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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 - Mario's Movements
  
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Smallhacker
Posts: 1625/2273
Originally posted by peter_ac
i don't think it's any good to anyone.

*Ehem*

...Seriously... I plan to have Mario Tilemap editing as a feature in my SEEKRET PROJEKT!!
XPeter
Posts: 454/963
mikeyk was the first person to map out mario's tilemap, because he needed to configure mario's head for raccoon mario. he only discovered a small portion of it though.

using his work as a starting point, i expanded on this data and fully explored the area. i posted my findings on the ice board but i don't think it's any good to anyone. i only did all this so that i could animate my smb3 mario properly.
Sukasa
Posts: 565/1981
That and no-one has needed to change anything there yet, so no-one mapped it out. Perhaps you could try?
francoispress
Posts: 27/30
Originally posted by peter_ac
I managed to get around that when making the SMB3 mario, i just shifted everything up by one pixel, simple.

excuse me francois, that was rude of me. my apologies.

@Kei again, it's all down to sprite placement, an area in hex which hasn't been explored yet. every sprite is placed one pixel lower than its tile, except for mario which is placed two pixels below. but his default gfx have a blank line on the bottom anyway. i have know idea why Nintendo did this, but i'll look into that area later this summer, and i'll be sure to post my findings.


Thanks for the apology. Maybe they wanted to make Mario look like he was in the ground. If you have a ground that is supposed to be grassy (i. e. the forrest levels) then it would make sense to have his feet be in the grass rather than on top of it. Probably the other sprites were placed incorrectly but that's just a speculation. Why hasn't this area been explored yet? Is it too complicated to be decoded or is it hard to find?
XPeter
Posts: 452/963
I managed to get around that when making the SMB3 mario, i just shifted everything up by one pixel, simple. excuse me francois, that was rude of me. my apologies. @Kei again, it's all down to sprite placement, an area in hex which hasn't been explored yet. every sprite is placed one pixel lower than its tile, except for mario which is placed two pixels below. but his default gfx have a blank line on the bottom anyway. i have know idea why Nintendo did this, but i'll look into that area later this summer, and i'll be sure to post my findings.
francoispress
Posts: 26/30
Originally posted by Keikonium
In the other thread made by you about sprite interaction, someone posted that Mario's sprite has a one pixel overhang when he is standing on the ground. I would like to know the offset in hex that would make it so he doesn't do this.....that is, if there is a possible offset(s).


I think you have to mess with the program itself. Maybe they made it like that so that it looks like Mario is actually standing on the ground.
Keikonium
Posts: 1248/-2459
In the other thread made by you about sprite interaction, someone posted that Mario's sprite has a one pixel overhang when he is standing on the ground. I would like to know the offset in hex that would make it so he doesn't do this.....that is, if there is a possible offset(s).
Juggling Joker
Posts: 846/1033
*ahem*

Seriously, next off topic post this puppy gets closed.
francoispress
Posts: 22/30
Originally posted by peter_ac
a buster beetle? explain, please.


You never played Mario 3? That character is not very nice. In other words I didn't like your comment. I wish you would have answered the question that I asked in the thread rather than putting that picture. That's doesn't help anybody.
Juggling Joker
Posts: 845/1033
Let's get this train wreck back on track, please.
XPeter
Posts: 451/963
a buster beetle? explain, please.
francoispress
Posts: 21/30
Originally posted by Kyouji Craw
What the... Make some sense, damn you.


You must be buddies with peter_ac. I'll just ignore you guys. Hopefully you will go away.
Alastor the Stylish
Posts: 6470/7620
What the... Make some sense, damn you.
francoispress
Posts: 19/30
Originally posted by peter_ac



You truely act like Buster Beetle. Perhaps you are related to him, no?
XPeter
Posts: 448/963
d4s
Posts: 210/325
Originally posted by francoispress
If mario is made up of 16x16 tiles when he moves it appears that he only moves one pixel at a time or more if he's running. He does not appear to move tile by tile. I need to know something about his tiles. If the scene is made of tiles then that means that they must be properly aligned in a matrix, right? So does Mario have like 16 different tiles depicting his movement through the matrix? I'm saying, are there tiles that depict the Mario Sprite progressively moving? Maybe I don't understand how Mario moves. Is it matrix-like movement or completely independent of a matrix? I'm really lost here. I need some good explanation.



tiles dont move per se, only tilelayers do.
everything moves pixel by pixel, tilelayers and sprites.
theres no such thing as tilebased movement for the snes, unless you move a layer or a sprite by 8 pixels each frame.
Smallhacker
Posts: 1621/2273
Blocks moves tile by tile. Sprites moves pixel by pixel.
francoispress
Posts: 17/30
If mario is made up of 16x16 tiles when he moves it appears that he only moves one pixel at a time or more if he's running. He does not appear to move tile by tile. I need to know something about his tiles. If the scene is made of tiles then that means that they must be properly aligned in a matrix, right? So does Mario have like 16 different tiles depicting his movement through the matrix? I'm saying, are there tiles that depict the Mario Sprite progressively moving? Maybe I don't understand how Mario moves. Is it matrix-like movement or completely independent of a matrix? I'm really lost here. I need some good explanation.
Acmlm's Board - I2 Archive - Super Mario World hacking - Mario's Movements


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