JUMP½ Main Discussion, Rules and Base ROM
- mellonpizza
- working
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- Joined: 10 years ago
- First name: pizza
- Location: Programming hell
Re: JUMP½ Main Discussion, Rules and Base ROM
I made a poll to see people's opinion on koopaling gfx i choose for potential custom bosses. link to image in the poll.
http://www.strawpoll.me/10758185
http://www.strawpoll.me/10758185
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
This base rom is a mess. I let the backlog get far too big and I forced myself to do this up this afternoon. Things are missing, I was only downloading the latest versions of things. B, R, Y and TITANIC come to mind. There's a new folder, backlog, and this is the files that I'm not sure what to do with. I believe I already did the extra translevels patch and all but it was still in the folder. Maybe there was an update? I dunno. I need some help tbh fam kthnx
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
This should be mostly fixed.
Re: JUMP½ Main Discussion, Rules and Base ROM
Those graphics look pretty nice actually. They look like touched up versions of the cut koopaling graphics from Super Princess Peach. :)mellonpizza wrote:I made a poll to see people's opinion on koopaling gfx i choose for potential custom bosses. link to image in the poll.
http://www.strawpoll.me/10758185
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
There's a good amount of levels that lead to the wrong level because.. reasons. Some are old issues that I have fixed in prior updates but cropped up again due to porting to a new rom. I no longer have a list of what goes where. I would really appreciate it if you all just played through your levels again and tell me exactly what to change to make the level as you originally submitted. Thank you.
- aterraformer
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- aterraformer
- Posts: 330
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- Location: The Astral
- snoruntpyro
- cutest girl 2023
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Re: JUMP½ Main Discussion, Rules and Base ROM
NEVER PUT A MESSAGE BOX ON LAYER 3 still leads to Donut Ghost House right after the first smasher section btw. Putting this here so it isn't missed.
Re: JUMP½ Main Discussion, Rules and Base ROM
There are still tons of issues lol, we probably shouldn't mind them for now
Mosts Awards:
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: JUMP½ Main Discussion, Rules and Base ROM
I really need specifics of what level attaches where. I'm a tad overwhelmed by it ![Embarrassed :oops:](./images/smilies/icon_redface.gif)
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
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Re: JUMP½ Main Discussion, Rules and Base ROM
Anyone good with music? Might use the A2MT Switch Palace music for a level, but it's slightly broken in AddMusicK.
Here's the MML and corresponding bnk
Here's the MML and corresponding bnk
- aterraformer
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP½ Main Discussion, Rules and Base ROM
This one resolves the slowdown issue.
Replace the old PATCH folder with this entirely. Then simply run "insert.bat" to apply the patches.
e: of course you should keep your recent data files (AuthorData, DCdata, ExtraMsgData, ExtraTranslvData, levelinfodata, LevelNameData, NoYoshiData). I worked on the base rom 0.11 which contains the outdated files of them.
Replace the old PATCH folder with this entirely. Then simply run "insert.bat" to apply the patches.
e: of course you should keep your recent data files (AuthorData, DCdata, ExtraMsgData, ExtraTranslvData, levelinfodata, LevelNameData, NoYoshiData). I worked on the base rom 0.11 which contains the outdated files of them.
- Attachments
-
- PATCH.zip
- (203.85 KiB) Downloaded 183 times
Last edited by worldpeace125 7 years ago, edited 1 time in total.
Re: JUMP½ Main Discussion, Rules and Base ROM
No, it works fine. I made A2MT SPC set on addmusicK.
I can give you my MML file. If you cannot solve the problem.
Araragi Marisa's Anime List: MAL List
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
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Re: JUMP½ Main Discussion, Rules and Base ROM
Here it is.
Code: Select all
#am4
#samples
{"chrom1um.bnk"}
$ED $80 $6D $2B
$ED $80 $7D $00
$F0
w220 t56 w255 l16
tuning[15]=0
#0 @15 $E5$B1$04 v120
(1)[o2f=11r=1>f=11r=1>f=11r=1>f=11r=1]16
/
(2)[o3$DE$00$00$00 $EB$01$0B$E4 $ED$5F$70 v210f16$EB$00$00$00
$E5$B1$04v120f=11r=1>f=11r=1>f=11r=1]28
v210$DE$00$10$70 o1$ED$45$71 f=130 v255$ED$44$E5 f=62
(2)60
o3$EB$01$0B$E4 $ED$5F$70 v230f16$EB$00$00$00
$E5$B1$04v120f=11r=1>f=11r=1
$EB$01$0B$E4 $ED$5F$70 v230<f16$EB$00$00$00
$E5$B1$04v120<f=11r=1>f=11r=1
$EB$01$0B$E4 $ED$5F$70 v230f16$EB$00$00$00
$E5$B1$04v120o5f=11r=1
$EB$01$0B$E4 $ED$5F$70 v230o3[f16]4[f32]8
f16r=60$EB$00$00$00v140
$E5$B3$04o3[cr$EB$0C$03$02 f=72$EB$00$00$00 f1.]2
cr$EB$0C$03$02 f=72$EB$00$00$00 f8^1^1
e=168r2
[cr$EB$0C$03$02 f=72$EB$00$00$00 f1.]2
cr$EB$0C$03$02 g+=72$EB$00$00$00 g+4^1
$E5$B0$04 o4
f=6f=4r=2c=6c=4r=2
d+=6d+=4r=2f=6f=4r=2a+=6a+=4r=2>c=6c=4r=2
d+=6d+=4r=2f=6f=4r=2a+=6a+=4r=2>c=6c=4r=2
d+=6d+=4r=2f=6f=4r=2c=6c=4r=2<a+=6a+=4r=2
f=6f=4r=2d+=6d+=4r=2c=6c=4r=2<a+=6a+=4r=2
f=6f=4r=2d+=6d+=4r=2c=6c=4r=2<a+=6a+=4r=2
f=6f=4r=2d+=6d+=4r=2c=6c=4r=2<a+=6a+=4r=2
f=6f=4r=2d+=6d+=4r=2c=6c=4r=2<a+=6a+=4r=2
(2)64
(2)64
[r1]69
$EB$01$0B$E4$E5$B1$04v230o3
f$EB$00$00$00
$E5$B3$04 $ED$01$E0 b+=180
(7)[$EB$01$0B$E4$E5$B1$04v230o3
f$EB$00$00$00
$E5$B3$04v140>b+](8)[b+rb+rb+b+]
(7)2b+b+(7)
(7)(8)(7)2(9)[b+b+rb+]
(7)b+(7)rb+b+(7)2b+b+(7)
(7)(8)(7)2(9)
(7)(8)(7)2b+b+(7)
(7)(8)(7)2(9)
(7)b+(7)b+(7)3b+b+(7)
(7)(8)(7)2(9)
(7)(8)(7)2b+b+(7)
(7)(8)(7)2(9)
(7)b+(7)rb+b+(7)2b+b+(7)
(7)(8)(7)2(9)
(7)(8)(7)2b+b+(7)
(7)b+b+(7)b+b+(7)8
$E5$B1$04v255$ED$44$E5 <<f2
[r1]99
#1
(4)[ r1r1r8 @15 $E5$B0$04 $ED$5F$B3v155
o6crd+r8<g+r8b+r=36a+r=36
>crd+r8<g+r8b+ra+rd+r]
/ (4)2
(15)[@15 $E5$B3$04 o4
f=6f=4r=2d+=6d+=4r=2rg+=6g+=4r=2
rg=6g=4r=2d+=6d+=4r=2r
f=6f=4r=2d+=6d+=4r=2rg+=6g+=4r=2
cc=6c=4r=2r<a+=6a+=4r=2
>f=6f=4r=2d+=6d+=4r=2rg+=6g+=4r=2
rg=6g=4r=2d+=6d+=4r=2r
f=6f=4r=2<f=6f=4r=2a+=6a+=4r=2f=6f=4r=2>
c=6c=4r=2<f=6f=4r=2>d+=6d+=4r=2<f=6f=4r=2>
f=6f=4r=2d+=6d+=4r=2$E5$B0$04$ED$5F$B3>b+$E5$B3$04<g+=6g+=4r=2
$E5$B0$04$ED$5F$B3o6d+$E5$B3$04o4g=6g=4r=2d+=6d+=4r=2$E5$B0$04$ED$5F$B3>g+$E5$B3$04
<f=6f=4r=2d+=6d+=4r=2$E5$B0$04$ED$5F$B3>b+$E5$B3$04<g+=6g+=4r=2
cc=6c=4r=2$E5$B0$04$ED$5F$B3>a+$E5$B3$04o3a+=6a+=4r=2
>f=6f=4r=2d+=6d+=4r=2$E5$B0$04$ED$5F$B3>b+$E5$B3$04<g+=6g+=4r=2
$E5$B0$04$ED$5F$B3o6d+$E5$B3$04o4g=6g=4r=2d+=6d+=4r=2$E5$B0$04$ED$5F$B3>g+$E5$B3$04
<f=6f=4r=2g+=6g+=4r=2$E5$B0$04$ED$5F$B3>b+$E5$B3$04 c=6c=4r=2
$E5$B0$04$ED$5F$B3 a+$E5$B3$04<a+=6a+=4r=2$E5$B0$04$ED$5F$B3>d+$E5$B3$04<g=6g=4r=2]4
v120o2$E5$B1$04[ffr]7fr[ffr]3
[d+d+r]7d+r[d+d+r]3
[c+c+r]7c+r[c+c+r]3
[ffr]7fr[ffr]3
[ffr]7fr[ffr]3
[d+d+r]7d+r[d+d+r]3
[c+c+r]7c+r[c+c+r]3
[ffr]5ff+rf+f+rf+r[f+f+r]3
ff<f12^12r12
o5v135cr$DE$34$0F$40 $EB$0C$03$02 f=72$EB$00$00$00 f=72
d+8f8c8r16<a+16^16rg+=84r16
a+r$EB$0C$03$02>d+=72$EB$00$00$00 d+=72
c+8c8<a+8g+8r8a+8
r8f8g+1
>c+8c8<a+8g+8^8$EB$2E$03$02 a+1r8
$E5$B3$04
l32f<f>f<f>>(13)[d+<d+>d+<d+a+<a+>a+<a+>g+<g+<g+>g+]l16
v110(13)v85(13)r8
$E5$B0$04
o5v145cr$EB$0C$03$02 f=72$EB$00$00$00 f=72
c8g8g+8a+8^8g2
c+r$EB$0C$03$01 g=72$EB$00$00$00 g4
g+8a+8>c8^8d+8<g+8g4
f2frb+8a+=72g+8r8g8g+8r8 $EB$17$07$02 g+=168^=168r=72
(15)4
[r1]69
f$E5$B0$04 $ED$01$E0o4f=180$E5$B0$04
$ED$81$FD(11)[rg+g+rg+rg+g+rg+rg+g+g+rg+]
$ED$81$FB(11)2
$ED$81$FD(11)2
$ED$81$FB(11)
(12)[rg+g+rg+g+rg+rg+rg+g+g+rg+]
$ED$81$0C(11)
$ED$81$0E(11)2
$ED$81$0B(11)
$ED$81$0C(11)2
r$ED$81$00o4g+g+g+rg+g+[g+r]9r=80
[r1]99
#2 @15 $E5$B4$04 v140
(3)[o3f8f8<ffffrfb+8ra+8r]4
/
(3)24
f1^1
d+1^1
c+1^1
c1^1
f1^1
d+1^1
c+1^1
f1f+1
(3)2
(14)[
>d+8d+8<d+d+d+d+rd+b+8ra+8r
>d+8d+8<d+d+d+d+rd+g+8a+8>c8
c+8c+8g+8c+g+rb+g+fc+8<g+>c+
d+8d+8<d+>d+<d+>d+rgd+a+8bb+8]
(3)4
(14)
(3)4
(14)
(3)4
(14)
(3)2
[r1]69
o4g+1
(11)
$ED$81$FF(11)2
$ED$81$00(11)
$ED$81$FF(11)2
$ED$81$00
(12)
$ED$81$09(11)2
$ED$81$0B(11)
$ED$81$07(11)3
r$ED$81$00 o4fffrff[fr]9r=84
[r1]99
#3 [r8]31 v90@0$E5$B5$08 o4$ED$6F$7D c32c32c32c32
/(5)[cc$ED$6F$78 c$ED$7F$7D c]15
(6)[c$ED$6F$78 c$ED$6F$7D c32c32c32c32]
(5)15(6)
(5)15(6)
(5)15(6)
(5)15(6)
(5)15(6)
$E5$A1$05$ED$1F$6Bv150e1^1^1[r1]5
e1^1^1[r1]4$E5$B5$08
v90[$ED$7F$7D cc $ED$6F$78 c8]3
(6)
(5)15(6)
(5)15(6)
(5)15(6)
(5)15(6)
(5)15(6)
(5)15(6)
(5)15(6)
(5)15(6)
[r1]99
#4 [r1]4/[r4]33
@10o3v255[e2]32
[r1]8r4 v180$DE$12$0D$50
@11o4c1g2
a+=144b+=30a+=9g+=9
g=144g+8a+8
g+=144a+8b+8
g+=144g8g+8
g1
f=72d+=120
[f1g+1g1d+1f1g+1a+1^1]4
[r1]69
@14o2(10)[ffg+f8r=60fg+a+g+gf
g+ff8r=84cd+f=36
d+d+g+gd+8r=36<a+>c+8<a+>c+d+d+
r2gd+b+=36a+g+f
g+c+c+c+c+rfg8r4c+d+c+8
r<c+rrc+r=36>g+g8frd+c
d+ff8<fr>f8d+8g+cd+<a+g+8
f>ff8<fr>fa+8g+8>d+8<d+>d+8]
@8v255(10)
[r1]99
#5[r1]4/$DE$00$00$00[r1]8
@8v255o1[ff>f<f]16
[a+a+>a+<a+]16
[ff>f<f]16
>[c+c+>c+<c+]16
<f1^4^8
@6v210o4cr$EB$0C$03$02 f=72$EB$00$00$00 f1.
cr$EB$0C$03$01 g=72$EB$00$00$00 g1.
cr$EB$0C$03$02 c+=72$EB$00$00$00 c8^1
<a+=72g+=72g8f2r1
>cr$EB$0C$03$02 f=72$EB$00$00$00 f1.
cr$EB$0C$03$02 a+=72$EB$00$00$00 a+1.
g+8g8rc8rd+=168^1@11$DE$12$0D$50v180g4
@8v255o1[ff>f<f]8
[d+d+>d+<d+]8
[c+c+>c+<c+]8
[ff>f<f]16
[d+d+>d+<d+]8
[c+c+>c+<c+]8
[ff>f<f]16
[d+d+>d+<d+]8
[c+c+>c+<c+]8
[ff>f<f]16
[d+d+>d+<d+]8
[c+c+>c+<c+]8
[ff>f<f]8
[r1]69
[r1]99
#6 [r1]4/[r1]33 v180$DE$12$0D$50
@11o4f1
g=144g=35f=13
d+=144f8g8
f=144g8g+8
f=144d+8f8
d+1
c+=72[c=120
r4@10o3v255e4^4e4@11o4v180f1d+1c1c+1f1g1d+=72]4f4g8g+4
[r1]69
[r1]99
#7 [r1]4/[r1]38
@8v255o2[rrf<f>]8
[@16$E5$A1$05v230o4e=144^2@10o3v255e2e2e2e2e2e2e2e2e2e2e2e2e2e4]4
Araragi Marisa's Anime List: MAL List
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4218
- Joined: 12 years ago
- Location: Nova Scotia
Re: JUMP½ Main Discussion, Rules and Base ROM
No, that doesn't sound correct either.
Compare the SPC from AMK, vs this video from Wyatt. You can hear a difference about 50 seconds in.
Compare the SPC from AMK, vs this video from Wyatt. You can hear a difference about 50 seconds in.
Re: JUMP½ Main Discussion, Rules and Base ROM
Actually, all a2mt songs are only for addmusic4.05. So, it's not compatible with amk.SAJewers wrote: ↑7 years ago No, that doesn't sound correct either.
Compare the SPC from AMK, vs this video from Wyatt. You can hear a difference about 50 seconds in.
Araragi Marisa's Anime List: MAL List
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: JUMP½ Main Discussion, Rules and Base ROM
Because of the necessity, I made a patch that allows more than 120 exits from scratch. For now you can have at most 152 exits (120+4*8) but this limit can be easily changed if you want.
Available for extra events(121st-152nd)
- layer 1 tile revealing: you need to handle the config table. see the attached image for the location of the table.
- layer 1 tile destruction (castle, switch, etc.): editable with lunar magic. this was available in jump 1 too.
- layer 2 events: partially editable with lm. basically all the extra layer 2 events will be regarded as the last (120th) event in the editor. you need to handle the config table that decides the separation points.
I will explain the format of the config tables later. (the layer 2 table is kinda obvious though)
Not available for extra events
- layer 1 events
- layer 2 silent events
i.e. don't use extra events for a path that connects between two (sub)maps
It's still beta, so let me know if you encounter some weird effect.
Like the last patch, you should keep your recent data files (AuthorData, DCdata, ExtraMsgData, ExtraTranslvData, levelinfodata, LevelNameData, and NoYoshiData).
Available for extra events(121st-152nd)
- layer 1 tile revealing: you need to handle the config table. see the attached image for the location of the table.
- layer 1 tile destruction (castle, switch, etc.): editable with lunar magic. this was available in jump 1 too.
- layer 2 events: partially editable with lm. basically all the extra layer 2 events will be regarded as the last (120th) event in the editor. you need to handle the config table that decides the separation points.
I will explain the format of the config tables later. (the layer 2 table is kinda obvious though)
Not available for extra events
- layer 1 events
- layer 2 silent events
i.e. don't use extra events for a path that connects between two (sub)maps
It's still beta, so let me know if you encounter some weird effect.
Like the last patch, you should keep your recent data files (AuthorData, DCdata, ExtraMsgData, ExtraTranslvData, levelinfodata, LevelNameData, and NoYoshiData).
- Attachments
-
- PATCH.zip
- (205.12 KiB) Downloaded 156 times
-
- ee.png (6.94 KiB) Viewed 9879 times
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4218
- Joined: 12 years ago
- Location: Nova Scotia
Re: JUMP½ Main Discussion, Rules and Base ROM
So I've been way out of the loop. What's the status of this right now? Can someone bring me up to speed?