Super Mario Holla Forumsorld 2 (Thread 11/31)

Last Thread: >>520652513Hi Anons, thank you for all your support so far! For those who didn't see nor know, I was the organizer for Super Mario Holla Forumsorld, a Super Mario World Collaboration hack with levels by your fellow Anons. We are now starting production on the on the sequel, Super Mario Holla Forumsorld 2! Like last time, you will have 31 threads to create and produce your content for the collab, and another month after for testing. Like last hack, this is a SA-1 powered SMW Hack (you can play on real hardware) that contains a baserom of a lot of custom assets to play around with incase you are not good at working with custom resources. Unlike last time however, we are not using the Sprites on Platform Patch.New to this hack is an organied claim sheet. While it will be set to view only, please use the sheet to claim your resources, and comment in the threads with what you want and I will mark it down. As for submiting levels, you can either submit here in the daily threads or email me your levels at [email protected]. That is not the only thing new however, but I will discuss that in the post below. I can't wait to do this again, let's make something great!THREAD 11 BASEROM - mega.nz/file/RcUwjIAC#4qXnN498-fZqxUu4JWuiIEoTTRQPqVDUcGD1nAHGyvkCLAIM SHEET - docs.google.com/spreadsheets/d/1G8D2_VqFcNeodlBEdwupngk0bs1nQ5XVWrJoshv_YNQ/edit?usp=sharingSuper Mario Holla Forumsorld 1 Download - mega.nz/file/JQVTCYID#VyBMS5YVmE9aHnqqgbRIoprjIfp8YwJSjcB-CzihsYM

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Other urls found in this thread:

mega.nz/file/0B50UCIA#Q_Ils5MixCcRPtNSz4xDvE9-GJBiRxrc9MAeNo9x9NQ
gitlab.com/tcdw/disamk
mega.nz/file/ZUwglQiI#dpaYD9AkOWZnRb6C6Zjbu2WkZutnnuSX28DKNyxPedYMost
mega.nz/file/Kfw1EYgR#CaajrXKoLIRAOoysfLx6zAvFrCxnsLayW2P6puxhFgs
mega.nz/file/NNpHxD4C#d9Nlmi1kVcCPcFv9qEEfW_Elzlnz8FJjatYV9iL8oYU
youtube.com/watch?v=RJT60buhHzk
pastebin.com/cEneTK71Just
filebin.net/8ut2gbuow712gy5o/Butterfly.mid?t=vtsl7hvlIn
vocaroo.com/c5jpDZD3JLe
pastebin.com/1hTbrBaH
youtube.com/watch?v=2Z7SafOiCXM
vgmusic
mega.nz/file/SW4nGATQ#B-rFP50-QZWVE51TILOELJCwugxlxIZH4nWfyGr68aU
mega.nz/file/6FQgjAwI#aS4ywv6PJIQh1EgfSBf9oNz4SW1EN9EGwKSFaz4sI4YIt
pastebin.com/Vx3bGaMH
mega.nz/file/WbgVESyY#ucA_JNbXRZjLRJFwC7kjZ0oKqpioW8lM8n_G_3O1Nn0
twitter.com/SFWRedditImages

FINAL ART PASS FOR ENEMIESNow that all enemy sprites and boss sprites are complete, this Anchor post will now be about discussion of potential changes or edits to the current ingame sprites.Please note that this may NOT REFLECT THE FINAL SPRITES SET IN STONE. If you have a better idea for a sprite and want to post it, by all means, and I am happy to change it if your idea is good enough. However, these are the baseline sprites, and at a minimum, this is what is being included. Changes from last thread have been made as well

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FINAL BOSS DISCUSSIONNow that we are 1/3 of the way done with this hack (as well as having all enemies done and more than half of the levels submitted), I wanted to take some time to discuss potential for the final bosses of this hack, as well as potentially see if there would be any ASM Anons willing to contribute to them.Like last hack, Holla Forums2 will feature a custom final boss, although this time there would be two. The first I had in mind was Saruin, though edited to look like Xatu to tie into a Holla Forums and niconico meme, which would be in Bowser's Castle. The thinking of this would be to be an overall homage to classic Japanese bosses and the like, which I think would fit in this hack well. An user suggested last thread of setting up Vanilla Bowser (in this case the Snoo) as a bait and switch before the real final boss, which is an idea I like a lot.For 5-FINAL, the plan is to have Holla Forums rage guy as the boss, with a design and setup more akin to the final boss of Holla Forums1. Attacks and whatnot would be taken from both the videos and comic in this case, and I think that as a conclusion to the hack, it would be equally cool.Neither of these are final either, and I'm still open to ideas about who should be the boss characters for the finale. Coding hasn't started yet, and probably won't for about a week or so, so until then, I'm still open to different ideas. Thanks a bunch Anons!

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Bumpin

>>520772538I really like this concept already, the bait and switch boss definitely needs to get in

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Retard here, where do I find the death blocks in Lunar Magic? Or are they restricted to certain level themes?

>>520775468They're the black blocks on page 3 of LM

>>520775794Alright, found it. Cheers.

>>520776420No problem user, I can't wait to play your level!

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>>520772538>Holla Forums rage guyYou mean Holla Forums-tan, user

>>520777916I'm pretty sure in the original 3AB comics he's mere referred to as that, the -tan part came when other boards started getting their own tans as well.

>>520778263In the comics there is no "tan" part- you're right on that one- but they just refer to him as "Holla Forums", as one of the Holla Forumstards did it.

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>>520772538What's your plan for the Holla Forums rage guy mechanically?I think Moot should wield a banhammer and try to reflect rageguy's projectiles.

>>520779254More or less, that's the general idea. You'd essentially get an "attack" button, where you try and attack Holla Forums during openings (in this case HP could be proxies maybe)

>>520772094>basedjakWasn't it changed to the merchant?

>>520772094What the hell is 40 Pound Box a reference to?

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>>520779750I know an user suggested the idea and sent GFX, but I'm not sure if people agreed they preferred that over the current one. However, considering the urchin now has a finalized sprite, I could do that.

>>520779907It's something porn related, although I don't know the whole context myself (and someone else came up with that idea).

Port user here. I've been trying to port the F2B songs lately, but I haven't been able to produce anything I like.I'm sorry anons. I've failed you.

>>520780193It's alright user, if it gets too difficult you're free to try something else if you'd like

>>520779980id like to see the merchant over basedjack personally, i think its better defined

>>520779907the only thing i can think of is that '20 lbs of ass and pussy' picture that used to get posted all the time

I have 2 Sonic 3 & Knuckles songs that were ported by somebody but I forgot who. They are Hydrocity Act 2 and Lava Reef Act 1. The ports aren't on SMWC and they sound better as well. Might as well post them here incase somebody wants to use them in their levels. They are already in AMK format.mega.nz/file/0B50UCIA#Q_Ils5MixCcRPtNSz4xDvE9-GJBiRxrc9MAeNo9x9NQ

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>>520781150I'm sure someone will find a use for these. Thank you user!

>>520781261No problem. I wonder if some japanese mega folder of songs exists. I've seen something like that at some point but I don't know where.

>>520781401The song I want for the bowser final boss was already ported and exists in a japanese port pack. However, it's from 2007ish and isn't up to today's standards. I have a better midi for it now if any music user wants to take a stab at it (along with a hackish wip port itself)

What enemy does the o rly replace? I was thinking of doing something with it.

>>520781628Which song is it? I have a fuck ton of files from back in the day, maybe I can find something if I'm lucky enough.

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>>520781815Buzzy Beetle>>520781882Battle Against Saurin from Romancing Saga Minstrel Song. 757 or Gocha ported it back in the day

>>520779980There's already the soi raft and the soighost sprite isnt even that good

>>520782137I have a different version by 757 that's sampled but it isn't exactly the same song and unfortunately is only a .spc. I don't know if you can turn a .spc file into a folder with samples but if that's possible then it would be great.

Weren't the xbox and sony bros replacing some sprite

>>520782646Maybe you could try a version through spc2mml? Could always use that to rip samples worst case.>>520783118Someone else created sprites first.>>520782589Yeah that's fair, I'll replace it in that case

>>520781150Damn these are good ports. Good find.

>>520783328Nevermind.

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>>520784001I have a fix for that actually, I just need to find it. It's something vitor fucked up. Just send me the spc

>>520784001If it's an AddmusicK track, you can perfectly disassemble it with this.gitlab.com/tcdw/disamk

>>520784101I'll give you the entire folder:mega.nz/file/ZUwglQiI#dpaYD9AkOWZnRb6C6Zjbu2WkZutnnuSX28DKNyxPedYMost of it is in VIP 5 or other hacks but there are some songs that haven't been used yet. The song you want to be looking for is in more_sdx > saruin_ex.spc.

>>520772094I forgot to include a sprite for when Sonichu turns into a pancake. Also fixed the animation and made it look more like a SMW enemy.Please replace with this.mega.nz/file/Kfw1EYgR#CaajrXKoLIRAOoysfLx6zAvFrCxnsLayW2P6puxhFgs

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>>520784282If it's sampled it's either AMM or AMK, but knowing 757 it's probably AMM

1 in 8 posts are a bumpjust move it to the vg thread for romhacks dude

>>520784101He didn't fuck it up. He put the error intentionally so people wouldn't steal others' ports.

>>520784381Fuck I'm retarded. Sorrymega.nz/file/NNpHxD4C#d9Nlmi1kVcCPcFv9qEEfW_Elzlnz8FJjatYV9iL8oYU

>>520784518Alright>>520784502Yeah, that makes sense honestly>>520784417Yeah sure, I'll fix this

>>520784417Lol that's so good

>>520784730Might be for other songs as well then. I've tried a bunch of spc's (both western and eastern) before sending the link and most of them gave me the error.

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>>520784518This port isn't from MS, it's from the SNES version. The port I'm talking about youtube.com/watch?v=RJT60buhHzk

>>520784489The fact that it can keep itself steady enough to survive in Holla Forums of all boards makes me think it still fits in here. When it loses steam it'd be more fitting for us to make a thread on /vr/

>>520785198Yeah then I don't have anything else other than the port you linked me. I can't turn midi's into txt files either, never done that before. Sorry and good luck

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>>520784489Because everybody is working on their levels. If you don't like it because it distracts you from your porn threads then why dont you just hide the thread

>>520785342I have a hacky txt port from a midi file, it's pretty incomplete but it has a majority of the song's skeleton done

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What happened to DDR user? Did the minigame get finished?

>>520789302One user sent him graphics for it, I think he's still coding it right now. It's one minigame out of 20 for his level

>>520789439The mad man, I wish him luck.

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>>520779980Yes merchant is much better.

>>520791562Fair enough

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>>520789439Does that part still need music? I'm currently arranging a Butterfly MIDI other anons could port.

>>520792829I'm unsure. You could still post the midi anyways, another user may want it

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Bumpin

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JUMP

Slow day

>>520798430It happens. I think in Southern America people are starting to go back to Uni and Schools (mine doesn't start for another two weeks), so it's bound to happen. Considering how much progress was done in the first few threads, I'm fine with a few slow ones as well

Am I doing this right? This was supposed to be the easy route wtf

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>>520772538Did you ever get the music for Minstral Song done?

>>520799418No, all progress I have is a midi and a (very) hacky port of said midi that could be used as a base.>>520799256You're supposed to spinjump on the thwomp another time, but yeah that level is hard

Still making the Chun-Li level. I hope that user from the last thread who offered to help with the VRAM issue is around.That being said someone reminded me VIP had issues like the VRAM flickering sometimes, at the end of the day level design first.How do I get the sandstorm effect working? Its in the custom sprite drop menu in Lunar Magic but it doesn't seem to work?

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>>520778778

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>>520800143It's actually a snow effect for one of the Anons. However, I think all cluster sprites are broken atm with SA-1, none of them seem to work. If you want to use it I can look into a fix

>>520800578Could of sworn I was able to get some cluster sprites working with SA-1 before. Its not that big of a deal but it could of been nice for some decoration.

>>520800901Yeah sure, I'll go and look into it then

>>520800143ive taken a look. i havent written anything yet. ill try it out but SA-1 might prove to be a problem as DMA from SA-1 into VRAM isnt possible. I have no idea if the irq hijack for uberasm runs on the SA-1 CPU or the SNES cpu; i guess there's only one way to find out.ill make sure to post an update later today, if it proves to be too troublesome i'll make sure to let you know

>>520799256sorry im making something easier this time i promise

>>520802039I still genuinely liked the level, felt climatic before the final castle.

>>520801993Don't worry about it too much user, worse comes to worse I guess we'll just have to deal with the black flickering.

>>520802438I checked and I think it's the sandstorm effect in specific, I can get the rain one to work in SA-1

>>520800143anon idk if it'll actually work, but I made some HDMA that at least on paper should mask the flickering issue. its not pretty but if it works it better than flickering. pastebin.com/cEneTK71Just in case you don't know how to add HDMA, it just goes in the UberASM file for your level.

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I'm done with the MIDI. It was easier to make than I anticipated. I based it on the NES bootleg and the official GB version, and added some personal touches here and there.filebin.net/8ut2gbuow712gy5o/Butterfly.mid?t=vtsl7hvlIn case the file doesn't play properly because it's made for Yamaha XG, here's how it sounds: vocaroo.com/c5jpDZD3JLe

>>520804980Sounds great man

>>520803832Trying to load it up now but I am about to ask a noob question.How do I get UberASM to load up two .ASM per level?

>>520802039It's okay, I thought it was completely fair considering it's the penultimate level. And the level was one of the better and most creative ones in the entire hack. The retry menu was my favorite gimmick considering the hack as a whole and I couldn't bring myself to hate the levels who had it.

>>520805296You can't through normal means, you need to combine your codes into one asm file

>>520805296Yeah as mentioned it just needs to go in one file. Since this HDMA is just an init and a table it shouldn't be too hard to squeeze in without messing up your code.

>>520804980Nice job

>>520803832It didn't work. Plus also the idea of just cutting the top off with a black bar kinda is a bit ugly.I have no idea what is with the black scan lines everywhere.

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>>520805706It's possible your asm just doesn't work with the HDMA. Honestly I'm fine with vblank isues, it won't look as bad as cutting the top off too

>>520805706>>520805873I personally think cutting off the top is less ugly than the flickering, but honestly I have no idea what would cause those lines, so I guess its best to just leave it.

>>520805873This is just the HDMA by itself user. I've not tried fusing them together.>>520806013I think my only hang up is it covering up the layer 3 status screen. If it didn't cover up that I would 100% be alright with the black bar covering the top

>>520806013After you finish the level and send your files I'll look into a potential fix for it.

>>520772094It's not immediately clear what some replacements are, so I did this

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>>520806150That's pretty easy to do here pastebin.com/1hTbrBaH but I still don't know why you would get all those black bars

>>520806468Oh, thank you a lot user! I'll use this for tomorrow

>>520800143>>520805706what's even causing the flickering anyway? exanimation? i'm gonna assume you're constantly updating 80 8x8 tiles, but you could easily reduce that with how many blank tiles there are if you haven't already

>>520806468Well the black scanlines spazzing out are gone and its working as intended, but the VRAM is still visibly stuttering underneath the HDMA. Still thanks for the help user.>>520807375Yeah its because of that. You just gave me an idea of how I could fix it, one moment.

>>520807375Nevermind, I tried looking back into the ExAnimate settings but I am unsure how I could get this animation to work on any other bar not set to 0x20Its using up slots which are completely blank so I know this could be optimised.

>>>/vg/

>>520807876the blank tiles cannot be merged, unfortunately. that's just a limitation of how exanimation reads tiles

>>520807876The only way I could think of optimizing is just removing all blank space and trying to create the animation through exanimate menu, but I doubt that'd work

>>520808385>>520808416Its seemingly like that. If worse comes to worse OP are you ok with flickering?

>>520807876It looks like you might be able to get away with using 1 0x20 and 3 0x1C? At a glance doesn't look like you use tiles C, D, E, or F for the Torso/head, but its hard to tell without the 8x8 tile viewer so I might just be full of shit.I don't think that's enough to fix your vblank issue unfortunately, but it might make it a little better.

>>520808902I have no issue with flickering. Level design over everything else, because what matters most is fun, not aesthetics. As long as the final level is fun, I can't complain

>>520809072Shit I think you might of just solved this for me.

>>520806468Is 40 pound box a reference to something? I don't recognize at all

>>520809664Everyone keeps saying that, so I'm guessing it must be obscure. The artist who drew it and sent me it labeled it as "40 pound box of rape", but outside of that I can't tell what it's actually supposed to ref outside of porn threads maybe.

>>520809072Holy shit user I think you might of just fixed it.

>>520809664>>520809867I think it's this youtube.com/watch?v=2Z7SafOiCXM

>>520809280>>520810045It sounds like it was enough to get rid of the VBlank entirely? I'm kind of surprised, it must've been overflown less than I thought.

>>520810281That's probably it, the original file was brown but I had to use this one to keep it color correct/consistant

>>520810406Going to need to test it without the HDMA to see.

Replace the buzzy beetle o rly with the sony bro that guy made last thread. Looks better imo

>>520811025Only one from last thread was boney beetle xbox, unless there was one I missed

>>520772012is there a boss based off of eceleb cancer? stuff like goomba got back or the muppet guy

>>520811178I mean reddit is pretty cancerous, and that is planned already in some capacity

>>520811123I guess I mixed it up. Maybe I'll make it then.

>>520811343fair, ecelebs are a rabid thing on Holla Forums too i think would be fun to poke at too though if there's room for anything like that.

>>520811530Works for me user, sounds good

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>no more graphics to do>maybe I should test whatever levels are in the baserom>but I don't want to spoil myself on them before the hack's doneIt's going to be a long 20 days.

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>20 dayshaha

>>520813214could always make another level for us, user

>>520813214IktfI'm just waiting for OP to give out sublevel slots for bower's castle so I can make something else. These threads got me back into hacking

>>520813664you could start working on it now

>>520809867>>520810281I think I'd rather have Xbone than this because it apparently hardly has anything to do with Holla Forums. Plus, apparently Sonybro is still up so we can still keep up the original ideia.

>>520813852>>520813664Sublevels 40-50 are all Bowser stuff. you could in theory just make something early and post it. No one would know, not even me.You could also do >>520813558, there's still an unclaimed level (I'm still surprised no one has taken it).>>520813923I'll add it if someone does a sonybro to go along with it.

>>520806468Alot of these are fucking great but there are a few stinkers>Bucky>B^U>Shad>ORLY

>>520814706ORLY will probably be replaced with sonybro. If you have better ideas for others I'll be happy to hear them

>>520806468Basedjack got replaced with happy merchant

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>>520814706>Phil Fish

>>520814706Shadman is pretty good, he even has the little meme arrows when he jumps out of lava.I'll agree that bucky is kinda weird but I can't think of an alternative.

>>520814976It pretty much is just a Rip Van Fish recolor.

>>520814976The sleep bubbles spelling out F E Z 2? are top tier though. But I'd like his main body to have a bit more shading.

>>520814805Where's this nigga

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>>520807904>>>/lgbt/

>>520815556Legit could see him being a better Piranha Plant replacement. He's even got the pallet for it.

I really just want to make a cool boss stage. I have all the ideas but just dont know how to execute it. I have Mario Maker experience (one of the top level creators of all time)Is the program to make levels easy to use? How long would it take for a complete newfag?

>>520815898>>520815556Fuck I wish I thought of that. Yeah if someone can replace the piranha with that, that'd be great

>>520816126making a boss would require learning assembly. the level editor, however, is much easier to pick up. pretty sure Holla Forumsorld 1 was mostly levels by anons who picked up lunar magic for the first time

>>520816126i was a newfag too but i got lunar magic down in about a week by asking a shitload of questions to OP

Is the map going to be extended to add more levels? I'd like to contribute but I'm not that great at level design, so I don't want to take the last available slot from someone who could likely do it better.

>>520772538How much ASM knowledge do you have OP?

I Hate Ice Physics is the most fun I've ever had on a Holla Forums level with ice physics.

>>520816518Not much. I can create uberasm stuff but I've never writen my own sprites.>>520816392Yes, if enough people make more levels there will be more levels added

>>520816758How many Holla Forums levels with ice physics have you played?

>>520816130What's the filenames associated with it? Might have to take care of the vine sprites too, right

>>520816130Well, let's see what I can come up with

>>520816909It's GFX01. The vine sprite is the same, it's not separate.>>520816758There were 5 in Holla Forums1

>>520816126If you've already got a storied history in Mario Maker, you've basically got the hard part down (how to make good levels). Lunar Magic is easily the most user friendly and intuitive game hacking tool ever created. You could probably figure half the editor in under an hour, and probably figure out most of the useful features in a day or two. You'd easily be able to finish a quality level before the deadline.

>>520816841The entirety of Holla Forums1. I have some opinions on them, but I'll make a post about it once I beat the final level. I have more fun with romhacks like this than most real games, I don't know why

>>520816826So whats the plans with Xatu? You going to see if you can get some help with it?

>>520817270An user emailed me about potentially coding it. I asked a friend to get the actual art done for it, but if that doesn't happen I'll just ask here.

>>520817668If the art user falls through I could take a stab at it.

>>520817835I'll give it a few days, then sure

How's he look?

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>>520818227Looks great but I think his face should need a bit of shading. Just use the original pic as an example.

>>520818425It's just a rough draft, user

>>520818227Pretty good! I'd maybe tweak the horn on the left a bit to be a bit smaller to square out the head a bit but its pretty dang good! Keep it up!

>>520818227I'd use the lighter one, but yeah that works

>>520818521Yeah I knew you were still working on it. Looks great as I said before

If there is any good music anons, I found a good Haltmann's intro midi which looks pretty simple to port.vgmusic com/new-files/HaltmannMIDI.midHeck weekend I might look into seeing how to port music myself.

And voilaFor the second animation frame I was thinking either doing a Dr.Wily style eyebrow waggle, or simply opening the mouth. What do you think?And I must admit I'm at a bit of a loss of what to do with the leafy propeller part. Maybe I should leave it default?

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>>520816334>>520816378>>520817093Thanks guys. I'll try to make something before the deadline, as long as it isnt shit. I'll also be aiming for custom sprites too, wish me luck.

>>520819349Magnificent.I'd say the mouth one would be more pronounced since the fangs would move too but the eye brow wiggle would be funny too.

>>520819527Good luck user, tell me if you have any issues>>520819349Yeah this works for me

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I made three variations, Anons. You get to choose.

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>>520821485i'm voting for #2

>>520821485Probably going to go with 3

>>520816126>mario makeryou need to go back

>>5208214853

>>5208214853 is best

>>520815556>>520817040mega.nz/file/SW4nGATQ#B-rFP50-QZWVE51TILOELJCwugxlxIZH4nWfyGr68aU

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>>520822121Goddamn it, I can't believe I got beat again

>>5208214853.

Thinking of making level 2-B. I have a pretty funny idea

>>5208214853

>>520822121>mfw we both made octopuses

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>>520822365Feel free user, I can't wait to see yours!

Here's mine, Organizanon. Pick whichever you like most. user's is pretty good too.

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>>520822549Look at them go. Mine is too much of a edit of Buck, I like yours better. You did a great job

Probably going to go with >>520822121, I think it's more visually appealing honestly.

>>520822549>>520822783I like this one

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Can you use a keyhole to end a level instead of a goalpost or the question orb?

>>520825282Yes, I have no issue with that

>>520822783cute smiley coin

>>520805706I'm going to have to give up on the DMA setup. Maybe I can come back to it later, but:1) I still get a black bar when uploading 0x1000 tiles to VRAM in one frame, i guess its still too long (I can't seem to point the DMA registers at the proper location of the graphics in RAM, so I've only uploaded garbage)2) (I think) The ON/OFF status is not accessible to the NMI handler since it's in the SA-1 memory space; NMI runs on the SNES CPU, so this is already a bit of a no-go as I have absolutely no idea how to remedy this, it would involve mirroring the On/Off status somewhere that the SA-1 could write and the SNES CPU could read?Sorry, user. I gave it a shot but couldn't really get anywhere with it.My next thought was >>520809072>>520810045Did this work?

Alright, now that all levels are claimed, I want to stress something.If you still want to make a level, you're absolutely free to, because there's a good chance that not everyone who claims a level will finish one. Those levels will be put in "temporary" spots. You would still need to claim other assets like normal though. I will probably elaborate this for tomorrow's thread.

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>>520826391Yes and No.I was able to shrink down the VRAM flickering to the top line and it no longer clips over the Layer 3 hub. So I could maybe use a HDMA darkness effect to just mask it completely.Problem tho. The Chun-Li is now giving garbage sprites on its left. Like its loading up graphics from the above ExGFX file?

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>>520826394How many overflow levels until worlds get beefed up or another is added? Just asking for curiosity's sake.

>>520827227In that case you could probably just remove those graphics, they dont seem to be used in the level anyways and see if that works.

>>520827385There probably will not be an overflow world / world 6. I left enough room on the map for about 3ish additional levels per world, potentially more (for a total of around 12-15 additional overflow levels) which should be more than enough

>>520827406Oh. I forgot I could just do that.I swear i'm a fucking idiot sometimes.

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>>520827227Can't you just edit those tiles in map16 to be be clear (F8) tiles, or at least put tile 025 on top of it in the level editor or something so it's invisible?Also might be another long shot and would take much more effort to tweak, but if the shoulders/head space fits within a 32x32 grid, you could restructure the the AN2 file to use two 32x16 for those instead of two 0x1C, which would be a 40% reduction in tiles for that part of the animation.

>>520828123>AN2 fileTypo of habit, I did mean the alt ExGFX file. Same logic applies though.

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Can I claim sprite 29 and exgfx BB?

>>520829449Yep

Chun-Li level is as optimised as I can get it.Is there anyway I can combine a HDMA.asm and the GreenSwitchPalace Vertical Scroll.asm thing together?>>520828123>>520828536Don't worry already fixed it.

>>520830106As long as freeram don't conflict it should be perfectly possible. I don't think it conflicts either

>>520822783 with >>520822121's stem is perfection.

I was lazy so I ported this >>520804980 without samples.mega.nz/file/6FQgjAwI#aS4ywv6PJIQh1EgfSBf9oNz4SW1EN9EGwKSFaz4sI4YIt should be just about the length the other user wanted. I honestly can't wait to play that level; everything about it looks great.

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>>520830106You just copy/paste the HMA stuff into your other asm file, except for the "init:" (you just place that stuff in the existing init)I updated the HDMA based on your current VBlank flicker size pastebin.com/Vx3bGaMH

>>520831189Not the Holla Forumseekend ASM user, but holy shit that's a good port

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>>520830923seconding this

>>520831189Great port user, thanks a bunch!

>>520832142>>520830923?

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>>520831189why did you have to do this to mei already settled on something way worse and spent an entire night making the ddr trackthis just means that this song will have to be my submission to the bowser level

>>520833197The final level I plan to have multiple tracks, so it could be used there probably.

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Bumpin

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Say I have a Midi which only has 7 sound channels being used and I have the samples in a folder all in WAV, Like its a very simple song.How long will it take for me to port it over?

>>520814614Here ya go. Now I know why you were a bit skeptical about using Xbone, the pallete sucks. I tried making it as bearable as I couldmega.nz/file/WbgVESyY#ucA_JNbXRZjLRJFwC7kjZ0oKqpioW8lM8n_G_3O1Nn0

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>>520836335This is great user, thank you. I'll add it in right now

>>520832946Perfect

>>520836335I like the slight Metool energy it has when its in the shell.

Nightly Bump

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>>520837896thanks doc

>>520827227Can't wait to try this stage

>>520831189this is great user

>>520829716Sorry but I don't really know what to do. The idea I had sounded good in my head but when I tried to center a level around it it was a bit boring. I put the sprite 29 and exgfx BB on the sheet back to unclaimedI'll let someone else make the level

>>520838787What did you have in mind user?

>>520838926You had to pick up a coin (resprited key) and run away from jew ghosts chasing you

>>520839012Hm, yeah I could see that tough to design (assuming sprite was phanto). If you change your mind, let me know!

>>520832946Perfection

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>>520839540Maybe, but it still wasn't chosen.

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>>520772012Haven't made much progress on the baba level in the last few days due to rl being a bitch. However, I managed to fix a bug I found yesterday where you could never pick up a text block again if one of them fell in a pit. It seems whoever added the 1-sprite-at-a-time limitation never thought the sprite could disappear that way, and only cleared the flag when the sprite turned back into a block.The coins actually behave as the rules dictate now too, so I can actually start testing the puzzles I've been designing.

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>>520842027Oh neat user! I'm really looking forward to this one

Board's moving fast todaybump

>>520838541Thanks.With the VRAM issue dealt with. I feel comfident in the stage gimmick.

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>>520843768Sounds good for me user, can't wait to play this!

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Bumpin

>>520843768I still see some flickering

>>520846558Its not covering up the up most part so I can easily just slap a HDMA to mask it. Thats what I meant by fixed the issue.

>>520846853Oh. I see.

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When I'm playing my level some of the sprites I put down wouldn't spawn, but when I go offscreen and come back then they spawn. How can i fix this?

>>520848667What's your sprite memory? (Lakitu Head)I'm pretty sure no sprite tile limits is 08, which will typically fix that issue.

>>520848667Are you using sprites from SMWC or old converted sprites?

>>520848812SA-1 is 08, NMSTL is 10. For more sprites on screen, 08 is needed

>>520848847Everything is default except for one custom sprite (phanto)

>>520848945Does it appear when you move to the right for the first time? Also send me the sprite code if possible. It could be an issue with %suboffscreen

>>520849085Never mind I fixed it, I moved the enemies a little more away from each other and that worked for some reason

>>520843768if youre not going to use the base rom's custom blocks at all you can disable the custom global animations as well. I doubt that will remove the flickering completely, however

>>520849576Already tried it, it didn't shrink it much at all.

>>520849407Ah alright, sounds good user!

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Man now that a good chunk of the levels are finished these threads are getting slow :(

>>520852012They always slow down around this time

>>52085201225/46 levels are done, but I decided to let anyone make a level if they want to still. I think that way, more people will contribute if they don't feel pressured to take up level slots

>>520852196Where will the extra levels go?

>>520853279Wherever they're needed per world depending on difficulty.Going to sleep now, considering slow thread this'll probably bump soon. Ill answrr here or [email protected] as usual. Peace

page 10 bump

Trying to mess around with Layer 2 for an idea I had, but none of the Layer 2 Sprite commands seem to do anything when I place them in the level. For instance, with the Layer 2 sink when touched command, the sprite for Mario just shakes a bit once I jump onto Layer 2, but nothing actually sinks.

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Last bump before i go to sleep. night anons

sleep tight, thread

Is there any way to add custom layer 3 stuff to a level? Like enabling LG5, drawing a pixel spurdo made of 8x8 tiles, then putting him in the layer 3 so i can have a spurdo scrolling by in the level? Also, suppose I want to have a moon in the background, but I don't want there to a moon for each time the background repeats. How could this be achieved? Also hypothetically what if I wanted a spurdo just in the middle of the screen at all times, not moving like he was an addition to the status screen. Is that possible?Pic related it's me trying to figure this shit out.

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someone should add these games to retroachievements.org

Bump?