There is no way to transfer files via Itch. It’s best to just wait for the author, since there haven’t been many substantial fixes on there anyway.
SnDream
Recent community posts
diff --git a/celeste.s b/celeste.s
index 79b3778..259ee3b 100644
--- a/celeste.s
+++ b/celeste.s
@@ -217,7 +217,10 @@ oamtrashheap:
ds 256
SECTION "Reserve",ROM0[$0]
- ds 256
+
+SECTION "Vblank", ROM0[$40]
+Vblank:
+ reti
SECTION "Header", ROM0[$100]
nop
@@ -242,7 +245,7 @@ ENDM
;
; TODO
-SECTION "Code", ROM0
+SECTION "Code", ROM0[$150]
entry:
ld a, 0
ld [rNR52], a
@@ -335,6 +338,10 @@ copyspritedma:
ld [rBGP], a
ld [rOBP0], a
+ ld a, IEF_VBLANK
+ ldh [rIE], a
+ ei
+
ld a, 2
call playsong
titleloop:
@@ -402,7 +409,7 @@ flashskip:
call gensprites
call adjustsprites
call updatetitleparticles
- call shakescroll
+ call titlescroll
call musstep
call musseq
jp titleloop
@@ -820,13 +827,8 @@ assertfailed:
jr assertfailed
wblank:
- ld a, [rLY]
- cp 144
- jr z, wblank
-wblank2:
- ld a, [rLY]
- cp 144
- jr nz, wblank2
+ halt
+ nop
ret
wblo:
@@ -982,6 +984,13 @@ noshake:
yesshake:
ret
+titlescroll:
+ ld a, -12
+ ld [rSCX], a
+ ld a, -8
+ ld [rSCY], a
+ ret
+
inittitleparticles:
ld hl, titleparticles
ld b, 12
@@ -3392,7 +3401,7 @@ loadborder:
ld hl, $9800
ld de, $0400
loadborderloop:
- ld a, $28
+ ld a, $00
ld [hli], a
dec de
ld a, d
I modified part of the code, mainly changing the border to black—similar to the effect of a GBA port—and to make it easier to center the image on the title screen. I also enabled interrupts to reduce CPU usage, which helps save some battery life when running on actual hardware.
I'm a fan of many of your games, and I've noticed most of them use single-button controls. In this setup, having Player 1 use right-hand keys aligns with most players' habits. However, once more buttons are required, the controls start to feel awkward. I believe most PC players still primarily use WASD for directional input. Perhaps you could merge both schemes – making both control methods simultaneously active in single-player mode. This would allow solo players to use more natural setups like WASD + JKL.
The motion controls and visuals of the game are pretty good, but the single-player mode defaults to the right-side player. Could you change it to the left-side player and use WSAD as the default controls?
Also, the CPU opponents seem incredibly strong – I haven't managed to win a single game so far.
- I noticed the game can basically be played with touch controls, but it seems there's no way to use the erase function (right mouse button) with touch. Could you add an extra button for erasing?
- Additionally, it would be great to have a marking system similar to synthesis—for example, first individually marking a block as cold/hot or liquid/solid, and then manually or automatically combining the block types.
- The distinction between cold solids and hot solids doesn’t feel very intuitive to me—the metal icon gives me a cold impression. While I haven’t thought of a perfect way to represent all four states, perhaps using dynamic icons for liquids? Or using circular/other shapes for solids?
Surprisingly, it's a Chinese song! No wonder it feels very familiar to me, thanks.
By the way, is it possible to tie in a full map view for 1P as well, I found that this game is actually quite easy to operate on mobile, it's just that it lacks a full map view (since only the 1P button is available on mobile version)
With your answer, I have some new questions:
Q1: I get the swap after getting the double jump, that location is not in the map expansion but can I get to that location with a normal jump at the beginning of the game? Compared to the original Celestial, this game seems to lack dash.
Q2: Since I'm just getting normal fish over and over again in Fishing, and lacking a clear target, I checked the code (sorry). According to the calculations, if I need to get the double jump with a 50% probability, I need 266 successful fishing trips. Seems overly harsh on the success rate. (BTW, it actually took me an hour to get the double jump after fishing 136 fishes, so I don't know if I'm lucky or unlucky.)
1. I restarted the game with a new game and using only the Start pack of stamps did not reproduce the glitch, so I'm not sure what happened then. Given that it only happened once in a long game, perhaps it would take a large number of stamps to reproduce the glitch.
2. because of the sequencing issue in (3), I tend to open Mystery only if I must, so I would leave the unopened Mystery pack on the desktop, but this pack would only last for two at a time. Purchasing the third pack still results in only two packs, but I have paid for that.
It's a fun game, and I completed several rounds of it.
During the game, the first problem I encountered was that the Setting card needed to be returned to its original position in order to take effect. I didn't understand this principle until today, and I wanted to play a simple breezy, but I was dragging the Setting card -> selecting breezy -> dragging the Start card, so I actually completed several rounds of balanced.
Additionally, rapidly dragging the entire deck of cards around can mess up the deck, possibly clicking on a card in the middle of the deck during the process of restoring the deck,
Amazing!
Aside from some slight differences from the original version (which I think are pretty common), there are a few glitches, but they don't affect the overall gameplay:
ALL: Mushrooms and flowers appear so fast that it's difficult to break the brick next to it immediately after hitting the 1UP mushroom in 1-2
1-2: Hidden bricks (9C?) show up as ? blocks
3-1: One of the pillars at the end drops straight down and a 1UP sound effect is heard, after which it gets stuck into the pillar
Update: After retrying, I found out that it was a glitch in bgb after reading savestate, I'm not sure exactly why, at the moment I think it's a issue on the emulator side.
Update again: it's not a bgb issue either, I'm updating the correct version of bgb and savestate is functioning fine. Very sorry about that.
This game is very fun and addictive.
I hope there is more content, and a Steam version.
The problems I've had so far are as follows:
1. during the stamp organizing process, I performed an unsure action that caused the stamp organizing to get stuck and a parcel to become always selected. There are only a few stamps left on the screen that can be manipulated, most of the stamps cannot be manipulated, and moving certain components may cause the animation of the stamp sorting to continue, or it may cause the component itself to become inoperable. I managed to complete the level, but one of the stamps remains on the screen and inactive for the rest of the process.
2. You can only purchase a maximum of two packs of Mystery Stamps. Please hide the purchase option when the limit is reached, or just remove the limit.
3. the result of the stamp sorting is random, it would be better if the mystery stamps can be sorted to the bottom.
4. the values may need to be balanced further, mailing a $0.25 parcel that I can earn $2 from is a strange thing when you think about it.
5. the game currently goes back to august 1st after august 31st even though I tried to get to september 1st in endless mode.
The graphics and atmosphere of the game and appealed to me and I've completed the first two chapters. It seems that the third chapter is not ready yet, so I look forward to following updates.
One thing I'm wondering is why in the first chapter, the village chief's last name is still Pan, and in the second chapter it becomes Wu, and there's no mention of Wu as a last name in the in-game text.
