SMW project status topic

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By Daemos

Paragon (1672)

Daemos's picture

20-06-2014, 16:32

As promised the new and fresh treat about the projects status. The other one got a little overload of offtopic and has become so huge that many people find it difficult to read.

Well anyway here is the following change: rom

once you have entered a level you can use the following numeric keys to do the following tests:

6 = activate joymega
7 = activate default normal MSX joystick
0 = activate default controls
2 = activate alternate controls as proposed by MARS2000

@grauw: Happy testing. I have implemented your joystick wishes. Pressing up and jump at the same time wil give you the spinjump. First press up then jump for the best results. Please test and see what happens

@mars2000: Activate the alternate scheme by pressing 2 in game and see if this is what you wanted.

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By Manuel

Ascended (15839)

Manuel's picture

20-06-2014, 17:41

Is it me, or is the map music a bit weird now? (Perhaps due to the music stuff that was redone?)

By Grauw

Ascended (8516)

Grauw's picture

20-06-2014, 17:46

Nice! That seems to work pretty decently if you ask me. Smile

By Daemos

Paragon (1672)

Daemos's picture

20-06-2014, 17:54

Quote:

Is it me, or is the map music a bit weird now?

It was always wierd Wink you are the first one to notice that the notes are indeed playing reversed on the scale. Lucky me the loop is short so I will fix the music in time.

By mars2000you

Enlighted (5515)

mars2000you's picture

20-06-2014, 17:54

No any problem with the music on blueMSX and the alternate key scheme works very good. Excellent work ! Smile

By syn

Paragon (1920)

syn's picture

20-06-2014, 18:02

Not a complaint but how big was the final game going to be? I only have 512kb konami mapper so 664 kb is a bit too much Big smile

By DrWh0

Paladin (768)

DrWh0's picture

20-06-2014, 20:32

Wonderful, the game is taking an impressive shape Smile

By Daemos

Paragon (1672)

Daemos's picture

20-06-2014, 20:38

Quote:

Not a complaint but how big was the final game going to be? I only have 512kb konami mapper so 664 kb is a bit too much Big smile

Much bigger. We got some good advice on how to make it smaller but after fiddling around it could not be realized without adding significant delay to the project (think in years). We have estimated the final size to be at 1,7-1,9 Mb. It will fit exactly withing the fake SCC mapper.

By TheSpecialist

Expert (113)

TheSpecialist's picture

20-06-2014, 20:55

But isn't the original Super Mario World just 512K on SNES? And that's including 16bit graphics and sampled music instruments...

By syn

Paragon (1920)

syn's picture

20-06-2014, 21:12

Oops I should invest in a megaflashromSCC+sd+mapper at some point then Big smile (assuming this fake scc thingy works on it). Untill then I will test it on emulator Big smile

@mars: any chance of adding joymega support in bluemsx?

By mars2000you

Enlighted (5515)

mars2000you's picture

20-06-2014, 22:22

If the joymega is detected by DirectX when using blueMSX, you can use the Keyboard editor to map keys to buttons.

A secret feature in the blueMSX.Ini file can also help for the DirectX detection in some cases. Search for "joystick.POV0isAxes=no " and replace 'no' by 'yes'.

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