11 March 2016 - Forum Rules
Started by SMB2J-2Q, February 06, 2008, 11:26:50 AM
Quote from: tymime on July 29, 2021, 10:27:28 AMIs there a way of reaching this ? block or was Hudson just being weird here?
Quote from: frantik on August 01, 2021, 01:07:39 AMWhat exactly are you referencing? The trees should be identical to the SMB trees
Quote from: shanem on August 20, 2021, 05:41:28 PMFrantik, there's a glitch on 7-4 where when you go through the bonus pipe Mario exits too high.On Cosmic's video, it can be found at 26: 55 https://youtu.be/Bpmfevlk1Ck
Quote from: frantik on August 30, 2021, 06:33:09 AMKosmic's always trying to break succeeding at breaking stuff
Quote from: SMB2J-2Q on January 12, 2022, 01:40:06 AM#2: For the water-filled version, on the PC-88 and Sharp X1 versions the water music is of course heard, but it still uses the normal underground palette and tileset.
Quote from: frantik on January 18, 2022, 08:30:36 PMThere are two water coin rooms in this level, one uses the underground palette and the other uses the standard water palette. To me they look correct based on this mapI might go back and fix the music in those two spots. I found another minor minor glitch where the wrong sprite bank shows for one frame when you collect the wing so there's a reason to make a new release
Quote from: SMB2J-2Q on January 18, 2022, 09:32:38 PMI wonder exactly how we can get the ground level theme to play in the 2-3 goal area and the first coin room in 6-2? While we know any level bearing the underground palette would normally use the underground level theme, what I want to do is make an exception somewhere in the program code just for these two occasions.
Quote from: frantik on January 18, 2022, 10:12:42 PMyes there would have to be an exception made in the code to account for these. it's not a high priority to me to fix it but I don't see why it shouldn't be as accurate as possible
MusicSelectData:.db WaterMusic ($02).db GroundMusic ($01).db UndergroundMusic ($04).db CastleMusic ($08).db CloudMusic ($10).db PipeIntroMusic ($20)GetAreaMusic: lda OperMode ;if in title screen mode, leave beq ExitGetM lda AltEntranceControl ;check for specific alternate mode of entry cmp #$02 ;if found, branch without checking starting position beq ChkAreaType ;from area object data header ldy #PipeIntroMusic ;select music for pipe intro scene by default lda PlayerEntranceCtrl ;check value from level header for certain values cmp #$06 beq StoreMusic ;load music for pipe intro scene if header cmp #$07 ;start position either value $06 or $07 beq StoreMusicChkAreaType: ldy AreaType ;load area type as offset for music bit lda CloudTypeOverride beq StoreMusic ;check for cloud type override ldy #CloudMusic ;select music for cloud type level if found lda MusicSelectData,y ;otherwise select appropriate music for level type sta AreaMusicQueue ;store in queue and leaveExitGetM: rts
NotWorld1-2or4-2: lda #$43 ;World 2-3 goal area beq StoreMusic lda #$44 ;World 6-2 first coin room beq StoreMusic ldy #GroundMusic ;play ground level theme in these areas instead
QuoteP-Tux7 writes:— A couple more graphical optimization ideas;-Hammers using 2 tiles in a "diagonal" arrangement, instead of the 4 cardinal directions (2 tiles)-Spiny Eggs merely horizontally flipping as animation (2 tiles)-Shaking Koopa shell like Buzzy shell - no legs (1 tile)-Recycled 1st and 2nd frame of springboard (1 tile)-Merging the squished Springboard and Platform tiles (1 tile)-Replacing the Coin Heaven platform with the normal platform or the first frame of the fireball explosion, recoloured white to be "clouds" (1 tile, 2 tiles if combined with the above)-Removal of air bubbles (1 tile)-2-frame coin bump sprite (2 tiles)-Making Lakitu symmetrical like SMB3 (1 tile)(Hmm... the fireball explosions's first frame would need to be centered, though)Oh you know, as for tile... tiles, possibly getting rid of the unused letters of the alphabet.
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