A
RTL
%RATS_end(0)
;;;;;;;;;;;;;;;;;;;;;;
;;Ground Pound Patch;;
;;;;;;;;;;;;;;;;;;;;;;
org $029C09
db $20 ; Fix ground pound Y pos.
org $F60A
JML MarioDie
org $00A21B
JSL Routine
org $1286B9
!CodeSize = Ending-Routine
db "STAR"
dw !CodeSize-$01
dw !CodeSize-$01^$FFFF
Routine:
;---------------------
LDA $1493
LDA $73 ;/ Or if you are ducking..
ORA $187A ;\ Or if you are on Yoshi.
BNE fgsjal
LDA $77
AND #$04 ;/ If Mario's on the ground..
BNE CheckStomp ;\ Check for the pound flag.
LDA $0660 ;/ If the RAM is already set,
BNE fgsjal ;\ Skip (prevent multiple button presses).
LDA $18
AND #$80 ;/ Only works if you press the X button.
BEQ fgsjal
LDA $43 ;\ Set sound when pound activated.
STA $1DFC
STZ $7D ;/ Temporarily freeze X
STZ $7B ;\ And Y speed.
LDA #$0D
STA $18BD ;\ For a defined period of time.
LDA #$01
STA $140D ;/ Set spin jump flag...
LDA #$20
STA $149B ;\ Set palette change...
LDA #$28
STA $7D ;/ Set speed on coming back to ground..
LDA #$01 ;\ And set the pound flag on.
STA $0660
BRA fgsjal
CheckStomp:
LDA $0660 ;\ If the flag hasn't been set..
BEQ fgsjal ;/ Skip.
CMP #$FF
BEQ Clear ;\ Clear flag (for the block).
LDA $77 ;/ Skip if in air again.
AND #$04
BEQ fgsjal
LDA #$37 ;\ Set Pound SFX...
STA $1DFC
JSL $0286BF
Clear:
STZ $0660
fgsjal:
LDA $16 ;\ Part of the
AND #$10 ;/ Hijacked code.
RTL
MarioDie:
STZ $0660
LDA #$09
STA $1DFB
JML $00F60F
Ending:
;;;;;;;;;;;;;;;;;;;;;;;
;;Classic Koopa Patch;;
;;;;;;;;;;;;;;;;;;;;;;;
org $37B000 ; POINT THIS TO FREE SPACE!!!!!!!!
!CodeSize = EndNewRt-UnStun ;\
db "STAR" ; RATS TAG.
dw !CodeSize-$01 ; DO NOT REMOVE.
dw !CodeSize-$01^$FFFF ; !!
UnStun: ; Do not change label name.
CMP #$11 ; Check if sprite = Buzzy Beetle
BEQ BuzThrBluKpa ; Branch if it is
CMP #$04 ; Check if sprite = Green Koopa
BCC LessThanGrKpa ; Branch if less
CMP #$08 ; Check if sprite = Yellow Koopa. Change this to #$08 if don't want the Koopa to flash.
BEQ YellowKpa ; Branch if it is. Delete this line in conjunction with the above if you don't want the Koopa to flash.
BCC BuzThrBluKpa ; Branch if less.
LessThanGrKpa:
JML $0196AF ; If none of these, return to old routine.
BuzThrBluKpa:
JML $0196CB ; Unstun.
YellowKpa:
JML $01968B ; Become invincible
StunRoutine:
CPY #$0F ; Check if sprite = Goomba
BEQ GmbThrYelKpa ; Branch if it is
CPY #$04 ; Check if sprite = Green Koopa
BCC LessThanGreenKpa ; Branch if it is less
CPY #$08 ; Check if sprite = Yellow Koopa
BCC GmbThrYelKpa ; Branch if it's 04-08
LessThanGreenKpa:
JML $01AA1C ; Go back to old routine.
GmbThrYelKpa:
JML $01AA28 ; Stun #$FF frames.
EndNewRt: ; Do not change label name
org $0196AB
JML UnStun ; New routine. Originally, here was checked
; if sprite was a Buzzy Beetle or not.
org $01AA18
JML StunRoutine ; Which sprites have a long stun timer.
2 – piexing, Velociraptor78
1 – piexing
1 – piexingPLOT:
INTRO: Some dude named Ramboguy posed as Birtic and spoiled Beta 6 under her name, and now she is banned. Not only did Birtic get banned, she also missed the 210000th post because of it! Now she's REALLY angry, so Birtic must defeat him and talk to the mods about the ban!
WORLD 1: Birtic needs to break into a factory, but the door is locked, so she climbs up the building and goes in via a smokestack.
WORLD 2: Now that she's in, she must find and shut down the proxy protecting Ramboguy.
WORLD 3: Birtic finds a Buizel, and she tries to ask it for help, but it runs away. Birtic needs to catch this Buizel so it can help her.
WORLD 4: Birtic continues on her adventure, with the help of a freindly (but shy) sea weasel.
WORLD 5: It starts to rain, so Birtic decides to climb the sky to where it's not rainy.
WORLD 6: Now that the rain has cleared up, Birtic climbs back down, and finds herself in a spooky cemetery.
WORLD 7: Out of the cemetery, Birtic finds a large volcano. This must be Ramboguy's hiding place! She begins to scale the mountain.
WORLD 8: VOLCANO INVESTIGATION!!!!
WORLD 9: Finding a portal, Birtic enters it. She finds herself in a strange void. Could this be it?
1 – piexingA basic frame of the Pokemon style boss for World 6.
The Layer 3 Text (BIRTIC used Slam!) and most of the data changes (30% chance of SpDEF falling after Psychic is used) haven't been added yet.
!FreeTimer = $58 ;Incremented every frame in NMI (NOTE: This has to be edited) !FreeFlag = $5C ;Best used for flags, as it is STZ'd during NMI (NOTE: This has to be edited) !FreeRAM = $60 ;\ !FreeRAM2 = $61 ; | !FreeRAM3 = $62 ; |Not edited anywhere; as such, it can be used for anything !FreeRAM4 = $63 ; | !FreeRAM5 = $7C ; | !FreeRAM6 = $87 ;/ !PermaRAM = $79 ;This RAM isn't cleared on Overworld load or Level load. As such, it carries over levels. LevelA0: ;Battle with Alakazamaster: Pokemon Style battle ;---LEVEL RAM DETAILS---; ;FreeTimer: Used to 'randomize' the opponents moves. Hard for the player to trigger a certain move, as it changes every frame. ;FreeFlag: Determines whether or not the player has chosen a move. ;FreeRAM: Determines which move the player chose. ;FreeRAM2: The opponent's SpATK ;FreeRAM3: The opponent's SpDEF ;FreeRAM4: The player's SpATK ;FreeRAM5: The player's SpDEF ;FreeRAM6: Status changes timer, so it can be 'randomized'. ;PermaRAM: Currently Unused LDA !FreeTimer CMP #$04 ;\ BMI SkipSTZ ; |End FreeTimer at 4 STZ !FreeTimer ;/ SkipSTZ: LDA !FreeFlag ;\Check if the player chose a move BNE A0 ;/If not, end code JSR OpponentMove ;Opponent's attack JSR PlayerMove ;Player's attack JSR FlagFix ;Set everything so it can be used again A0: RTS ;End of code OpponentMove: ;Insert a bunch of text display on Layer 3 here LDA !FreeFlag ;\Use Calm mind BEQ UseCalmMind ;/ CMP #$01 ;\Or Psychic BEQ UsePsychic ;/ CMP #$02 ;\Or Shadow Ball BEQ UseShadowBall ;/ ;Text Display ;Or Energy Ball ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseCalmMind: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UsePsychic: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseShadowBall: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine PlayerMove: ;Text displaying stuff lololol LDA !FreeRAM ;\If the player chose Bounce, use it BEQ UseBounce ;/ CMP #$01 ;\If the player chose Slam, use it BEQ UseSlam ;/ CMP #$02 ;\If the player chose Growth, use it BEQ UseGrowth ;/ LDA $19 ;\If the player has a cape CMP #$02 ; |and chose the fourth move BEQ UseRapidSpin ;/use Rapid Spin ;Text Display ;Otherwise, use Ember ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseBounce: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseSlam: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseGrowth: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseRapidSpin: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine FlagFix: ;Stuff ;Comments about what I'm doing RTS ;Return from Subroutine
1 – piexingDouble post because I can start working on the game again, yay.
Also, in VRC Toto brought up the idea of music, which I honestly haven't thought about much, but he suggested I or someone else write music specifically for this game. Now, I'm not saying I will, and I'm not asking other people to, but there is a possibility. Just thought I'd throw that out there.
I shall post screenshots and a video tommorrow.
EDIT: Video!
1 – piexingIt would be cool if the peeps posted in the thread rather than on Youtube, so I don't have to triple post to get updates out.
Anyway, a new video, as promised.
1 – piexingDude, this looks sick, hit me up on ***** or something, i'm making a ROM hack as well, it's not as customized(the special sprites) or anything because I haven't messed around enough to find out about where that stuff is, but I do have about 5 levels fully completed so far, working on the 6th.(and it's like a ton of other ROM hacks, ball busting greatness that only the elite can complete. =3).
But talk to me on ***** or a PM and maybe we can exchange ideas and I can get you to beta test, and i'll definetley beta test for you if you want. =3
2 – piexing, randoguy101Currently on haitus because my laptop hates me. So yeah.
Man I sure wish I could edit thread titles.
1 – piexingCould you put me in world 9/10 (probably 9 would be better) as an umbreon? Anyway, make this FASTER!! I wanna play it.
1 – piexing|
Could you put me in world 9/10 (probably 9 would be better) as an umbreon? Anyway, make this FASTER!! I wanna play it.
|
1 – piexing
1 – piexingFO SRS! I'm making a thread for SMW Central's Creativity Convention this year, and it would be awesome if I could get a list of people who helped out on the project, or if I should fix anything!
Randoguy:
1 – piexingLink
I can't seem to find a better list format, and I still have 2 submaps to finish for the overworld, but other than that, what do you think?
1 – piexingC3 HAS BEGUN!!!
You can find my hack's thread here.
1 – piexingI love LEAF's sprites. Who made them? :3
The LEAF battle is perfect. He's the most oldmeme boss of any video game.
1 – randoguy101Small break while I try to port everything to a LM1.71 compatible ROM. I really want all the features the new Lunar Magic has, but I'll have to halt production for a bit.
So yeah, just putting that out there. When I'm done, I'll reveal the title screen, and maybe even the intro cutscene.
1 – piexingOoh, new Lunar Magic? When was it updated to 1.71 and what new features are there? =3
1 – piexing|
Ooh, new Lunar Magic? When was it updated to 1.71 and what new features are there? =3
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1 – piexingIf anyone has any experience with AddMusic, it would be nice if you could port this song for me, as it's the one thing I need to start working on my title screen.
1 – piexingI just had a thought. The main reason I'm such a big fan of An Untitled Story is because it basically throws you into the plot with no further understanding than "You're an egg", and only at the end is everything explained (I think Kirby's Adventure did this too). Now, the plot of RMaG is that Randoguy hacked Birtic's account and got her banned. But... what if the player didn't know who banned Birtic? What if Randoguy was assumed to be the friendly voice that gives you hints along the way? What if Randoguy didn't even hack Birtic's account, and she got banned on her own accord? Just a thought, because I could change the intro to just be "Birtic got banned, oh no" and make it up along the way.
Most of you have figured out by now that Randoguy isn't really the final boss, mainly because the real final boss, Cat, isn't referenced anywhere else in the game, despite the fact that he's the head admin of the site. The point originally was going to be "Birtic beats Randoguy, persuades Cat to unban her." What if Cat didn't want to unban her? What if Cat knew that Birtic did something wrong, and that she deserved it? Come to think of it, why is Birtic travelling into a Volcano if she has no idea who banned her/got her banned?
tl;dr, I'm rethinking the entire plot, and would like some opinions on the ideas I have so far.
1 – piexingOoh, MM5 plot, Hmm?(btw, if you can hack a world map to look like the Wily Castle level screen, I love you.), basically Dr. Cotic(or something similar) was believed at the beginning to be the true boss, instead of Dr.Wily, however at the end, plot twist, it's actually Wily.(btw, World 7's boss should totally be a Garchomp and the I'M CONFUS cat 2-in-1 fight. :3)
Sounds like a good & interesting plot, if it's possible to make it the final boss in World 9, like at the end there's a cutscene saying, "Before you entered World 1..." then it explains what happened in a funny nature, that could work in explaining why you go to World 9 and you understand that you need to beat Cat to finish the game.
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(btw, World
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ounds like a good & interesting plot, if it's possible to make it the final boss in World 9, like at the end there's a cutscene saying, "Before you entered World 1..." then it explains what happened in a funny nature, that could work in explaining why you go to World 9.
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1 – piexingHaha, but Garchomp better be tough as HELL. Make him like MM10's Blade Man, but with a longer pattern, and he'll spit fireballs & such, running & flying around the stage. When he isn't spitting fireballs, Dragon Rushing the ground could work, and the only wsy to hurt him is when he every so often holds up a "Ban User" button, you need to press it to stun him, then an enemy will come in for you to use to hit him.
(maybe a goomba remade into a spam can xP)
1 – piexingMan, I already changed the Goomba to Shaymin, but I want SPAM in there somewhere!
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Man, I already changed the Goomba to Shaymin, but I want SPAM in there somewhere!
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So there's no possible way to make a sprite have two different looks? That sucks...
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1 – piexingOnly thing is you'd have to make it so the bomb doesn't explode, that or keep the explosion to raise the difficulty.
Also, When I mentioned the Ban User button, I say you should have about 3 - 5 seconds(this decreases in length everytime you hit Garchomp)to hit the Ban User button before Garchomp, and if you don't, you get killed.
Also, instead of GAME OVER, it should be PERMA BANNED, not only to make Garchomp's attack make sense if he kills your last life with his ban user attack, but it also makes sense regarding the story, and it'd get a chuckle from the players when they get to World 9 and are like, "OH, THAT`S WHY IT'S PERMA BANNED AND NOT GAME OVER!!!"
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Only thing is you'd have to make it so the bomb doesn't explode, that or keep the explosion to raise the difficulty.
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Also, When I mentioned the Ban User button, I say you should have about 3 - 5 seconds(this decreases in length everytime you hit Garchomp)to hit the Ban User button before Garchomp, and if you don't, you get killed.
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Also, instead of GAME OVER, it should be PERMA BANNED, not only to make Garchomp's attack make sense if he kills your last life with his ban user attack, but it also makes sense regarding the story,
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1 – piexingI never said anything regarding the main plot, iust a tinsey spoiler. ![]()
Who's the person who worked on ASMT's Game Over screen? That was really nice and if you can get him/her/unspecified to do it for you, i'm sure he/she/it'll find it easy.(I mean, if they can hack in Demo flying into darkness, how hard would they find text editing for it?)
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Who's the person who worked on ASMT's Game Over screen? That was really nice and if you can get him/her/unspecified to do it for you, i'm sure he/she/it'll find it easy.(I mean, if they can hack in Demo flying into darkness, how hard would they find text editing for it?)
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1 – piexingMaybe "IP B&" would work?
(B& is a ***** meme, because B& is essentially Band, or Banned)
Oh, and we could have Britic Log-In! or Logged In! as the level start text if you feel up to it. ![]()
1 – piexingYes, and RETRY? could be changed to PROXY?
and I know my ***** pretty well thank you
1 – piexingOoh, Nice. That sounds
, either "PROXY" or "BYPASS BAN"
and QUIT would be "LOG OUT"
1 – piexingso while JAD and I are discussing a few things (mainly plot) I'll note that there will be a HUGE update over the weekend.
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1 – piexingWorking on RMaG again, and accepting any and all suggestions and help for the game.
I won't be working on the actual levels until I can get contact with Jad, so I'll just keep a table of ideas up in the OP.
Also, I need some help regarding music, considering I'm not very good at composing or porting midis. (I do know Cat has experience with AddMusic, the program used to port midis to SMW's format, so if you read this, please offer some help or advice regarding the subject!)
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For the people who wish to suggest level ideas (most of the people viewing the thread), I'll make a list of all the levels by their level number ingame, followed by a list of the ideas that are decided to be incorporated. For the people who wish to suggest music ideas, each level will have it's chosen song in parenthesis next to the name. All of this will be posted and updated in the OP |
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OK now I get it. How about (this'll be tricky) a stage that plays itself and it's own music? Like that thing from YouTube
For those of you oblivious folks...
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Anyway, it's definitely possible, and though I couldn't make a level of that quality, I can make a level of the sort (automatic and timed to music)
Only problem is, such a level is no more than a bonus, so it'd best fit as either a Switch Palace or in Bonus Land. |
1 – piexingOkay, i'm semi ready if you want, Rando, i'm on AIM, *****, and MSN a lot, so you can contact me easily via there. Just do so if you need me.
About the auto scrolling level: Eh...That's more of something fit for a program auto playing the level. While it'd be cool for a run without stopping level, I think the musical levels are more of a one-off or credits worthy thing instead of a random level or secret exit.
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About the auto scrolling level: Eh...That's more of something fit for a program auto playing the level. While it'd be cool for a run without stopping level, I think the musical levels are more of a one-off or credits worthy thing instead of a random level or secret exit.
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1 – piexingI didn't mean autoscrolling. I meant run without stopping except for jumping.(there's a level in SMB 3 like this, it's the sun level).
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1 – piexingRando wanted an overworld theme. Ici il est.
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1 – piexingHey guys if I told you I wrote a piece of code that checked if you were using savestates and killed the player if you were how would you feel?
;!RAMaddress is any free address between $0000-$1FFF ;!SRAMaddress is any free address in the SRAM (which isn't saved in the save state file, but rather in the .srm file. RunsEveryFrame: INC !RAMaddress ; \ LDA !SRAMaddress ; | Increment both addresses every frame INC A ; | STA !SRAMaddress ; / CMP !RAMaddress ; Check to see if they're the same (if you savestate, the SRAM will not be saved, but the RAM will) BEQ NoDeath ; If they are the save, do not kill the player. Otherwise... JSL $F606 ; Kill the player NoDeath: RTL ;Both addresses are reset on level load, so it doesn't continuously ;kill the player if they savestate once. This also facilitates ;savestating outside of levels (on the overworld for instance) ;for use of saving progress without having to reach a save point.
1 – piexingMaybe you could make a level similar to NSMB's World 7-2, where Mario is on a platform that constantly goes up when he's on it (I'm pretty sure that's possible).
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Maybe you could make a level similar to NSMB's World 7-2, where Mario is on a platform that constantly goes up when he's on it (I'm pretty sure that's possible).
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1 – piexingATTENTION: A NEW VERSION OF LUNAR MAGIC (1.81) HAS BEEN RELEASED. THE HACK IS ON HOLD UNTIL I PORT EVERYTHING OVER TO A 1.81 COMPATIBLE ROM
Until then, it would be nice if people suggested stuff for World 2, so I can plan them out in the meantime.
1 – piexingThought I'd make a small progress report.
Currently working on: Updating rmag.asm (the combined forces of all the patches I included in the game) so it works in LM181.
KNOWN PROBLEMS:
F:\SNEStuff\Lunar Magic\lm181\~Hacks in progress\RMaG\rmag.smc headered ROM is 0x200000 bytes long PC offset LoROM offset Size 0x08030A 0x10810A 0x0086 0x087A2C 0x10F82C 0x027C 0x08805D 0x10FE5D 0x019B 0x0960FA 0x12DEFA 0x004A 0x096186 0x12DF86 0x0A43 0x096E9B 0x12EC9B 0x002E 0x096EFF 0x12ECFF 0x01A0 0x098044 0x12FE44 0x0138 0x0981ED 0x12FFED 0x000B 0x09C2DB 0x13C0DB 0x3F1D 0x0A7200 0x14F000 0x1000 0x0A8200 0x158000 0x8000 0x0B0200 0x168000 0x8000 0x0B8200 0x178000 0x8000 0x0C0200 0x188000 0x8000 0x0C8200 0x198000 0x8000 0x0D0200 0x1A8000 0x8000 0x0D8200 0x1B8000 0x8000 0x0E0200 0x1C8000 0x8000 0x0E8200 0x1D8000 0x7FF8 0x0F12CF 0x1E90CF 0x6F31 0x0FB808 0x1FB608 0x49F0 0x103B27 0x20B927 0x46D9 0x108200 0x218000 0x8000 0x110200 0x228000 0x8000 0x118200 0x238000 0x8000 0x120200 0x248000 0x8000 0x128200 0x258000 0x8000 0x130200 0x268000 0x8000 0x138200 0x278000 0x8000 0x140200 0x288000 0x8000 0x148200 0x298000 0x8000 0x150200 0x2A8000 0x8000 0x158200 0x2B8000 0x8000 0x160200 0x2C8000 0x8000 0x168200 0x2D8000 0x8000 0x170200 0x2E8000 0x8000 0x178200 0x2F8000 0x8000 0x180200 0x308000 0x8000 0x188200 0x318000 0x8000 0x190200 0x328000 0x8000 0x198200 0x338000 0x8000 0x1A0200 0x348000 0x8000 0x1A8200 0x358000 0x8000 0x1B0200 0x368000 0x8000 0x1B8200 0x378000 0x8000 0x1C0200 0x388000 0x8000 0x1C8200 0x398000 0x8000 0x1D0200 0x3A8000 0x8000 0x1D8200 0x3B8000 0x8000 0x1E0200 0x3C8000 0x8000 0x1E8200 0x3D8000 0x8000 0x1F0200 0x3E8000 0x8000 A total of 0x14E14A bytes of free space were found IMPORTANT: The "LoROM Offset" is what is entered in xkas as free space
1 – piexingActually, I might make these progress reports daily.
Currently working on: Making rmag.asm compatible with LM181.
KNOWN PROBLEMS:
1 – piexingI'm not much of a programmer (yet), but I could always help test out whatever you have finished.
1 – piexingYou don't need to be a programmer, you just need to be able to point out mistakes.
1 – piexingMistakes while playing the game. Such as:
-Falling through solid floors
-Blocks that are supposed to be there (such as "?" mark block) not doing anything, when it should
-Difficulty(?)
Stuff like that (I'm assuming).
1 – piexingHeh, I'm sure difficulty won't be too much of a problem, but yeah, stuff like that.
Also things like areas where you cannot progress, or odd graphics.
1 – piexingGot it. *Takes notes*
I'm sure I will be able to help out with programming as my school year goes on.
1 – piexingAnother update flavoured thing
Currently working on: Making RMaG playable.
KNOWN PROBLEMS:
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1 – piexingConsidering how long it took to get one world done, don't count on it happening soon. I'm working hard, but it's going slow.
1 – piexingI feel that a suitable song for one of the levels (maybe one of the jollier ones) could be Spring Yard Zone from Sonic the Hedgehog.
(also look at the featured suggestion on the video
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I feel that a suitable song for one of the levels (maybe one of the jollier ones) could be Spring Yard Zone from Sonic the Hedgehog.
(also look at the featured suggestion on the video ) |
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I feel that a suitable song for one of the levels (maybe one of the jollier ones) could be Spring Yard Zone from Sonic the Hedgehog.
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2 – piexing, RK-9As of now, there is a limit of 100 posts per page.