#1
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Randoguy makes a game
THINGS DONE/TO DO:
OVERWORLD: 100% ========== LEVELS: 10% =--------- MUSIC: 12% =--------- CODE: 82% ========-- GRAPHICS: 26% ==-------- CURRENTLY WORKING ON: World 2, with OMGITSJAD STUFF PEOPLE DID: Project Coordinator:
Graphics Design
Level Design
Overworld Design:
Music:
Coding:
Beta Testing:
Ideas:
LEVEL IDEAS: Yellow numbers mean the level has one exit, red numbers mean it has two exits, and other colours mean the level is a Switch Palace of the colour displayed. Additionally, blank entries are undecided, black entries are unfinished, and green entries are the names of the finished level, along with it's creator's name in brackets.
Spoiler Alert:
GROUP FOR MINOR DISCUSSION: http://www.victoryroad.net/group.php?groupid=98 PLAYLIST FOR ALL RMAG RELATED VIDEOS http://www.youtube.com/watch?v=6Xs6P...x=0&playnext=1 I'm currently working on a game. Kind of a simple game, but then again, not so much. The game won't have a billion gimmicks in it or anything (coughgalaxycough), but the gimmicks it DOES have will be amazing/fun/both. The name of the game? The aptly titled Randoguy makes a game, featuring peeps from the forum, as well as a few injokes (Shaymin). The point? To defeat this Randoguy jerk who hacked your VR account and got you banned. The main focus of the game won't be a deep plot, or amazing ASM, or even really nice graphics or music. Rather, the game is about FUN. And humour. But mostly fun. Anyway, you guys can offer suggestions and whatnot of what I should put into the game, though I have most of the major stuff done (overworld).
Original Post
Last edited by randoguy101; March 19, 2011 at 09:03:28 AM. Reason: rad stuff going on in the ranbro hideout |
#5
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Ramboguy makes a game
Double post for my thing.
This is YY-CHR, the graphics editing program. I could go into depth about how it works, but instead I'll just get straight to the point of this post. I'm currently working on a game. Kind of a simple game, but then again, not so much. The game won't have a billion gimmicks in it or anything (coughgalaxycough), but the gimmicks it DOES have will be amazing/fun/both. The name of the game? The aptly titled Ramboguy makes a game, featuring peeps from the forum, as well as a few injokes (Shaymin). The point? To defeat this Ramboguy jerk who is apparently ruining your life by hitting the sleep button on your alarm in the morning or something. The plot is VERY underdeveloped, as you can see, but the main focus is going to be FUN. And humour. But mostly fun. Anyway, you guys can offer suggestions and whatnot of what I should put into the game, though I have most of the major stuff done (overworld). Updates shall come up eventually, and when I finish the player graphics I'll definitely post a video! Last edited by randoguy101; March 24, 2010 at 12:37:25 PM. Reason: Title of the thread |
#7
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This is a very vague preview of a Pokemon-style boss:
Code:
LDA $7C ;\Load the move randomizer flag INC A ;/Add one to it CMP #$04 ;\If it's under 5 BNE Return ;/skip this code STZ $7C ;Otherwise, set it to 1 Return: RTS ;End of Code Very unfinished, as you can see. When I'm done I'll start on the overworld. |
#10
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Small update for the lulz:
Quote:
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#15
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Oh boy, huge update.
The code for EVERYTHING: Code:
header lorom ;;;;;;;;;;;;;;;;;;;;; ;;Awesome Hex Edits;; ;;;;;;;;;;;;;;;;;;;;; org $00913F :MARIO START! Fix db $34 org $009170 :MARIO START! Fix db $F4 org $00A439 ;Branches to RTS. Probably used to skip a routine that makes Paratroopa's wing tiles get overwritten. db $80,$43 org $019BC1 ;Jumpin' Pirannah Fix db $69,$69,$C4,$C4,$69,$69 org $019C25 ;Springboard fix db $69,$69 org $01C545 ;Disable Item Box db $EA,$EA,$EA org $02AC18 ;Fixes the silver P-switch glitch by always skipping code, which apparently messes the P-Switch up. db $80,$2E org $02AD4D ;10 point fix db $69,$69,$69,$69 ;;;;;;;;;;;;;;;;;;;;;;;; ;;SMB3 Powerdown Patch;; ;;;;;;;;;;;;;;;;;;;;;;;; org $00F5F8 JML Main org $1fb000 ;the SNES adress the code will be inserted to this can be changed to anywhere in the ROM area db "STAR" ;\ dw $0080, $FF7F ;/ A RATS tag used to protect 80 byte Main: LDA $19 ;\ CMP #$02 ; |If Mario has a flower or cape BCS to_super ; |then jump to Big Mario code. STZ $19 ; /set Mario to normal ($00) LDA #$01 ; \ Play Mario Shrink STA $71 ;/Animation LDA #$29 ; |Time to play Animation JML $00F61D ; Jump back to_super: ;\ LDA #$01 ; |Set Status STA $19 ; /To Big LDA #$0C ; \ Play another sound STA $1DF9 ; / that is closest to SMB3 sound JSL $01C5AE ; \This is the 'get cape' animation, for the smoke puff LDA #$11 ; /and we play it for a very short time JML $00F61D ;| Jump Back ;;;;;;;;;;;;;;;;;;;;;;;;; ;;YI Flutter Jump Patch;; ;;;;;;;;;;;;;;;;;;;;;;;;; TTFJ = $0661 ;[T]ime [T]o [F]lutter [J]ump FJR = $0662 ;[F]lutter [J]ump [R]est FC = $0663 ;[F]lutter [C]arry org $34B64 ;;change this to free space in rom macro RATS_start(id) db "STAR" dw RATS_Endcode<id>-RATS_Startcode<id> dw RATS_Endcode<id>-RATS_Startcode<id>^#$FFFF RATS_Startcode<id>: endmacro macro RATS_end(id) RATS_Endcode<id>: endmacro lorom header ;Disable L/R scrolling org $34B64 org $00CDF6 BRA lrSkip org $00CE49 lrSkip: ;Hijack the status bar routine org $008F49 JSL NewRoutine org $34B64 %RATS_start(0) NewRoutine: LDA $77 ;(in order)Doesn't work if not in air, swimming, climbing, or on yoshi AND #$04 ;On the ground? BNE Reset ;Exit LDA $75 ;Swimming? BNE Reset ;Exit LDA $74 ;Climbing? BNE Reset ;Exit LDA $187A ;On Yoshi? BNE Reset ;Exit LDA $1499 ;temperarily stops when facing screen BEQ NoReturn JMP Return NoReturn: LDA TTFJ BEQ NoFlutter ;If the player isn't flutter jumping then don't apply its effects DEC FC ;boost more LDA FC ;load boost amount STA $7D ;apply boost DEC TTFJ ;decrement flutter jump counter BRA Fluttered ;don't run the resting code if we're flutter jumping NoFlutter: LDA FJR ;Is there still rest time to take care of? BEQ NoRest ;Nope, skip DEC FJR ;Yes, decrement the rest timer NoRest: Fluttered: LDA $16 ;change these two lines to alter which button you want to press. controller values are in the RAM section of smwcentral.net CMP #$80 BNE Return STZ $140D ;remove this line if you don't want to allow mario to flutter while spin jumping (without this, mario spin flutters) LDA FJR ;Are we resting? BNE NoCheck LDA #$16 ;How long to flutter jump STA TTFJ LDA #$F8 ;Starting Y speed for flutter jump STA FC LDA #$16 ;How long to rest afterwards STA FJR LDA #$09 ;What sound to play (list of sounds at http://www.smwcentral.net/?p=thread&id=6665) STA $1DF9 ;Sound Bank to use NoCheck: BRA Return Reset: ;Stop the flutter jump STZ TTFJ STZ FC BRA Return Return: LDA $0DBE ;Don't mess with this part of code INC A RTL %RATS_end(0) ;;;;;;;;;;;;;;;;;;;;;; ;;Ground Pound Patch;; ;;;;;;;;;;;;;;;;;;;;;; org $029C09 db $20 ; Fix ground pound Y pos. org $F60A JML MarioDie org $00A21B JSL Routine org $1286B9 !CodeSize = Ending-Routine db "STAR" dw !CodeSize-$01 dw !CodeSize-$01^$FFFF Routine: ;--------------------- LDA $1493 LDA $73 ;/ Or if you are ducking.. ORA $187A ;\ Or if you are on Yoshi. BNE fgsjal LDA $77 AND #$04 ;/ If Mario's on the ground.. BNE CheckStomp ;\ Check for the pound flag. LDA $0660 ;/ If the RAM is already set, BNE fgsjal ;\ Skip (prevent multiple button presses). LDA $18 AND #$80 ;/ Only works if you press the X button. BEQ fgsjal LDA $43 ;\ Set sound when pound activated. STA $1DFC STZ $7D ;/ Temporarily freeze X STZ $7B ;\ And Y speed. LDA #$0D STA $18BD ;\ For a defined period of time. LDA #$01 STA $140D ;/ Set spin jump flag... LDA #$20 STA $149B ;\ Set palette change... LDA #$28 STA $7D ;/ Set speed on coming back to ground.. LDA #$01 ;\ And set the pound flag on. STA $0660 BRA fgsjal CheckStomp: LDA $0660 ;\ If the flag hasn't been set.. BEQ fgsjal ;/ Skip. CMP #$FF BEQ Clear ;\ Clear flag (for the block). LDA $77 ;/ Skip if in air again. AND #$04 BEQ fgsjal LDA #$37 ;\ Set Pound SFX... STA $1DFC JSL $0286BF Clear: STZ $0660 fgsjal: LDA $16 ;\ Part of the AND #$10 ;/ Hijacked code. RTL MarioDie: STZ $0660 LDA #$09 STA $1DFB JML $00F60F Ending: ;;;;;;;;;;;;;;;;;;;;;;; ;;Classic Koopa Patch;; ;;;;;;;;;;;;;;;;;;;;;;; org $37B000 ; POINT THIS TO FREE SPACE!!!!!!!! !CodeSize = EndNewRt-UnStun ;\ db "STAR" ; RATS TAG. dw !CodeSize-$01 ; DO NOT REMOVE. dw !CodeSize-$01^$FFFF ; !! UnStun: ; Do not change label name. CMP #$11 ; Check if sprite = Buzzy Beetle BEQ BuzThrBluKpa ; Branch if it is CMP #$04 ; Check if sprite = Green Koopa BCC LessThanGrKpa ; Branch if less CMP #$08 ; Check if sprite = Yellow Koopa. Change this to #$08 if don't want the Koopa to flash. BEQ YellowKpa ; Branch if it is. Delete this line in conjunction with the above if you don't want the Koopa to flash. BCC BuzThrBluKpa ; Branch if less. LessThanGrKpa: JML $0196AF ; If none of these, return to old routine. BuzThrBluKpa: JML $0196CB ; Unstun. YellowKpa: JML $01968B ; Become invincible StunRoutine: CPY #$0F ; Check if sprite = Goomba BEQ GmbThrYelKpa ; Branch if it is CPY #$04 ; Check if sprite = Green Koopa BCC LessThanGreenKpa ; Branch if it is less CPY #$08 ; Check if sprite = Yellow Koopa BCC GmbThrYelKpa ; Branch if it's 04-08 LessThanGreenKpa: JML $01AA1C ; Go back to old routine. GmbThrYelKpa: JML $01AA28 ; Stun #$FF frames. EndNewRt: ; Do not change label name org $0196AB JML UnStun ; New routine. Originally, here was checked ; if sprite was a Buzzy Beetle or not. org $01AA18 JML StunRoutine ; Which sprites have a long stun timer. SMB3 Powerdown Patch: This patch makes you go from fire to big instead of going from fire to small when you get hit. Basically, you powerdown like in SMB3. YI Flutter Jump Patch: When you hit B while in the air, you preform the Flutter Jump from SMW2: Yoshi's Island. Only used to get bonus stuff and to save yourself from fall-jumping. No part of the game will require this. Ground Pound Patch: When you hit A while in the air, you stop for a few seconds, then fall down at full force. When you hit the ground, you create a small earthquake that kills nearby enemies. More of a Body Slam than an Earthquake Pokemon-wise, however. Classic Koopa Patch: Makes it so the Koopa doesn't jump out of it's shell when you jump on it. This way, I can change the graphics for the Shell-less Koopa without worrying about clashing with the Shelled Koopa. That should cover everything. There were some hex edits, but those are explained in the above code. In unrelated news, I finished level 1! |
#21
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PLOT:
INTRO: Some dude named Ramboguy posed as Birtic and spoiled Beta 6 under her name, and now she is banned. Not only did Birtic get banned, she also missed the 210000th post because of it! Now she's REALLY angry, so Birtic must defeat him and talk to the mods about the ban! WORLD 1: Birtic needs to break into a factory, but the door is locked, so she climbs up the building and goes in via a smokestack. WORLD 2: Now that she's in, she must find and shut down the proxy protecting Ramboguy. WORLD 3: Birtic finds a Buizel, and she tries to ask it for help, but it runs away. Birtic needs to catch this Buizel so it can help her. WORLD 4: Birtic continues on her adventure, with the help of a freindly (but shy) sea weasel. WORLD 5: It starts to rain, so Birtic decides to climb the sky to where it's not rainy. WORLD 6: Now that the rain has cleared up, Birtic climbs back down, and finds herself in a spooky cemetery. WORLD 7: Out of the cemetery, Birtic finds a large volcano. This must be Ramboguy's hiding place! She begins to scale the mountain. WORLD 8: VOLCANO INVESTIGATION!!!! WORLD 9: Finding a portal, Birtic enters it. She finds herself in a strange void. Could this be it? Last edited by randoguy101; March 30, 2010 at 04:36:49 PM. |
#23
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A basic frame of the Pokemon style boss for World 6.
The Layer 3 Text (BIRTIC used Slam!) and most of the data changes (30% chance of SpDEF falling after Psychic is used) haven't been added yet. Code:
!FreeTimer = $58 ;Incremented every frame in NMI (NOTE: This has to be edited) !FreeFlag = $5C ;Best used for flags, as it is STZ'd during NMI (NOTE: This has to be edited) !FreeRAM = $60 ;\ !FreeRAM2 = $61 ; | !FreeRAM3 = $62 ; |Not edited anywhere; as such, it can be used for anything !FreeRAM4 = $63 ; | !FreeRAM5 = $7C ; | !FreeRAM6 = $87 ;/ !PermaRAM = $79 ;This RAM isn't cleared on Overworld load or Level load. As such, it carries over levels. LevelA0: ;Battle with Alakazamaster: Pokemon Style battle ;---LEVEL RAM DETAILS---; ;FreeTimer: Used to 'randomize' the opponents moves. Hard for the player to trigger a certain move, as it changes every frame. ;FreeFlag: Determines whether or not the player has chosen a move. ;FreeRAM: Determines which move the player chose. ;FreeRAM2: The opponent's SpATK ;FreeRAM3: The opponent's SpDEF ;FreeRAM4: The player's SpATK ;FreeRAM5: The player's SpDEF ;FreeRAM6: Status changes timer, so it can be 'randomized'. ;PermaRAM: Currently Unused LDA !FreeTimer CMP #$04 ;\ BMI SkipSTZ ; |End FreeTimer at 4 STZ !FreeTimer ;/ SkipSTZ: LDA !FreeFlag ;\Check if the player chose a move BNE A0 ;/If not, end code JSR OpponentMove ;Opponent's attack JSR PlayerMove ;Player's attack JSR FlagFix ;Set everything so it can be used again A0: RTS ;End of code OpponentMove: ;Insert a bunch of text display on Layer 3 here LDA !FreeFlag ;\Use Calm mind BEQ UseCalmMind ;/ CMP #$01 ;\Or Psychic BEQ UsePsychic ;/ CMP #$02 ;\Or Shadow Ball BEQ UseShadowBall ;/ ;Text Display ;Or Energy Ball ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseCalmMind: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UsePsychic: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseShadowBall: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine PlayerMove: ;Text displaying stuff lololol LDA !FreeRAM ;\If the player chose Bounce, use it BEQ UseBounce ;/ CMP #$01 ;\If the player chose Slam, use it BEQ UseSlam ;/ CMP #$02 ;\If the player chose Growth, use it BEQ UseGrowth ;/ LDA $19 ;\If the player has a cape CMP #$02 ; |and chose the fourth move BEQ UseRapidSpin ;/use Rapid Spin ;Text Display ;Otherwise, use Ember ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseBounce: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseSlam: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseGrowth: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine UseRapidSpin: ;Text Display ;Data changing ;Change data ;More Text Display RTS ;Return from Subroutine FlagFix: ;Stuff ;Comments about what I'm doing RTS ;Return from Subroutine Last edited by randoguy101; April 5, 2010 at 11:39:29 AM. |
#24
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Double post because I can start working on the game again, yay.
Also, in VRC Toto brought up the idea of music, which I honestly haven't thought about much, but he suggested I or someone else write music specifically for this game. Now, I'm not saying I will, and I'm not asking other people to, but there is a possibility. Just thought I'd throw that out there. I shall post screenshots and a video tommorrow. EDIT: Video! Last edited by randoguy101; April 8, 2010 at 07:12:18 PM. |
#26
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Dude, this looks sick, hit me up on ***** or something, i'm making a ROM hack as well, it's not as customized(the special sprites) or anything because I haven't messed around enough to find out about where that stuff is, but I do have about 5 levels fully completed so far, working on the 6th.(and it's like a ton of other ROM hacks, ball busting greatness that only the elite can complete. =3).
But talk to me on ***** or a PM and maybe we can exchange ideas and I can get you to beta test, and i'll definetley beta test for you if you want. =3 |
#29
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Quote:
2: A demo will be released in about one week (I have two levels to complete, and a few small graphical glitches) |
#34
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FO SRS! I'm making a thread for SMW Central's Creativity Convention this year, and it would be awesome if I could get a list of people who helped out on the project, or if I should fix anything!
Randoguy:
Last edited by randoguy101; May 7, 2010 at 04:42:01 PM. |
#35
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Link
I can't seem to find a better list format, and I still have 2 submaps to finish for the overworld, but other than that, what do you think? |
#36
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C3 HAS BEGUN!!!
You can find my hack's thread here. |
#38
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Small break while I try to port everything to a LM1.71 compatible ROM. I really want all the features the new Lunar Magic has, but I'll have to halt production for a bit.
So yeah, just putting that out there. When I'm done, I'll reveal the title screen, and maybe even the intro cutscene. |
#40
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Quote:
In related news, I was too lazy to make my game VRAM compatible, even though it's really just remaking levels, so I'm done porting. What I might do later, however, is change my AddMusic versions, as I hear there's a much better one that can add sound effects. Also also, the title is pretty cool. |
#41
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If anyone has any experience with AddMusic, it would be nice if you could port this song for me, as it's the one thing I need to start working on my title screen.
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#42
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I just had a thought. The main reason I'm such a big fan of An Untitled Story is because it basically throws you into the plot with no further understanding than "You're an egg", and only at the end is everything explained (I think Kirby's Adventure did this too). Now, the plot of RMaG is that Randoguy hacked Birtic's account and got her banned. But... what if the player didn't know who banned Birtic? What if Randoguy was assumed to be the friendly voice that gives you hints along the way? What if Randoguy didn't even hack Birtic's account, and she got banned on her own accord? Just a thought, because I could change the intro to just be "Birtic got banned, oh no" and make it up along the way.
Most of you have figured out by now that Randoguy isn't really the final boss, mainly because the real final boss, Cat, isn't referenced anywhere else in the game, despite the fact that he's the head admin of the site. The point originally was going to be "Birtic beats Randoguy, persuades Cat to unban her." What if Cat didn't want to unban her? What if Cat knew that Birtic did something wrong, and that she deserved it? Come to think of it, why is Birtic travelling into a Volcano if she has no idea who banned her/got her banned? tl;dr, I'm rethinking the entire plot, and would like some opinions on the ideas I have so far. |
#43
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Ooh, MM5 plot, Hmm?(btw, if you can hack a world map to look like the Wily Castle level screen, I love you.), basically Dr. Cotic(or something similar) was believed at the beginning to be the true boss, instead of Dr.Wily, however at the end, plot twist, it's actually Wily.(btw, World 7's boss should totally be a Garchomp and the I'M CONFUS cat 2-in-1 fight. :3)
Sounds like a good & interesting plot, if it's possible to make it the final boss in World 9, like at the end there's a cutscene saying, "Before you entered World 1..." then it explains what happened in a funny nature, that could work in explaining why you go to World 9 and you understand that you need to beat Cat to finish the game. Last edited by OMGITSJAD; May 25, 2010 at 03:11:26 PM. |
#44
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Quote:
Quote:
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#45
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Haha, but Garchomp better be tough as HELL. Make him like MM10's Blade Man, but with a longer pattern, and he'll spit fireballs & such, running & flying around the stage. When he isn't spitting fireballs, Dragon Rushing the ground could work, and the only wsy to hurt him is when he every so often holds up a "Ban User" button, you need to press it to stun him, then an enemy will come in for you to use to hit him. (maybe a goomba remade into a spam can xP)
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#48
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Quote:
Any other walking enemy that can be us---make it the Bowser toy that Bowser throws at you during the final boss battle in SMW. Also, I so wanna choose the Garchomp/JAD boss battle music myself. ;3 Last edited by OMGITSJAD; May 25, 2010 at 06:05:54 PM. |
#49
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Quote:
The Bowser windup things are pretty unusable because their tileset has alot of restrictions, and either way, it's a pretty bad enemy. I was thinking moreso a bob-omb or something. |
#50
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Only thing is you'd have to make it so the bomb doesn't explode, that or keep the explosion to raise the difficulty.
Also, When I mentioned the Ban User button, I say you should have about 3 - 5 seconds(this decreases in length everytime you hit Garchomp)to hit the Ban User button before Garchomp, and if you don't, you get killed.
Spoiler Alert:
Last edited by OMGITSJAD; May 25, 2010 at 06:24:50 PM. |
#51
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Quote:
Quote:
Quote:
Spoiler Alert:
Last edited by OMGITSJAD; May 25, 2010 at 06:25:24 PM. |
#52
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I never said anything regarding the main plot, iust a tinsey spoiler.
Who's the person who worked on ASMT's Game Over screen? That was really nice and if you can get him/her/unspecified to do it for you, i'm sure he/she/it'll find it easy.(I mean, if they can hack in Demo flying into darkness, how hard would they find text editing for it?) |
#53
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Quote:
Basically, changing it to say IPBA NNED or just BAN NED would work, but not a large phrase like that. |
#54
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Maybe "IP B&" would work?
(B& is a ***** meme, because B& is essentially Band, or Banned) Oh, and we could have Britic Log-In! or Logged In! as the level start text if you feel up to it. Last edited by OMGITSJAD; May 25, 2010 at 06:35:16 PM. |
#62
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Working on RMaG again, and accepting any and all suggestions and help for the game.
I won't be working on the actual levels until I can get contact with Jad, so I'll just keep a table of ideas up in the OP. Also, I need some help regarding music, considering I'm not very good at composing or porting midis. (I do know Cat has experience with AddMusic, the program used to port midis to SMW's format, so if you read this, please offer some help or advice regarding the subject!) |
#67
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wat
For the people who wish to suggest level ideas (most of the people viewing the thread), I'll make a list of all the levels by their level number ingame, followed by a list of the ideas that are decided to be incorporated. For the people who wish to suggest music ideas, each level will have it's chosen song in parenthesis next to the name. All of this will be posted and updated in the OP |
#68
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Quote:
For those of you oblivious folks...
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#69
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Quote:
Anyway, it's definitely possible, and though I couldn't make a level of that quality, I can make a level of the sort (automatic and timed to music) Only problem is, such a level is no more than a bonus, so it'd best fit as either a Switch Palace or in Bonus Land. |
#70
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Quote:
As for the design, I can probably make a basic one as an image for you to mess around with trial-and-error, and eventually get a finished Bonus/Switch Palace. Just give me a MIDI or something of the music that you're gonna use for it (I'll be fine as long as it's compatible with Quicktime Player) and I'll give you a basic level design image. |
#75
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I can't imagine how awkward that must be. Also, Fblue FTW
Also, there should totally be a level about a level about Magmar having an ass for a forehead being planned but instead becoming a level about a level about Magmar having an ass for a forehead being planned because Magmar had to go take a dump. Last edited by piexing; August 4, 2010 at 03:38:19 PM. |
#76
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Okay, i'm semi ready if you want, Rando, i'm on AIM, *****, and MSN a lot, so you can contact me easily via there. Just do so if you need me.
About the auto scrolling level: Eh...That's more of something fit for a program auto playing the level. While it'd be cool for a run without stopping level, I think the musical levels are more of a one-off or credits worthy thing instead of a random level or secret exit. |
#77
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Quote:
In other news, I made a group for the smaller discussion and suggestions, because I'd like to keep this thread from becoming too cluttered, and would rather have it a place to post updates on the game itself. If you have anything minor to post (ie: "I think it'd be cool if..." "Maybe you could..." or "ass forehead lolol"), please post it in the group discussion. http://www.victoryroad.net/group.php?groupid=98 |
#80
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Never, but it's a good idea. Like the second part of the first underground level in Kaizo, just without the insane autoscrolling. Maybe you could even put the sun in.
And by "Like the second part of the first underground level in Kaizo, just without the insane autoscrolling", I mean the same general idea of gameplay; running as fast as you can while avoiding obstacles. Last edited by NismoZ; August 5, 2010 at 07:28:40 AM. |
#83
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Hey guys if I told you I wrote a piece of code that checked if you were using savestates and killed the player if you were how would you feel?
Code:
;!RAMaddress is any free address between $0000-$1FFF ;!SRAMaddress is any free address in the SRAM (which isn't saved in the save state file, but rather in the .srm file. RunsEveryFrame: INC !RAMaddress ; \ LDA !SRAMaddress ; | Increment both addresses every frame INC A ; | STA !SRAMaddress ; / CMP !RAMaddress ; Check to see if they're the same (if you savestate, the SRAM will not be saved, but the RAM will) BEQ NoDeath ; If they are the save, do not kill the player. Otherwise... JSL $F606 ; Kill the player NoDeath: RTL ;Both addresses are reset on level load, so it doesn't continuously ;kill the player if they savestate once. This also facilitates ;savestating outside of levels (on the overworld for instance) ;for use of saving progress without having to reach a save point. Last edited by randoguy101; September 20, 2010 at 12:37:52 PM. |
#85
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Maybe you could make a level similar to NSMB's World 7-2, where Mario is on a platform that constantly goes up when he's on it (I'm pretty sure that's possible).
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#86
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#88
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Thought I'd make a small progress report.
Currently working on: Updating rmag.asm (the combined forces of all the patches I included in the game) so it works in LM181. KNOWN PROBLEMS:
I'll be enlisting people to beta test the new ROM, so if you're interesting in helping with development (or just want to try the game out early), I recommend you let me know. Also, if anyone has experience with AddMusic (even slightly!) I ask if you would contact me for reasons that will become obvious. POINTLESS UPDATE NOBODY CARES ABOUT: Code:
F:\SNEStuff\Lunar Magic\lm181\~Hacks in progress\RMaG\rmag.smc headered ROM is 0x200000 bytes long PC offset LoROM offset Size 0x08030A 0x10810A 0x0086 0x087A2C 0x10F82C 0x027C 0x08805D 0x10FE5D 0x019B 0x0960FA 0x12DEFA 0x004A 0x096186 0x12DF86 0x0A43 0x096E9B 0x12EC9B 0x002E 0x096EFF 0x12ECFF 0x01A0 0x098044 0x12FE44 0x0138 0x0981ED 0x12FFED 0x000B 0x09C2DB 0x13C0DB 0x3F1D 0x0A7200 0x14F000 0x1000 0x0A8200 0x158000 0x8000 0x0B0200 0x168000 0x8000 0x0B8200 0x178000 0x8000 0x0C0200 0x188000 0x8000 0x0C8200 0x198000 0x8000 0x0D0200 0x1A8000 0x8000 0x0D8200 0x1B8000 0x8000 0x0E0200 0x1C8000 0x8000 0x0E8200 0x1D8000 0x7FF8 0x0F12CF 0x1E90CF 0x6F31 0x0FB808 0x1FB608 0x49F0 0x103B27 0x20B927 0x46D9 0x108200 0x218000 0x8000 0x110200 0x228000 0x8000 0x118200 0x238000 0x8000 0x120200 0x248000 0x8000 0x128200 0x258000 0x8000 0x130200 0x268000 0x8000 0x138200 0x278000 0x8000 0x140200 0x288000 0x8000 0x148200 0x298000 0x8000 0x150200 0x2A8000 0x8000 0x158200 0x2B8000 0x8000 0x160200 0x2C8000 0x8000 0x168200 0x2D8000 0x8000 0x170200 0x2E8000 0x8000 0x178200 0x2F8000 0x8000 0x180200 0x308000 0x8000 0x188200 0x318000 0x8000 0x190200 0x328000 0x8000 0x198200 0x338000 0x8000 0x1A0200 0x348000 0x8000 0x1A8200 0x358000 0x8000 0x1B0200 0x368000 0x8000 0x1B8200 0x378000 0x8000 0x1C0200 0x388000 0x8000 0x1C8200 0x398000 0x8000 0x1D0200 0x3A8000 0x8000 0x1D8200 0x3B8000 0x8000 0x1E0200 0x3C8000 0x8000 0x1E8200 0x3D8000 0x8000 0x1F0200 0x3E8000 0x8000 A total of 0x14E14A bytes of free space were found IMPORTANT: The "LoROM Offset" is what is entered in xkas as free space Last edited by randoguy101; October 3, 2010 at 09:32:29 PM. |
#89
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Actually, I might make these progress reports daily.
Currently working on: Making rmag.asm compatible with LM181. KNOWN PROBLEMS:
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#95
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Another update flavoured thing
Currently working on: Making RMaG playable. KNOWN PROBLEMS:
I should have the World 1 Beta ready by 8:00 EST, so if you want to help test, you should let me know now. e: PMs sent Last edited by randoguy101; October 7, 2010 at 04:02:57 PM. |
#98
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I feel that a suitable song for one of the levels (maybe one of the jollier ones) could be Spring Yard Zone from Sonic the Hedgehog.
(also look at the featured suggestion on the video ) Last edited by NismoZ; October 19, 2010 at 02:29:34 PM. |
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#100
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Quote:
Oh look, it just so happens I needed a song for the Cat Planet level of World 2. Whoops, I accidentally downloaded and inserted the song, silly me, may as well use it now. |