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powerups's Issues

Add optional Overworld Inventory support

Is your feature request related to a problem? Please describe.
It's not so much a problem as it is an enhancement vs using L/R for switching between powerups. I want something similar to the NSMB inventory system for storing and switching between powerups as it would fit perfectly with some rom hacks.

Describe the solution you'd like
I love all the new powerups and would like a more 'authentic' way for users to store them and switch between them on the overworld screen.

Describe alternatives you've considered
The current switching using L/R is sufficient and works fine, this is a mere suggestion for use in a rom hack. There is another mod that does this but doesn't work with the powerups and doesn't support SA-1 either. https://www.smwcentral.net/?p=section&a=details&id=10629

Additional context
Thank you for creating this and all the hardwork you put into it. I realize this will probably be low priority as there's more pressing things but I hope you'll consider this feature request.

Ice block priority issue with Mario.

The ice block currently uses OAM slots lower than Mario, this generates some priority issues when Mario grabs it and turns around; the block goes behind mario instead of being in front of him.

I have no plans on fixing it myself... yet. Help would be appreciated.

Getting hurt while wearing a cape displays garbage

What the title says. A garbage tile is displayed if Mario gets hurt or is instantly killed instead of not showing the tile at all.

Doesn't happen with other things such as the propeller and the tail.

Wallrunning poses are shifted by 16px

I don't even know what caused it, it started happening between 3.0.4 and 3.1.0 and GitHub didn't notice any relevant changes in the relevant files that handles Mario's poses and interaction.

Dynamic Items may get overwritten randomly?

It is uncertain why, but sometimes items randomly get another image when spawning another item.

This is the only fault I've found so far in this newer version of the dynamic items, which was present in older versions, including the current public version of the patch (3.1.0).

GIEPY Support is experimental.

GIEPY is in a weird limbo where it is stable enough to use it, but it is missing some core routines and features that were released in a not very secure release and it's not official (yet). Its support is highly untested and may cause crashes with certain powerups.

Once a new GIEPY version comes, I'll update the patch and test it carefully to get a definitive code for this.

Some original items crashes the game.

Apparently something is going on with how the patch handles other items. My guess is that I forgot something in the implementation of being able to recode the behavior of the original items when these are grabbed.

The affected sprites that were reported are:

  • 1-UP Mushroom
  • Starman

Make Penguit Suit belly slide hit enemies

Let's make the most overpowered powerup even more overpowered.

Giving it a hitbox just at the tip of the penguin suit's peck would be enough to hit enemies in front of Mario. I think it would be more accurate to the original powerup that way. Also let's program an toggable option while we are at it.

.palmask files overwritting stuff they shouldn't

Describe the bug
The included palmask files overwrites powerup item's palettes.

To Reproduce
Open any .mw3 file provided.

Expected behavior
Powerup item's palettes not being overwritten

External resources usage
Nothing else besides the stuff pointed in the Installation page was used.

Big ice blocks have weird interaction with ceilings

Their interaction on the upper 16px is completely missing.

It's mostly fault of the game than mine.

A proposed fix would be checking for both parts (lower 16px and upper 16px) on the same frame, but the game will take a heavy hit on performance.

Html Readme is incomplete

As the title says, Html Readme is incomplete.

Only one page is view able, that with the most basic instructions of how to get started.

Information on graphics, included powerups (very important), and the FAQ are nonexistant, as are the advanced topics.

Combine item related resources into a single one.

The less slots they use up, the better.

The sprites part can be done via Extra Bytes and would require reprogramming some parts of the item box and item gfx engines.

The blocks could be condensed in a single asm file quite easily, making the insertion process less painful at the cost of descriptions I guess. This one is quite tricky.

Original bosses have some issues

Mode 7 bosses (and some other bosses) always have been a mess in SMW. I have no plans on fixing them. There are some issues I've noticed so far:

  • Mini Mario can't interact with the Reznors, making the battle unwinnable.
  • Palette at the end of their battles doesn't behave correctly when colors are fading to black.
  • Probably even more issues than the ones I listed here.

Anyone is free to fix them.

Mini Mario can't hit some sprite-based blocks.

Something inside the (bad) SMW routine is messing with Mini Mario's hitboxes. My guess is the original SMW hitbox detection routine.

Probably doing some hardcoded stuff would be enough... but I need to be smarter than that.

General cleanup of the patch.

A few things about the patch are super messy and I think a general cleaning of said things would improve the overall experience when it comes to edit this patch.

Some planned changes:

  • Come up with a better structure for powerup_defs.asm
  • Create a few small changes to the hex edits area to let the user decide if the hijack should be reverted or not (it currently has issues with Smoke Sprites High Bytes patch)
  • Make files in powerup_main_code, powerup_defs, powerup_img_code have proper names without needing to hardcode their names into the macro in powerup_defs.asm.
  • Add more defines and proper descriptions to the files in powerup_defs folder.
  • Perhaps an option to NOT include certain powerups (skip gfx and code)? I have no idea how painful will this be, but it'd be worth considering at some point. (NOTE: I don't mean rearranging the powerup list, it's not going to happen anytime soon)

This could be a good change for a potential v3.4.0 release since it would rearrange a bunch of things and most likely need to be ported to a new rom and deleting the old files.

Include Better Powerdown support

Probably I'll put the patch inside instead of providing information about how to add new powerups or a premade patch.

Sounds easier to handle.

Cat Suit scratch attack doesn't give points on SA-1

For some reason, the routines that spawns the score and extended sprites when defeating an sprite with the attack, doesn't appear correctly at the given position. Only happens on SA-1, LoROM is intact.

Cat suit image issues

  • "ducking while underwater in the cat suit breaks gfx"
  • "gfx for wallrunning as cat are fucked up"
  • "also being in the pose of "throwing" while collecting cat suit breaks gfx too"
  • spin jumping

Penguin Suit has some weird frames

  • When going out of water, Mario appears as if he were ducking (which internally is).

  • When shooting an iceball in midair, the animation for shooting an iceball underwater plays instead.

Include more custom blocks.

Some powerups needs a few blocks to help hackers to set up nice situations specific to certain powerups.

Including and programming them is easy, but it's low priority for now.

Implement some sort of graphics compression

The patch ATES ROM at this moment, implementing compressed graphics (probably via Lunar Magic for user friendlyness+++) is very needed at this point.

Freeing up $7F0000 and $7F4000 (patches available at SMWC) would give a 32KiB RAM buffer to place the player graphics and some areas of $7E2000 would be used for smaller .bin files decompressed (powerup items, 5th tile stuff).
In SA-1, it just needs to run in SNES CPU to handle everything. Alternatively, we could use the general purpose buffer at $410000, but that's already "reserved" for other stuff.

It will be fun to implement and would require some rewriting of core patches, but it will be rewarding for sure.

Powerup spawners bug(s)

It'd be wise to not be able to spawn any invalid sprite to avoid crashes and other related things.

A simple limit would be enough.

Sprites DMA doesn't work.

Sprites that DMA their graphics to SP1 aren't showing correctly (Yoshi, Podoboo).

Probably it's caused by a bug in dma_engine.asm

Blue shelless koopa glitches the ice blocks

If a koopa stops an ice block, it will glitch the ice block with several side effects. It may change its size and some other features.

Probably not gonna bother with this one... maybe later.

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