Wednesday, November 16, 2011

More maps

Thanks to Enker for pointing out a peculiar fact about SoM maps that fixed a lot of them today:

Still some palette issues.









Close enough.

8 comments:

Mop said...

Palette issues are being resolved. It's a problem with how 8-color tiles choose which 8 colors in the 16-color palette they use. There is a bit on the tileset that seems to determine this but it also likes to vary by map. Getting closer to figuring it out.

Anonymous said...

Gogogo!

kontra said...

If you need someone, maybe me...., to test the editor-I mean user friendliness-ease of use etc, I'm up for it.

kontra said...

Hey Mop, I was coming up with a story line already and I was wondering if it would be possible to code in regular weapons, pistols, machine guns, maybe grenades? I know that graphically it wouldn't be hard to copy from other games, but could you code in the bullet? My story has to do with occupation, underground resistance, etc.

Mop said...

Hmm, that I don't know. There are projectile weapons, like the "Javelin," so it shouldn't be too difficult to hack in.

The editor isn't.. terribly user-friendly yet. I'm using GDI for rendering, which is rather slow, and most of the panels are still pretty disorganized. I may have you make some suggestions on the music editor, in particular, since I have no idea what a decent interface for that will look like.

Enker said...

enixd- It is entirely possible to add in new weapon types; there's actually quite a bit of empty space in the big chart of weapons in bank 0x10. The wrinkle, of course, is that a good chunk of the weapons there are enemy only (well, some can be used if placed on the player characters, but some of them can bug out pretty horribly). Furthermore, after weapon types 00~07 (for fist through javelin), you have the Grim Reaper (!) as 08, status effects after that, and then the enemy weapon types, so it'll take some fiddling with.

As far as projectiles go, there is a setting for projectile types, too, so that'll be handy for that.

kontra said...

@Mop-So if what Enker said is doable, how could it be implemented? Maybe through patches to existing sprites, or inserting new ones? I played around with Reggie, the NSMBW Editor, and in it you can change sprite and object properties through hex-code. Could something like this be used on an SNES game-I know Lunar Magic requires xkas patches.

Ben Zimmerman said...

Great bllog post