-Main Discussion (FINALLY Updated Base ROM Here) Thread-
- aterraformer
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
Yes, that would be awesome if you made all the music volumes the same! For the status bar, I messed around with it for a little and only managed to make the rom unopenable. I'll play with it more tomorrow.
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: -Main Discussion Discoursition (Base ROM Here) Thread-
If it takes up your time so much, just capture a screenshot of the window of any status bar editor. All I need is visualized infomation so that would be enough.
- morsel/morceau
- Posts: 402
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
Are we are we going to end up having anything depend on how many level's dragon coins have been collected? I remember converting the moon counter ($13c5) to count DCs. That might be displayed if it's going to be used.
Regarding multiple midpoint: I think I heard this will won't work with latest lunar magic (which allows midpoint placement to be more flexible). It will also have to work with level 24 hack and levelasm (which is easy enough, but you can't use it as is). I have got a checkpoint working which simply resets the level you spawn in to from the overworld. This would work with the latest lm. I don't know if that will meet the case for levels which multiple checkoints would be necessary for.
Are the final castles finished? It would be useful to know where we stand with those. How about the life farming/powerup areas. I wouldn't mind making some of these.
Also
Regarding multiple midpoint: I think I heard this will won't work with latest lunar magic (which allows midpoint placement to be more flexible). It will also have to work with level 24 hack and levelasm (which is easy enough, but you can't use it as is). I have got a checkpoint working which simply resets the level you spawn in to from the overworld. This would work with the latest lm. I don't know if that will meet the case for levels which multiple checkoints would be necessary for.
Are the final castles finished? It would be useful to know where we stand with those. How about the life farming/powerup areas. I wouldn't mind making some of these.
Also
I think it would be a shame to get rid of this level as it wouldn't be so hard to make it a little easier without ruining it. I think we need some kind of final boss (or two), so if you're going to make a boss it would be better doing that. I have only ever made rather simple sprites so it wouldn't be something I could promise to do, and the game needs a proper boss at the end.In fact, I wish to make a level like Black's base from Gunstar Heroes Stage 4, and with full of custom bosses. Not sure how much time will be taken.. If it takes too long, I'm not going to make it. If I choose a level to give up for a slot, I'd choose Root of Yggdrasil.
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: -Main Discussion Discoursition (Base ROM Here) Thread-
@morsel: I'll keep in mind that. But I remember that aterraformer wanted vanilla bosses at the end, such as insanely hard reznor(correct me if I'm wrong).
- aterraformer
- Posts: 330
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- Location: The Astral
Re: -Main Discussion Discoursition (Base ROM Here) Thread-
Admittedly kinda distracted, second apology.
@worldpeace: do not get rid of your level!! If you want to modify it slightly and/or with multiple midpoints that's fine. If you need to make more stuff we will squeeze it in somewhere else.
@morsel: I would still like to do something with the dragon coins such as unlocking the final level or final world. I think we need to strawpoll this or just have people shout their opinions here. The final castles, all the information on completion should be on the specific thread. Only one life farm area is done and I still haven't added the boo fight to it or removed the final castles' testing section area.
back to @worldpeace: I was thinking of something along the lines of I believe it's Kaizo 2's Reznor fight? I thought there was one in Hyper VI though haha. Though I was also thinking about variations of the Bowser SMB1 fight.. also done in Hyper VI. Honestly if you really want to make something (no pressure, I know it's a lot of work!) you can make whatever you want! Just two requests though: put a midpoint before and please make it mostly action packed, not... waity Carol-like haha. Though that shouldn't be a problem considering the epic boss near the end of Gnarly (loltoolless).
@worldpeace: do not get rid of your level!! If you want to modify it slightly and/or with multiple midpoints that's fine. If you need to make more stuff we will squeeze it in somewhere else.
@morsel: I would still like to do something with the dragon coins such as unlocking the final level or final world. I think we need to strawpoll this or just have people shout their opinions here. The final castles, all the information on completion should be on the specific thread. Only one life farm area is done and I still haven't added the boo fight to it or removed the final castles' testing section area.
back to @worldpeace: I was thinking of something along the lines of I believe it's Kaizo 2's Reznor fight? I thought there was one in Hyper VI though haha. Though I was also thinking about variations of the Bowser SMB1 fight.. also done in Hyper VI. Honestly if you really want to make something (no pressure, I know it's a lot of work!) you can make whatever you want! Just two requests though: put a midpoint before and please make it mostly action packed, not... waity Carol-like haha. Though that shouldn't be a problem considering the epic boss near the end of Gnarly (loltoolless).
- morsel/morceau
- Posts: 402
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
I've included the dc counter, it displays thus:
Also in the patch is the mario exgfx stuff which was included after the last base rom (just in case this was lost).
All the threads were lost so it might be an idea to create new ones so we know where we stand.The final castles, all the information on completion should be on the specific thread.
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- aterraformer
- Posts: 330
- Joined: 13 years ago
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
Should PROBABLY pay more attention hahamorsel/morceau wrote:All the threads were lost so it might be an idea to create new ones so we know where we stand.
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- Muwha!
- Posts: 141
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
I still have my final castle levels right? Thought id recheck. How hard should they be as well?
Also I noticed someone used YI GFX for a level, we are allowed to?!
Also I noticed someone used YI GFX for a level, we are allowed to?!
- aterraformer
- Posts: 330
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- Location: The Astral
Re: -Main Discussion Discoursition (Base ROM Here) Thread-
Well all the limits I had in place for them have kinda gone out the window. Whatever I get, I'll put somewhere.Franky wrote:I still have my final castle levels right? Thought id recheck. How hard should they be as well?
Also I noticed someone used YI GFX for a level, we are allowed to?!
Yeah why not?
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- Muwha!
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
Yay. Have all the GFX regulations went out the window? could I use non mario FG tiles? Also which music will my castle levels be using? 1F?
- aterraformer
- Posts: 330
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
noFranky wrote:Yay. Have all the GFX regulations went out the window?
as long as it's past the world 3 castleFranky wrote:could I use non mario FG tiles?
if it's free, sureFranky wrote:Also which music will my castle levels be using? 1F?
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- Muwha!
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Re: -Main Discussion Discoursition (Base ROM Here) Thread-
It is past world 3 castle.. I'm doing my bowser/final castle levels. Are all levels in those two castles using one certain song, or can I find my own song for my sections of that castle? That's what I meant about song 1F. Which is for Bowsers castle I think.
- aterraformer
- Posts: 330
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Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
Sorry everyone, I am such a dumb
JUMP Base ROM v1.10
JUMP Base ROM v1.10
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
is this new one
- morsel/morceau
- Posts: 402
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Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
The teleport block messes with the y register so it can do cool things like spawn balloons and kill you. Please replace with this one
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- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
music updates (see changelist.txt)
- worldpeace125
- Posts: 262
- Joined: 11 years ago
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
There was a mistake on Silver Field.txt. I fixed that and also there's minor improvement. Please replace with this one again. This should be the final version, sorry.
- Attachments
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- Silver Field.zip
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- Isocitration
- Posts: 34
- Joined: 14 years ago
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
Alright, so after I'm finished with my MaGLx level I'm considering heavily redesigning Misc Monument to be a lot less ridiculous. Either that or I replace it with something else/give up the level slot because as it stands, it just feels too long and convoluted to be in the game. (Did anyone ever beat it besides myself?)
- morsel/morceau
- Posts: 402
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Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
I have beaten Misc Mon. I can actually beat the first half without dying most times, although I have not yet managed to collect the DCs. I don't think a drastic revision is necessary, although I do think it could be a little easier. Switch blocks would be a great way to achieve this (example: put switch blocks over the pit where you have to bounce on the spike ball in midair). You could jerryrig a midpoint in the first half by having a custom block that sets a freeram address and checking this address in levelasm to start the flying patform moving. This would also solve the minor issue of the fast scrolling section playing slightly differently after dying and restarting from the midpoint. The only thing I found frustrating about the level is the coming down through the nets with yoshi. It was confusing as to what hurts you, where you're supposed to jump to stay in the background, where you're supposed to wait or where to rush.
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I had a go a making a life farm. Please tell me if it's suitable. To get lives
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I had a go a making a life farm. Please tell me if it's suitable. To get lives
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- Isocitration
- Posts: 34
- Joined: 14 years ago
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
That flying platform pseudo midpoint is a pretty interesting idea, but if we're incorporating your multi midpoint patch I'll likely use that instead. I'd probably place a midpoint at the beginning of the first cave segment and a another one after the second cave segment (eliminating the current midpoint).
I'm overall pretty dissatisfied with the second half so I'll probably redesign it. Contemplating getting rid of the 'behind the nets' gimmick despite it being one of the original ideas for the level, but we'll see.
I'm overall pretty dissatisfied with the second half so I'll probably redesign it. Contemplating getting rid of the 'behind the nets' gimmick despite it being one of the original ideas for the level, but we'll see.
Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
I think you should keep the gimmick, just make it a little less craaaAAAAaazy ok?Isocitration wrote:That flying platform pseudo midpoint is a pretty interesting idea, but if we're incorporating your multi midpoint patch I'll likely use that instead. I'd probably place a midpoint at the beginning of the first cave segment and a another one after the second cave segment (eliminating the current midpoint).
I'm overall pretty dissatisfied with the second half so I'll probably redesign it. Contemplating getting rid of the 'behind the nets' gimmick despite it being one of the original ideas for the level, but we'll see.
- aterraformer
- Posts: 330
- Joined: 13 years ago
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Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
I found a level on my computer that I am assuming is for JUMP because 12 levels and overworld dragon coin counter but uses level 1. I have no memory of when I got this or who made it! It is call Shouldering On and it uses a gimmick where pressing the screen scroll buttons spawns a throw block in your hand.
- aterraformer
- Posts: 330
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Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
How do I use this patch for two of cynderfyre's levels so that that camera follows and they are more playable but not all the others (unless I'm told specifically by the author). Can I just put it like that in level_asm?
Code: Select all
org $00F878
db $80 ;$Do
- morsel/morceau
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Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
include this in the level code whenever it's needed
I made Shouldering On for a contest. Do you want to include it in jump? (it didn't score very well)
Code: Select all
LDA #$80
STA $1406
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- aterraformer
- Posts: 330
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Re: -Main Discussion (FINALLY Updated Base ROM Here) Thread-
I was thinking that it was a level by you. Sure, why not? I like the gimmick. Just send me over a file with the all the stuff. What world do you think for it? Possibly consider getting rid of the scrolling? hahamorsel/morceau wrote:I made Shouldering On for a contest. Do you want to include it in jump? (it didn't score very well)