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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - New Power-Up & New Character
  
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HabsoluteFate
Posts: 135/179
Originally posted by Darkflight
What about SNES RAM? It would take a bit to load up the new character GFX, y'know. How's this for an idea, however- 64 different powerups, but here is something.

example:

You have 4 new characters, of which each gets 16 powerups. Now, if you could somehow link them together, you could get up to 64 powerups per character, but they would all be the same (each character would have powerups 1, 2, 3, etc...), but if you sacrificed a slot, a character could have their own unique powerup. Therefore, you could have general and unique powerups. The GFX might need to be remapped to another GFX file though, if there was room. if there wasn't, you're screwed royally for the item box and OMG, sprites! You'd need to increase the size of the sprite table for that!


Hi,
I'll be honest i haven't figured out everything but i'm learning as I go. All in due time i will find solutions... I do have a plan as to how i'm designing things but because things might change i created a program to easily import/export data from a rom....that way i'll be able to make changes much quicker. I'm actually going to update that program soon since theres one more thing i'd like to do quicker.
As for sprites...i'm assuming your referring to the power ups themselves? i was going to use the block tool for that...although i hate to admit i have never used the block tool before so i'll have to learn how to use it
Sukasa
Posts: 291/1981
What about SNES RAM? It would take a bit to load up the new character GFX, y'know. How's this for an idea, however- 64 different powerups, but here is something.

example:

You have 4 new characters, of which each gets 16 powerups. Now, if you could somehow link them together, you could get up to 64 powerups per character, but they would all be the same (each character would have powerups 1, 2, 3, etc...), but if you sacrificed a slot, a character could have their own unique powerup. Therefore, you could have general and unique powerups. The GFX might need to be remapped to another GFX file though, if there was room. if there wasn't, you're screwed royally for the item box and OMG, sprites! You'd need to increase the size of the sprite table for that!
HabsoluteFate
Posts: 131/179
Originally posted by Juggling Joker
Do we have an estimated completion date for this Wonder Tool? I wouldn't mind fiddling with it.


I'm not too sure. Right now I have to build a few tools to facilitate modifying the code which I am doing as we speak. As a matter of fact I have just released a program that allows you to import/export chunks of code/data from a ROM:
http://board.acmlm.org/thread.php?id=10999

I will keep everyone posted as new releases come out. When this happens really depends on how quickly I figure things out and how much time I can dedicate to it without pissing off my girlfriend

Originally posted by skateboarder11

WHat about the palettes, though? =\ You'd have to sacrifice Fire Flower palettes or use assloads of ASM...

Why sacrificate the fire flower palette? If the fire flower palette is only used by fire mario then i can probably just re-use that palette and simply update it whenever mario changes from one power up to another...this would allow a custom palette per power up....as for using assloads of ASM...I will be doing assloads of ASM well before I'm completely completed this project....
Xkeeper 2.0
Posts: 303/1091
WHat about the palettes, though? =\ You'd have to sacrifice Fire Flower palettes or use assloads of ASM...
Juggling Joker
Posts: 676/1033
Do we have an estimated completion date for this Wonder Tool? I wouldn't mind fiddling with it.
HabsoluteFate
Posts: 129/179
Originally posted by Darkflight
VERY nice. About the multiple charactors, you could look up the code for it in the SMAS version of SMW. LM would need to be re-programmed a bit though to allow for oversized ExGFX files with new charactor tiles, though. You wouldn't have room for the player sprites otherwise, I don't think. (I don't use the SMAS version, though so I could be wrong- probably am, too.)


The tool i'm making will allow editing of the sprites (as well as a bunch of other things although the initial release will just allow editing of sprites)....i'll make things compatible with Lunar Magic so you will still be able to use Lunar Magic for everything else you use it for
Sukasa
Posts: 278/1981
VERY nice. About the multiple charactors, you could look up the code for it in the SMAS version of SMW. LM would need to be re-programmed a bit though to allow for oversized ExGFX files with new charactor tiles, though. You wouldn't have room for the player sprites otherwise, I don't think. (I don't use the SMAS version, though so I could be wrong- probably am, too.)
ExKay
Posts: 603/1114
The idea is very nice, so I could add Peach or Toad.
Xkeeper 2.0
Posts: 297/1091
Originally posted by peter_ac
No not really skate. I could have 4 pipes on one screen, separated by mario blocks, luigi blocks, etc, and the player will morph into each one as he moves between the pipes, and exit through a pipe when controlling the desired character.

Cheap yes, but efficient.


Ah, I see. How I overlooked the character change blocks I honestly don't know.
XPeter
Posts: 196/963
No not really skate. I could have 4 pipes on one screen, separated by mario blocks, luigi blocks, etc, and the player will morph into each one as he moves between the pipes, and exit through a pipe when controlling the desired character. Cheap yes, but efficient.
Xkeeper 2.0
Posts: 296/1091
Originally posted by peter_ac
But they'll still handle the same, right?

I suppose this could mean i could even get peach and toad into SMB2..,?


You'd need a character select menu... which I don't think can be easily done. :\
XPeter
Posts: 195/963
But they'll still handle the same, right? I suppose this could mean i could even get peach and toad into SMB2..,?
HabsoluteFate
Posts: 127/179
Originally posted by peter_ac
does this bring us any closer to being able to add custom GFX for Luigi?


If i can figure out what flag tells us wether we are mario or yoshi then ya i guess i could add the possibility for gfx to be different between mario and luigi....
instead of 64 custom power ups i could lower it to 32 for each mario/luigi...it would also give the ability to create different power ups wether you are mario or luigi which would bring a new meaning to the term team work....

my imagination just went wild....remember the Lost Vikings..switching between mario/lugi like that would be kinda cool to get past levels....ummm maybe someday
XPeter
Posts: 194/963
does this bring us any closer to being able to add custom GFX for Luigi?
FuSoYa
Posts: 169/255
Originally posted by HyperHacker
Also, to clarify: LM supports ExLoROM. DW:TLC was ExHiROM, which LM won't do (except Fu's own debugging version ). Why he did that, I'm not sure, but the point is that whether DW:TLC works doesn't indicate whether other expanded ROMs will.


ExHiROM support was a planned feature for the public build of LM at one point. But when ExLoROM support appeared in snes9x, it didn't make much sense to bother with LoROM to ExHiROM conversion. So it was discarded in favor of ExLoROM.
HyperLamer
Posts: 3952/8210
That doesn't convert everything, though, just chunks of the original code.
Kario
Posts: 1594/2082
You mean like this?
HyperLamer
Posts: 3944/8210
Nice, but you should make sure to test everything in the original game after you do all this. Moving subroutines can have nasty effects.

Also, to clarify: LM supports ExLoROM. DW:TLC was ExHiROM, which LM won't do (except Fu's own debugging version ). Why he did that, I'm not sure, but the point is that whether DW:TLC works doesn't indicate whether other expanded ROMs will.

Hey, if LM can move everything to different banks like that, couldn't a similar routine be used to move everything to FastROM? It'd get rid of some of the slowdown problems.
HabsoluteFate
Posts: 126/179
Quick update...
I have moved the entire Sub Routine to a new location within the ROM.

I currently have the new sub routine within bank #0F although the actual release of this stuff will be using bank #00 (which is where the original shorter routine was) for the new code.
I will be freeing up a lot of room in bank #0 by moving small mario's sprite to a different bank (this will free up 2048 bytes).

My lookup table will also be within Bank #00.
Because of this table someone could change the graphics so that large/fire/cape mario no longer share the same graphics to further customise things (they actually share the same 'mario' graphics in the original rom...its just that cape mario also has a cape 'attached' and fire mario uses a different palette from the other marios). The limit will be 64 different marios...i highly doubt anyone would ever need that much but it didnt hurt to make it such a high number since the final result for the lookup tables is only 256 bytes and that contains sprite's bank & location/ palette # for up to 64 marios total.

All of this might free up memory location 0D82 and 0D85 as well if i find out that it is only used for sprites.

Edit:
Note: I might be off a little with my estimate of 2048 bytes...but you get the point
UnsurpassedDarkness
Posts: 566/746

It works on an older version then this
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Acmlm's Board - I2 Archive - Super Mario World hacking - New Power-Up & New Character


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