The progress is looking awesome so far
Thanks ^^
Also,
UPDATEFirst update with source code since I think they will be no more changes to what's already done, "only" additions. Which means that if you contribute, I should never tell you "sorry, it doesn't work with the new update, start over".
Do not compile and publish this under your name. TI Planet, Omnimaga and Cemetech know that I am the one who wrote this. However, nothing prevents you from adding things to the code, publish your work on one of those three forums and you'll be added to the credits section when it's done.
If you want to play around with it, compile with the latest Axe dev build. I am not kidding, "official" releases won't manage to compile it.
And once again, don't comment on the lack of optimization, it is made on purpose so that people can play around with it.
Apart from that, what's new ?
Still nothing
More seriously:
- A sprite was having problems in the left FireFox causing some QR code to appear (you know what I mean). If you see other QR codes (or if you have any problem in fact), please report it.
- They key system has been rewritten. It stills sends and gets one byte (8 bits) but now supports the 14 keys I need, and not just 8. This is the kind of changes that "prevented me" from giving the source since it could have killed compatibilities with characters.
- The character selection menu no longers list weird appvars. I did not see that bug before the last release since it only appears when you launch the game a second time and I only make my tests on a freshly resetted emu -.-
- RAM occupation has been rethought to support more characters/items. This was the other change that could have provoked incompatibilities.
- The "connection initialization protocol" has been rewritten too, based on Runer's idea. It should now never fail as long as you follow those simple rules: both calcs must be in the Link/Local menu when you press 2nd on the first one and you must not press on 2nd at the same time on both calcs.
As I said previously, nothing that interesting for the user, but I can tell you this was still very annoying to do, and I think people will be happy with that.
SMASH:SMASHH --definitions and such, making code a lot more readable, also used for Fox and Maps.
SMASHC --the big part of the code.
SMASHC2 --routines that I put outside of the main program due to RAM limitations when compiling.
DEORG --say thanks to matref for this appvar.
FOX (will be made more readable using more macros from SMASHH)
:FOXMAPS:MAP1 --Stadium-like
MAP2 --Stadium-like but with rectangles only
MAP3 --New Pork City, if you want a slow map with a weird camera and even weirder collisions
UTILITARY:
Use this to generate appvars. Basically, to make Fox, compile Fox as NoShell, compile this utilitary as what you want, then launch it and you should have an appvar. It works for maps too. However, it only works with my Fox and maps, if you want it it to work with your appvars, just edit it it should be easy.
PROG2APPIf I forgot something (like a file), please tell me.
Also, would it be possible to have a subforum or something for this ? I'd like to make a tutorial (two actually, one in Axe and one in Asm) explaining how to make characters, and how to make maps but I don't want posts to be lost in that topic, and I don't want new topics to be lost in the forum either -.-