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Base ROM Inclusions

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alex2
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Re: Base ROM Inclusions

Postby alex2 » 7 years ago

Editing messages is a very inefficient way to do this.

You can ignore the warning for the time being. The file is missing from the latest base ROM, so it isn't your fault. Don't be concerned when your chests don't look correct. I'll discuss it with limepie right now.

As a side note, that effect should look awesome when it's being used!
Warning: Opinions expressed by alex2 or others in this post do not necessarily reflect the views, opinions, or position of alex2 himself on the matter(s) being discussed therein.
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raocow
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Re: Base ROM Inclusions

Postby raocow » 7 years ago

Just wanted to say that it got it to work! Thank you very much!
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SyStemkraSh5642
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Re: Base ROM Inclusions

Postby SyStemkraSh5642 » 7 years ago

A2MT 3.11
I didn't have the file "chest_data_gfx.bin" inserted in the last one; this one should have it now.

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Diortem
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Re: Base ROM Inclusions

Postby Diortem » 7 years ago

SyStemkraSh5642 wrote: + All currently optimized levels (as of this post) are inserted
Actually, you missed levels 130, 131, 076. These were in the earliest posts. Those three levels alone contribute to >100 kB in reduction. XD

Also it seems level 124 is broken, because the tiles for page 28 weren't inserted (or overridden). I had to reorder a few in order to make the whole level more optimal. It's in the last post I made. The rest seems okay.

Btw. can the list be reposted for the 10 largest levels? Cause I noticed some new levels, that probably look very inefficient, but it's easier for you to post as you have all the mwl files together. Is size also being considered when new levels are accepted? It's better to have levels fixed before insertion than 'reducing' them afterward.

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alex2
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Re: Base ROM Inclusions

Postby alex2 » 7 years ago

This is mostly directed at Diortem, since it will really only affect the work of him and I:

How do you guys feel about switching to uberASM?
Warning: Opinions expressed by alex2 or others in this post do not necessarily reflect the views, opinions, or position of alex2 himself on the matter(s) being discussed therein.
raocow wrote:a3xt will be my last project, after which I will quit lp forever
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Re: Base ROM Inclusions

Postby SyStemkraSh5642 » 7 years ago

Diortem wrote:
SyStemkraSh5642 wrote: + All currently optimized levels (as of this post) are inserted
Actually, you missed levels 130, 131, 076. These were in the earliest posts. Those three levels alone contribute to >100 kB in reduction. XD
Ah, I apologize; I didn't check the previous page. These levels have been inserted.
Diortem wrote:Also it seems level 124 is broken, because the tiles for page 28 weren't inserted (or overridden). I had to reorder a few in order to make the whole level more optimal. It's in the last post I made. The rest seems okay.
Thank you for catching this; the proper tiles are inserted.
Diortem wrote:Btw. can the list be reposted for the 10 largest levels? Cause I noticed some new levels, that probably look very inefficient, but it's easier for you to post as you have all the mwl files together. Is size also being considered when new levels are accepted? It's better to have levels fixed before insertion than 'reducing' them afterward.
Are you talking about this list?
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As for whether the size of the levels matter before being accepted, I'll talk to key lime pie about it.

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alex2
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Re: Base ROM Inclusions

Postby alex2 » 7 years ago

I think he meant a new list of the biggest levels, post optimisation. Not completely sure about that, though.
Warning: Opinions expressed by alex2 or others in this post do not necessarily reflect the views, opinions, or position of alex2 himself on the matter(s) being discussed therein.
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limepie20
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Re: Base ROM Inclusions

Postby limepie20 » 7 years ago

Here is the updated one:
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We can ignore the first three because Systemkrash didn't update them in version 3.1, which is what I'm using.

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Diortem
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Re: Base ROM Inclusions

Postby Diortem » 7 years ago

Sorry for being vague, but indeed Limepie that is what I meant. Thanks for updating it. :) At least there are no levels above 20 kB anymore, so that's some improvement.

I'll peek into the others just another time. Most of those numbers sound familiar, so I think we're just about through with reducing the existent content.

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Re: Base ROM Inclusions

Postby limepie20 » 7 years ago

The Price is Right fail theme is working:
http://www.youtube.com/watch?v=zQyEuaQa ... e=youtu.be

Thanks, Diortem and Wyatt!

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Diortem
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Re: Base ROM Inclusions

Postby Diortem » 7 years ago

It seems the tile properties of page 3D weren't inserted correctly. All the tiles behave like solid blocks which isn't quite the intended property. Here's the page again.
Attachments
Page 3D Map16Page.zip
page $3Dxx with gfx/properties
(839 Bytes) Downloaded 79 times

SyStemkraSh5642
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Re: Base ROM Inclusions

Postby SyStemkraSh5642 » 7 years ago

Diortem wrote:It seems the tile properties of page 3D weren't inserted correctly. All the tiles behave like solid blocks which isn't quite the intended property. Here's the page again.
I think we went over the tile properties before, but it won't hurt to insert a Map16 page again. Thanks!

EDIT: I was doing some optimizations for alex2 in levelcode.asm, levelcodeinit.asm, and sprite tool .asm files by running them through this xkas converter but I ran into some problems. I sent a PM to alex2 asking what to do with these errors, but he hasn't responded. Maybe somebody here knows how to fix this?
SyStemkraSh wrote:Error message 1, levelcode.asm:
Link to photo
Error message 2, tick.cfg:
Link to SpriteTool photo
Link to temp.log photo
I won't be able to insert sprites or patch things until this gets resolved...

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Diortem
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Re: Base ROM Inclusions

Postby Diortem » 7 years ago

*sigh* it already failed at the second sprite during spritetool. Why are we doing this in the first place?

Unless we are running out of room or experiencing slow down I remain at position that: Modifying things that don't need fixing usually lead to breaking more stuff than one can bargain for. Indeed, I agree that there's plenty of things that are suboptimal (or actual even mediocre), but is it worth going through? Will it be noticeable during game play?

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Re: Base ROM Inclusions

Postby swirlybomb » 7 years ago

Hey, I just happened to notice that in 'Who made that level.txt', my username and level name ('Swirlybomb' and 'Ye Olde Spookhouse' (level 00A), respectively) are switched around. Just a minor fix.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Diortem
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Re: Base ROM Inclusions

Postby Diortem » 7 years ago

SyStemkraSh5642 wrote: I think we went over the tile properties before, but it won't hurt to insert a Map16 page again. Thanks!
Ah my bad, I must have forgotten about that. I thought this base rom was newer. ^_^'

Here's some small updates for the base rom:

1. Certain levels that use HDMA for background can cause graphical glitches when getting a game over. Just try to get a game over (or time up for that matter) on Vehicle to Moscow. The reason for this is that the HDMA enables aren't reset. To resolve this please insert this line of code in "Mode7Gameover.asm" after line 34:

Code: Select all

STZ $0D9F ; clear all HDMA transfers via shadow register


2. I've found out how to properly eliminate the HUD in level mode 1 ($0D9B = $01) setting. The thing is, that the setting works but the static part of the HUD isn't cleared by itself. In order to do this changing the code in levelinitcode.asm (for levelDA) & chest.asm required a small update. I've uploaded the contents and chest.asm files for your insertion ease. Now that I think of it I could do an update and insert some static text messages in the HUD's place explaining this is the treasure room and how to select/exit the place.
Attachments
RemoveHud_Level0DA.zip
contains levelinitcode.asm for level$0DA and small update on chest.asm.
(6.88 KiB) Downloaded 72 times

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raocow
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Re: Base ROM Inclusions

Postby raocow » 7 years ago

Considering that the title screen graphic and music exist... I suppose we should look into putting them in by now? haha~
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Diortem
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Re: Base ROM Inclusions

Postby Diortem » 7 years ago

Chestdata.txt in BaseRom 3.11 is still broken. Perhaps you should run it without insert.bat as that automated bat file Chibikko made causes the user to miss error reports generated by the tool.

Someone inserted the following errors:

-level $25 (37 decimal) is used, but that is not a valid OW level.
-Item name of level $21 is 1 character too long. "removing the 's' on position 5 is the easiest way to resolve this.

I'll make a new version of the bat & tool so the bat file will pause on error leaving the log on-screen.

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Re: Base ROM Inclusions

Postby SyStemkraSh5642 » 7 years ago

+ Sublevel 1BF crashes because the song was removed; + it used a removed sample bank
+ 1C6's background is fixed
+ Lakitrouble in the Lakitundra was fixed
+ Moonlit Mountain's secondary exits are fixed
+ Phase Out's sublevel 7E's entrance was fixed
+ 1C6's glitchy fireball graphics are fixed
+ 161's music is fixed
+ 124's graphics/Map16 are fixed
+ All issues currently mentioned (as of this post) in "Final Tweaking of Inserted Levels" thread have been fixed or are addressed
+ Cirno's and Septentrion Pleiades's Switch Palace sublevel (022) is inserted
+ Spitznagl's level (016) is updated
+ Frozelar's Switch Palace sublevels (0AB and 0F8) are inserted
+ Fireyblaze's level (010) is inserted
+ Level 025 is removed from Chestdata.txt and Level 021's treasure name is shortened

- Mad Science Laboratory's thwomps need to be fixed (I have no idea what the problem could be)
- Insert graphics for chest items

Download A2MT 3.12 here

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Re: Base ROM Inclusions

Postby Septentrion Pleiades » 7 years ago

SyStemkraSh5642 wrote:
- Mad Science Laboratory's thwomps need to be fixed (I have no idea what the problem could be)
- Insert graphics for chest items

Download A2MT 3.12 here
- Many of the message text blocks are missing.

- Cannot Jesus while Sakuya.

I greatly awaited this. One thing is that I was hoping for OW entrances to the switch palaces, even though they are not final yet. I have to sleep and work tomorrow.
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Re: Base ROM Inclusions

Postby Gwaur » 7 years ago

Hi guys!

I see my level (11F, music slot 8A) had some music issues that crashed the game. First, of course, thank you for fixing it for me. Second, would someone tell me what was wrong, so I can avoid it in the future? I wrote the music file by hand, learning the markup language by studying other music files, so it's quite possible that I left something important out.
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Re: Base ROM Inclusions

Postby limepie20 » 7 years ago

You should PM your original music files to Wyatt and ask what was wrong because I don't remember what it was.

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Re: Base ROM Inclusions

Postby Septentrion Pleiades » 7 years ago

The new base rom needs quite a few entrances on the OW on the overworld. Each of the switch palaces and Nezumi's Farmland comes to mind.
So how is the new baserom coming along?
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Re: Base ROM Inclusions

Postby limepie20 » 7 years ago

Yeah, all that stuff should be in the next version. Also, things are moving slowly, so I don't know when it'll be done.

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Re: Base ROM Inclusions

Postby Paralars » 6 years ago

so, uhm, how long has the CMS not been working?
I've tried looking up the whole list of levels and gfx files to get some overworld going.

I guess I can look up the levels in the level thread, but we still need the ow GFX to be inserted at 80-FF.
(They aren't all completed yet, but we still need the space)
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Re: Base ROM Inclusions

Postby limepie20 » 6 years ago

The wiki was moved to http://asmtinfo.tk/.


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