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Video and Computer Games → Randoguy makes a game

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1. randoguy101 said on March 6, 2010, 08:50:59 PM (-08:00)

Volcarona
688 posts

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:

  • randoguy101

Graphics Design
  • randoguy101
  • NismoZ
  • piexing
  • AlexJS

Level Design
  • randoguy101
  • OMGITSJAD

Overworld Design:
  • randoguy101

Music:
  • emperorempoleon2
  • piexing
  • randoguy101
  • Supertails
  • yoshicookiezues
  • Opposable
  • Kil
  • AQUA
  • Tornado
  • x-treme
  • Lucas
  • Caracc
  • J.J.
  • Bluemoon
  • MidiGuy
  • Coffee Man
  • imamelia

Coding:
  • randoguy101
  • Ersanio
  • Ice Man
  • Roy
  • NovaYoshi
  • Icegoom
  • MrCheeze
  • ICB
  • BMF54123
  • Fakescaper
  • yoshicookiezeus

Beta Testing:
  • randoguy101
  • OMGITSJAD
  • piexing
  • Quadcentruo
  • RK-9
  • emperorempoleon2
  • SK

Ideas:
  • randoguy101
  • OMGITSJAD
  • piexing
  • NismoZ
  • Velociraptor78
  • Bela
  • Zega
  • RK-9
  • Kristian


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.
Spoiler Alert:    
Embedded image
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:


GROUP FOR MINOR DISCUSSION:
http://www.victoryroad.net/group.php?groupid=98
PLAYLIST FOR ALL RMAG RELATED VIDEOS
http://www.youtube.com/watch?v=6Xs6P...x=0&playnext=1

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 Randoguy makes a game, featuring peeps from the forum, as well as a few injokes (Shaymin). The point? To defeat this Randoguy jerk who hacked your VR account and got you banned. The main focus of the game won't be a deep plot, or amazing ASM, or even really nice graphics or music. Rather, the game is about 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).


Original Post    
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.
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
This is the code for the block. The semi-colons represent comments.
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...)

Likes 3 – piexing, Cat333Pokémon, DashArmy

2. Pkmnmaster0603 said on March 21, 2010, 10:59:38 AM (-07:00)

Charizard
103 posts

Wow! You should try to make your own game on that and rename it!

3. piexing said on March 21, 2010, 01:21:11 PM (-07:00)

Volcarona
597 posts

That's awesomesauce. I'd like to see more.

4. randoguy101 said on March 21, 2010, 09:12:39 PM (-07:00)

Volcarona
688 posts

This 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.



The level code, level 1 is the cave room, level 25 is the bonus room.
Code:
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
This is the code for the blue moon. Very simple.
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
Oh man, confusing some peeps.

5. randoguy101 said on March 24, 2010, 01:22:57 PM (-07:00)

Volcarona
688 posts

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.
Embedded image
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 attached image
yychr.PNG
Likes 1 – piexing

6. piexing said on March 24, 2010, 02:54:07 PM (-07:00)

Volcarona
597 posts

DO WANT
Can't wait for The Game.

7. randoguy101 said on March 24, 2010, 05:24:49 PM (-07:00)

Volcarona
688 posts

This is a very vague preview of a Pokemon-style boss:

Code:
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
And this is Birtic:

Very unfinished, as you can see. When I'm done I'll start on the overworld.

Likes 1 – piexing

8. Totodile777 said on March 24, 2010, 05:27:35 PM (-07:00)

Cyndaquil
20 posts

wow nice man! looks like it's going to beh ahwsomeh!

Likes 1 – piexing

9. GreenLiquid said on March 24, 2010, 05:32:38 PM (-07:00)

Regigigas
881 posts

I can tell this is going to be very interesting. I look forward to it!

Likes 1 – piexing

10. randoguy101 said on March 24, 2010, 05:53:53 PM (-07:00)

Volcarona
688 posts

Small update for the lulz:

Quote:
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)
Also, could a mod please rename this thread to 'Ramboguy makes a game'?

Likes 1 – piexing

11. Yoshi648 said on March 24, 2010, 06:05:47 PM (-07:00)

Administrator
3,147 posts

Quote:
Originally Posted by randoguy101 View Post
Also, could a mod please rename this thread to 'Ramboguy makes a game'?
Done.

I also am interested in seeing how this comes out.

Likes 1 – piexing

12. Magmaster12 said on March 24, 2010, 06:35:02 PM (-07:00)

Rayquaza
4,872 posts

I think it looks really fun, good luck with devolpment.

Likes 1 – piexing

13. randoguy101 said on March 24, 2010, 07:40:14 PM (-07:00)

Volcarona
688 posts

SHAYMIN!!!


Also introduces the new ducking frame.

EDIT:
Now for the Koopas!
Bonus points if you recognize it without me telling you!

1 attached image
faceshell.png
Likes 1 – piexing

14. piexing said on March 27, 2010, 08:27:29 PM (-07:00)

Volcarona
597 posts

BABYFACE MARIOPAINT BABYFACE KOOPAS
I love the player character.

15. randoguy101 said on March 27, 2010, 09:03:00 PM (-07:00)

Volcarona
688 posts

Oh boy, huge update.


The code for EVERYTHING:
Code:
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.
Okay, I finally added all the fixes and various stuff I wanted to add, so I might as well list it all.

SMB3 Powerdown Patch:
This patch makes you go from fire to big instead of going from fire to small when you get hit. Basically, you powerdown like in SMB3.
YI Flutter Jump Patch:
When you hit B while in the air, you preform the Flutter Jump from SMW2: Yoshi's Island. Only used to get bonus stuff and to save yourself from fall-jumping. No part of the game will require this.
Ground Pound Patch:
When you hit A while in the air, you stop for a few seconds, then fall down at full force. When you hit the ground, you create a small earthquake that kills nearby enemies. More of a Body Slam than an Earthquake Pokemon-wise, however.
Classic Koopa Patch:
Makes it so the Koopa doesn't jump out of it's shell when you jump on it. This way, I can change the graphics for the Shell-less Koopa without worrying about clashing with the Shelled Koopa.

That should cover everything. There were some hex edits, but those are explained in the above code.

In unrelated news, I finished level 1!

Likes 2 – piexing, Velociraptor78

16. piexing said on March 27, 2010, 09:10:11 PM (-07:00)

Volcarona
597 posts

I love you.

17. randoguy101 said on March 28, 2010, 12:10:29 PM (-07:00)

Volcarona
688 posts

Overworld!
I'll add the smog later.

1 attached image
overworld.png
Likes 1 – piexing

18. piexing said on March 28, 2010, 01:03:32 PM (-07:00)

Volcarona
597 posts

Yaay! That's the best thing ever. o3o

19. randoguy101 said on March 28, 2010, 09:57:06 PM (-07:00)

Volcarona
688 posts

Posting right before bed, hell yeah.

Likes 1 – piexing

20. piexing said on March 29, 2010, 01:10:40 PM (-07:00)

Volcarona
597 posts

Quote:
Originally Posted by piexing View Post
Yaay! That's the best thing ever. o3o
^This x 10

21. randoguy101 said on March 30, 2010, 03:19:59 PM (-07:00)

Volcarona
688 posts

PLOT:
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?

Likes 1 – piexing

22. piexing said on March 30, 2010, 03:30:59 PM (-07:00)

Volcarona
597 posts

That plot should be made into a movie. It'd win millions of Oscars.

Likes 1 – RK-9

23. randoguy101 said on April 5, 2010, 11:44:41 AM (-07:00)

Volcarona
688 posts

A 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.

Code:
!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
I am currently researching the use of Layer 3 to display text. When I figure it out, I'll get back to you guys.

Likes 1 – piexing

24. randoguy101 said on April 8, 2010, 04:36:05 PM (-07:00)

Volcarona
688 posts

Double 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!

Likes 1 – piexing

25. randoguy101 said on April 9, 2010, 03:32:17 PM (-07:00)

Volcarona
688 posts

It 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.

Likes 1 – piexing

26. OMGITSJAD said on April 9, 2010, 03:51:50 PM (-07:00)

Shaymin
2,490 posts

Dude, 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

Likes 2 – piexing, randoguy101

27. randoguy101 said on April 16, 2010, 04:55:27 PM (-07:00)

Volcarona
688 posts

Currently on haitus because my laptop hates me. So yeah.

Man I sure wish I could edit thread titles.

Likes 1 – piexing

28. RK-9 said on April 20, 2010, 01:46:01 PM (-07:00)

Haxorus
492 posts

Could you put me in world 9/10 (probably 9 would be better) as an umbreon? Anyway, make this FASTER!! I wanna play it.

Likes 1 – piexing

29. randoguy101 said on April 20, 2010, 03:12:37 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by Eeeveee View Post
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: There are only 9 worlds, so yeah, I can do that. (Most likely as a miniboss)
2: A demo will be released in about one week (I have two levels to complete, and a few small graphical glitches)

Likes 1 – piexing

30. piexing said on April 20, 2010, 03:25:54 PM (-07:00)

Volcarona
597 posts

CAT PLANET
I can't wait for el demo-o. And also I'm gonna be in teh gaem, right? =w=
P.S. old meme

31. randoguy101 said on April 20, 2010, 04:19:45 PM (-07:00)

Volcarona
688 posts

You are every cat planet cat ever in the game

EDIT: Preview!

Likes 1 – piexing

32. randoguy101 said on April 21, 2010, 07:01:28 PM (-07:00)

Volcarona
688 posts

Final!

Likes 1 – piexing

33. piexing said on April 22, 2010, 02:26:10 PM (-07:00)

Volcarona
597 posts

Ooh! I particularly like the part with the blinding exhaust, and also the part with the spooky music.

34. randoguy101 said on April 27, 2010, 01:23:38 PM (-07:00)

Volcarona
688 posts

FO 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:

  • Project Coordinator
  • Graphics Design
  • Level Design
  • Ideas
  • Overworld Design
OMGITSJAD:
  • Ideas
  • Play Testing
  • Level Design
Piexing:
  • Ideas
  • Play Testing
Billy2257:
  • Ideas

Likes 1 – piexing

35. randoguy101 said on April 29, 2010, 02:08:24 PM (-07:00)

Volcarona
688 posts

Link
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?

Likes 1 – piexing

36. randoguy101 said on May 8, 2010, 07:36:16 AM (-07:00)

Volcarona
688 posts

C3 HAS BEGUN!!!
You can find my hack's thread here.

Likes 1 – piexing

37. piexing said on May 8, 2010, 10:06:18 PM (-07:00)

Volcarona
597 posts

I love LEAF's sprites. Who made them? :3
The LEAF battle is perfect. He's the most oldmeme boss of any video game.

Likes 1 – randoguy101

38. randoguy101 said on May 19, 2010, 03:00:37 PM (-07:00)

Volcarona
688 posts

Small 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.

Likes 1 – piexing

39. OMGITSJAD said on May 19, 2010, 03:21:36 PM (-07:00)

Shaymin
2,490 posts

Ooh, new Lunar Magic? When was it updated to 1.71 and what new features are there? =3

Likes 1 – piexing

40. randoguy101 said on May 19, 2010, 03:34:25 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by OMGITSJAD View Post
Ooh, new Lunar Magic? When was it updated to 1.71 and what new features are there? =3
1.71 is actually the version I'm going over in my tutorial, released about a month ago, and it includes 128 Map16 pages, extended ExAnimation, two new BG slots, VRAM modification (which screwed up my ROM so I'm not including it), vertical level compatible backgrounds, and a few other things are probably there that I don't know about. It was really exciting at SMWC, until everyone realised that alot of patches were incompatible with the VRAM modification (as I said before).

In related news, I was too lazy to make my game VRAM compatible, even though it's really just remaking levels, so I'm done porting. What I might do later, however, is change my AddMusic versions, as I hear there's a much better one that can add sound effects.

Also also, the title is pretty cool.

Likes 1 – piexing

41. randoguy101 said on May 21, 2010, 01:34:17 PM (-07:00)

Volcarona
688 posts

If 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.

Likes 1 – piexing

42. randoguy101 said on May 25, 2010, 03:59:06 PM (-07:00)

Volcarona
688 posts

I 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.

Likes 1 – piexing

43. OMGITSJAD said on May 25, 2010, 04:09:53 PM (-07:00)

Shaymin
2,490 posts

Ooh, 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.

Likes 1 – piexing

44. randoguy101 said on May 25, 2010, 04:14:12 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by OMGITSJAD View Post
(btw, World 7 8's boss should totally be a Garchomp and the I'M CONFUS cat 2-in-1 fight. :3)
I actually planned just that, but 2-in-1 doesn't seem fair, so I decided you would be the "OH MAN THIS GUY IS TOO COOL FOR YOU" miniboss right before the Randoguy fight.
Quote:
Originally Posted by OMGITSJAD View Post
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.
I guess that makes sense. Kinda like Sherlock Holmes in a way.

Likes 1 – piexing

45. OMGITSJAD said on May 25, 2010, 04:20:42 PM (-07:00)

Shaymin
2,490 posts

Haha, 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)

Likes 1 – piexing

46. piexing said on May 25, 2010, 06:22:03 PM (-07:00)

Volcarona
597 posts

SPAM can Goomba = Genius! :D
Also, the I'M CONFUS cat is a definite requirement, unless you want to call the game "Randoguy Almost Makes a Game".

47. randoguy101 said on May 25, 2010, 06:40:26 PM (-07:00)

Volcarona
688 posts

Man, I already changed the Goomba to Shaymin, but I want SPAM in there somewhere!

Likes 1 – piexing

48. OMGITSJAD said on May 25, 2010, 07:04:42 PM (-07:00)

Shaymin
2,490 posts

Quote:
Originally Posted by randoguy101 View Post
Man, I already changed the Goomba to Shaymin, but I want SPAM in there somewhere!
So there's no possible way to make a sprite have two different looks? That sucks...
Any other walking enemy that can be us---make it the Bowser toy that Bowser throws at you during the final boss battle in SMW.

Also, I so wanna choose the Garchomp/JAD boss battle music myself. ;3

Likes 1 – piexing

49. randoguy101 said on May 25, 2010, 07:07:45 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by OMGITSJAD View Post
So there's no possible way to make a sprite have two different looks? That sucks...
Yes there is, there's just no way to have them both in the same level

The Bowser windup things are pretty unusable because their tileset has alot of restrictions, and either way, it's a pretty bad enemy. I was thinking moreso a bob-omb or something.

Likes 1 – piexing

50. OMGITSJAD said on May 25, 2010, 07:14:47 PM (-07:00)

Shaymin
2,490 posts

Only 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.

Spoiler Alert:    
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!!!"

Likes 1 – piexing

51. randoguy101 said on May 25, 2010, 07:20:27 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by OMGITSJAD View Post
Only thing is you'd have to make it so the bomb doesn't explode, that or keep the explosion to raise the difficulty.
Humour before sense, and exploding cans of spam are hilarious out of context.
Quote:
Originally Posted by OMGITSJAD View Post
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.
This is extremely simple to do, actually.
Quote:
Originally Posted by OMGITSJAD View Post
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,
The Game Over screen and other screens like it are extremely difficult to edit, mainly because noone really knows how they work. If I figure it out, though, I shall do this.
Spoiler Alert:    
Quote:
Originally Posted by OMGITSJAD View Post
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!!!"
Hey man no spoilers they aren't supposed to know that

Likes 1 – piexing

52. OMGITSJAD said on May 25, 2010, 07:24:15 PM (-07:00)

Shaymin
2,490 posts

I 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?)

Likes 1 – piexing

53. randoguy101 said on May 25, 2010, 07:29:27 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by OMGITSJAD View Post
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?)
The problem is, that was an addition, not an edit. The only times I've seen the text changed is the "DEMO START!" in ASMT and the "GAME OVER to EPIC FAIL" patch on SMWCentral. PERMA BANNED would be a bit too big for the Game Over screen as of yet, and I have no idea how I'm going to get the tiles to work anyway.

Basically, changing it to say IPBA NNED or just BAN NED would work, but not a large phrase like that.

Likes 1 – piexing

54. OMGITSJAD said on May 25, 2010, 07:33:06 PM (-07:00)

Shaymin
2,490 posts

Maybe "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.

Likes 1 – piexing

55. randoguy101 said on May 25, 2010, 07:35:09 PM (-07:00)

Volcarona
688 posts

Yes, and RETRY? could be changed to PROXY?

and I know my ***** pretty well thank you

Likes 1 – piexing

56. OMGITSJAD said on May 25, 2010, 07:36:25 PM (-07:00)

Shaymin
2,490 posts

Ooh, Nice. That sounds , either "PROXY" or "BYPASS BAN"
and QUIT would be "LOG OUT"

Likes 1 – piexing

57. randoguy101 said on May 25, 2010, 08:01:27 PM (-07:00)

Volcarona
688 posts

so while JAD and I are discussing a few things (mainly plot) I'll note that there will be a HUGE update over the weekend.

Likes 1 – piexing

58. randoguy101 said on June 15, 2010, 01:39:43 PM (-07:00)

Volcarona
688 posts


I'm sure you all know where I'm going with this
EDIT: Here's a second hint:

1 attached image
hurr.PNG
Likes 1 – piexing

59. piexing said on June 15, 2010, 05:33:43 PM (-07:00)

Volcarona
597 posts

wat.
Could I get a third hint?

60. randoguy101 said on June 15, 2010, 05:39:35 PM (-07:00)

Volcarona
688 posts

Well, why would I post stuff about SM64 hacking in the RMaG thread?

Likes 1 – piexing

61. piexing said on June 15, 2010, 05:48:54 PM (-07:00)

Volcarona
597 posts

That post was actually unnecessary, since my response is and would've been:
wat. :3

62. randoguy101 said on August 1, 2010, 08:21:08 AM (-07:00)

Volcarona
688 posts

Working 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!)

Likes 1 – piexing

63. randoguy101 said on August 1, 2010, 08:48:32 AM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by Indo58 View Post
Indo what this is about or why we are doing this!
Maybe you should read the thread first

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64. Idno58 said on August 1, 2010, 08:52:00 AM (-07:00)

Landorus
1,770 posts

Quote:
Originally Posted by randoguy101 View Post
Maybe you should read the thread first
I did. I still don't get it.

Likes 1 – piexing

65. randoguy101 said on August 1, 2010, 08:58:53 AM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by Indo58 View Post
I did. I still don't get it.
What do you mean by "don't get it"?

Likes 1 – piexing

66. Idno58 said on August 1, 2010, 08:59:46 AM (-07:00)

Landorus
1,770 posts

*shrug* I don't get why I don't get it either.

Likes 1 – piexing

67. randoguy101 said on August 1, 2010, 10:12:52 AM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by Idno58 View Post
*shrug* I don't get why I don't get it either.
wat

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

Likes 1 – piexing

68. Idno58 said on August 1, 2010, 11:15:34 AM (-07:00)

Landorus
1,770 posts

Quote:
Originally Posted by randoguy101 View Post

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
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...    

Likes 1 – piexing

69. randoguy101 said on August 1, 2010, 11:20:08 AM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by Indo58 View Post
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...    
Are you obsessed with that video or something?
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.

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70. NismoZ said on August 1, 2010, 01:05:51 PM (-07:00)

Kyurem
2,014 posts

Quote:
Originally Posted by randoguy101 View Post
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.
If it's a Bonus Land, it'd be best to get there from a Secret Exit, and the exit from the Bonus land going back to the level you were just at. If it's a Switch Palace, I think it would be cool to hit the switch right before the music loops.

As for the design, I can probably make a basic one as an image for you to mess around with trial-and-error, and eventually get a finished Bonus/Switch Palace. Just give me a MIDI or something of the music that you're gonna use for it (I'll be fine as long as it's compatible with Quicktime Player) and I'll give you a basic level design image.

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71. Fubab_107 said on August 3, 2010, 09:49:00 PM (-07:00)

Shaymin
2,682 posts

wait since when did I become a level?

Likes 1 – piexing

72. randoguy101 said on August 4, 2010, 06:54:01 AM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by Fubab_107 View Post
wait since when did I become a level?
When you asked to become one

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73. piexing said on August 4, 2010, 04:08:26 PM (-07:00)

Volcarona
597 posts

There should totally be a level about Magmar having an ass for a forehead.

74. randoguy101 said on August 4, 2010, 04:32:46 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by piexing View Post
There should totally be a level about Magmar having an ass for a forehead.
He can't appear in the game, he had to go take a dump
I just made 5 people confus

75. piexing said on August 4, 2010, 04:37:11 PM (-07:00)

Volcarona
597 posts

Quote:
Originally Posted by randoguy101 View Post
He can't appear in the game, he had to go take a dump
I can't imagine how awkward that must be. Also, Fblue FTW
Also, there should totally be a level about a level about Magmar having an ass for a forehead being planned but instead becoming a level about a level about Magmar having an ass for a forehead being planned because Magmar had to go take a dump.

76. OMGITSJAD said on August 4, 2010, 06:05:47 PM (-07:00)

Shaymin
2,490 posts

Okay, 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.

Likes 1 – piexing

77. randoguy101 said on August 4, 2010, 06:20:20 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by OMGITSJAD View Post
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.
Nobody said anything about an autoscrolling level, but as for the automatic level, I was planning on putting it in a switch palace, since generally switch palaces are just bonuses with coins attached anyway, and I'd like to make them interesting.

In other news, I made a group for the smaller discussion and suggestions, because I'd like to keep this thread from becoming too cluttered, and would rather have it a place to post updates on the game itself. If you have anything minor to post (ie: "I think it'd be cool if..." "Maybe you could..." or "ass forehead lolol"), please post it in the group discussion.
http://www.victoryroad.net/group.php?groupid=98

Likes 1 – piexing

78. OMGITSJAD said on August 4, 2010, 07:07:16 PM (-07:00)

Shaymin
2,490 posts

I 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).

Likes 1 – piexing

79. randoguy101 said on August 4, 2010, 07:18:24 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by OMGITSJAD View Post
I 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).
when did anybody say anything about those types of levels

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80. NismoZ said on August 5, 2010, 08:26:34 AM (-07:00)

Kyurem
2,014 posts

Quote:
Originally Posted by randoguy101 View Post
when did anybody say anything about those types of levels
Never, but it's a good idea. Like the second part of the first underground level in Kaizo, just without the insane autoscrolling. Maybe you could even put the sun in.

And by "Like the second part of the first underground level in Kaizo, just without the insane autoscrolling", I mean the same general idea of gameplay; running as fast as you can while avoiding obstacles.

Likes 1 – piexing

81. emperorempoleon2 said on September 4, 2010, 05:31:40 PM (-07:00)

Haxorus
439 posts

Rando wanted an overworld theme. Ici il est.

1 attached file
Likes 1 – piexing

82. randoguy101 said on September 4, 2010, 05:45:59 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by emperorempoleon2 View Post
Rando wanted an overworld theme. Ici il est.

Attachment 1029
It sounds wonderful, currently porting it to AddMusic.

Also holy crap the pitchbends

Likes 1 – piexing

83. randoguy101 said on September 20, 2010, 01:36:33 PM (-07:00)

Volcarona
688 posts

Hey 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?

Code:
;!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.
Keep in mind that there's a slight chance that you'll bypass it (a one in 255 chance that can almost never be timed well), though for all intents and purposes, it will prevent the use of savestates to make a level easier.

Likes 1 – piexing

84. piexing said on September 20, 2010, 04:12:57 PM (-07:00)

Volcarona
597 posts

I'd feel like I really should get a USB gamepad/SNES USB adapter/SNES flash cart. I wouldn't mind if I had a controller. Actually, I mapped Rewind to 0 on the Numpad so I generally just hit it every time I screw up. :V

85. NismoZ said on September 20, 2010, 04:31:25 PM (-07:00)

Kyurem
2,014 posts

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).

Likes 1 – piexing

86. randoguy101 said on September 20, 2010, 04:57:39 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by NismoZ View Post
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).
That's very similar to the VRCP level, except you ride text and emotes

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87. randoguy101 said on September 27, 2010, 04:43:39 PM (-07:00)

Volcarona
688 posts

ATTENTION: 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.

Likes 1 – piexing

88. randoguy101 said on October 3, 2010, 09:41:10 PM (-07:00)

Volcarona
688 posts

Thought 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:

  1. Yellow cats act like Koopas when jumped on, leaving behind a glitched shell and pooping out a green cat when jumped on. The cause of this problem is unknown. I assume this is a Tweaker issue, and can easily be fixed once I understand what the hell is going on.
  2. Level 004 (Blinding Exhaust) experiences sound problems and freezes upon completion, likely due to Lunar Magic overwriting an area of the level's code (the error only occurs in the one level). I may have to move the entire level to another level slot. This may also be because it is only accessable after 2 other levels have been completed, which means that it's a problem in the RAM.
  3. Whenever I apply rmag.asm to the ROM, it refuses to run. I believe this is a simple freespace problem, which I should have fixed by the end of the week.
  4. Because LM181 deletes palettes that would normally carry over from the Overworld, some colour slots are left unused. Sadly, the Digletts utilize these colour slots, and now appear a musky black, with some tints of white where I included gleams of light. Fortunately, the levels with custom palettes keep the Diglett's colours, which means they can be kept in later levels as well.
FIXED PROBLEMS:
  1. Birtic's Flutter Jump will work with LM's VRAM update, so I'll be able to integrate it for two extra graphic slots to be used in levels. (Turns out the problem was a simple RAM address conflict that I really should have noticed earlier >.>)

I'll be enlisting people to beta test the new ROM, so if you're interesting in helping with development (or just want to try the game out early), I recommend you let me know.

Also, if anyone has experience with AddMusic (even slightly!) I ask if you would contact me for reasons that will become obvious.

POINTLESS UPDATE NOBODY CARES ABOUT:
Code:
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

Likes 1 – piexing

89. randoguy101 said on October 4, 2010, 05:56:59 PM (-07:00)

Volcarona
688 posts

Actually, I might make these progress reports daily.
Currently working on: Making rmag.asm compatible with LM181.

KNOWN PROBLEMS:

  1. Yellow cats act like Koopas when jumped on, leaving behind a glitched shell and pooping out a green cat when jumped on. The cause of this problem is unknown. I assume this is a Tweaker issue, and can easily be fixed once I understand what the hell is going on.
  2. Level 004 (Blinding Exhaust) experiences sound problems and freezes upon completion, likely due to Lunar Magic overwriting an area of the level's code (the error only occurs in the one level). I may have to move the entire level to another level slot. This may also be because it is only accessable after 2 other levels have been completed, which means that it's a problem in the RAM.
  3. Because LM181 deletes palettes that would normally carry over from the Overworld, some colour slots are left unused. Sadly, the Digletts utilize these colour slots, and now appear a musky black, with some tints of white where I included gleams of light. Fortunately, the levels with custom palettes keep the Diglett's colours, which means they can be kept in later levels as well.
  4. Several patches (such as the ground-pound patch) won't work, either glitching up the game or simply not activating. Could be caused by anything.
  5. One can easily bypass the "no duckjumping" rule by pressing B and Down at the same time.
FIXED PROBLEMS:
  1. Birtic's Flutter Jump works with LM's VRAM update, so I'll be able to integrate it for two extra graphic slots to be used in levels. (Turns out the problem was a simple RAM address conflict that I really should have noticed earlier >.>)
  2. The game will run past the title screen, though I had to abandon the HDMA patch to do so... probably a ROM conflict.

Likes 1 – piexing

90. Quadcentruo said on October 5, 2010, 12:19:49 PM (-07:00)

Giratina
3,684 posts

I'm not much of a programmer (yet), but I could always help test out whatever you have finished.

Likes 1 – piexing

91. randoguy101 said on October 5, 2010, 01:44:42 PM (-07:00)

Volcarona
688 posts

You don't need to be a programmer, you just need to be able to point out mistakes.

Likes 1 – piexing

92. Quadcentruo said on October 5, 2010, 05:54:33 PM (-07:00)

Giratina
3,684 posts

Mistakes 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).

Likes 1 – piexing

93. randoguy101 said on October 6, 2010, 12:28:03 PM (-07:00)

Volcarona
688 posts

Heh, 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.

Likes 1 – piexing

94. Quadcentruo said on October 6, 2010, 01:16:27 PM (-07:00)

Giratina
3,684 posts

Got it. *Takes notes*
I'm sure I will be able to help out with programming as my school year goes on.

Likes 1 – piexing

95. randoguy101 said on October 7, 2010, 12:34:56 PM (-07:00)

Volcarona
688 posts

Another update flavoured thing

Currently working on: Making RMaG playable.

KNOWN PROBLEMS:

  1. Because LM181 deletes palettes that would normally carry over from the Overworld, some colour slots are left unused. Sadly, the Digletts utilize these colour slots, and now appear a musky black, with some tints of white where I included gleams of light. Fortunately, the levels with custom palettes keep the Diglett's colours, which means they can be kept in later levels as well.
  2. Several patches (such as the ground-pound patch) won't work, either glitching up the game or simply not activating. Could be caused by anything.
  3. One can easily bypass the "no duckjumping" rule by pressing B and Down at the same time.
  4. Very minor, but the save prompt doesn't have a black box behind it for some reason...
FIXED PROBLEMS:
  1. Birtic's Flutter Jump works with LM's VRAM update, so I'll be able to integrate it for two extra graphic slots to be used in levels. (Turns out the problem was a simple RAM address conflict that I really should have noticed earlier >.>)
  2. The game will run past the title screen, though I had to abandon the HDMA patch to do so... probably a ROM conflict.
  3. As I expected, the Yellow Cat glitch was just stupidity on my part... turns out I forgot to specify what happens to the yellow cats when they were jumped on.
  4. The Blinding Exhaust glitch has been temporarily fixed by simply reverting the level music to SMW's originals.

I should have the World 1 Beta ready by 8:00 EST, so if you want to help test, you should let me know now.
e: PMs sent

Likes 1 – piexing

96. Quadcentruo said on October 17, 2010, 06:04:07 AM (-07:00)

Giratina
3,684 posts

Can you give an estimate on when the next beta will be released?

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97. randoguy101 said on October 17, 2010, 07:13:41 AM (-07:00)

Volcarona
688 posts

Considering 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.

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98. NismoZ said on October 19, 2010, 03:28:57 PM (-07:00)

Kyurem
2,014 posts

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 )

Likes 2 – piexing, OMGITSJAD

99. OMGITSJAD said on October 19, 2010, 04:23:59 PM (-07:00)

Shaymin
2,490 posts

Quote:
Originally Posted by NismoZ View Post
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 )
I also recommend something from VVVVVV. Yay chiptune! =3

Likes 1 – piexing

100. randoguy101 said on October 19, 2010, 11:05:43 PM (-07:00)

Volcarona
688 posts

Quote:
Originally Posted by NismoZ View Post
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.
Oh look, it just so happens there is a port of this already.
Oh look, it just so happens I needed a song for the Cat Planet level of World 2.
Whoops, I accidentally downloaded and inserted the song, silly me, may as well use it now.

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