Replies: 6 comments 14 replies
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this is a spreadsheet of level settings from all rooms from all e-reader levels https://docs.google.com/spreadsheets/d/17H2ObLplKjXfYogNK5wYdjnUPAIc5IkqhfZW_5mdINk "fixed screen center y" is interesting, as it's either
So far nothing about these bytes say "fixed screen center y" to me. I feel like the names that historically were given to these level settings bytes may have been guesses. |
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you can now set the height of a room in smaghetti. But when you change it from the default, a warning is shown that changing height is experimental. That's because changing height still causes strange things that need to be figured out. One of the biggest ones is in taller rooms (say 5+ screens high), it seems high up objects either get ignored or get placed more than once. |
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I think in the end, this will be possible 🤞 |
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Smaghetti now allows room height to be set, capped off at a max of 63 tiles tall. It seems a sky high adventure does nothing special to handle the map wrapping. Instead, as long as a room is 64 tiles or less, the engine handles it just fine. 65 and greater, causes issues as the wrapping gets in the way. I chose 63 just to have a slight buffer. So in the end, rooms can still be quite massive. Honestly way too big considering smb3 has no check points :( with large rooms it becomes pretty easy to hit the max level size that can fit in a save file, but that's a problem for another day. here is the largest a room can be |
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ok the final mystery is moving mario. Currently it's possible to move him anywhere in the level. But the camera starts out not on him in the y direction, and it has to pan to him as the level starts. Once the pan finishes, it's all just fine. I believe |
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A downside to the current camera solution is it really biases to above Mario. Recent levels that have been made end up where you can't see things just below Mario. This was a known compromise, and I think the real solution is giving the user the ability to choose how the camera frames Mario. But since so many recent levels are affected by this, might bump it's priority up and tackle it sooner |
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Going to dump findings here as I get them. To start, I am pretty positive that "screen y boundary" is a 16 bit value of the level's height in pixels.
Here is mushroom14,room0 (a sky high adventure), it's setting for screen y boundary is
ff 03
, which translates to0x3ff
->1023 pixels
->63.9375 tiles
.When I change it to
fe 03
, this is what happensbottom is the initial value,
ff 03
, and top isfe 03
. If you look at the pattern in the wood, you can see the screen has shifted down by one pixelwhen setting it to
00 04
, the screen shifts up by one pixelBeta Was this translation helpful? Give feedback.
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