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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 - Coding Sprites
  
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HyperLamer
Posts: 6403/8210
Legoman, don't do that.
Kyoufu Kawa
Posts: 1991/2481
Well I guess some applause is in order now...
Sukasa
Posts: 1689/1981
Parabeatle? I think GP was referring to the rock group "The Beatles". Can't be sure though.
legoman
Posts: 35/75
Originally posted by mikeyk
I've been doing some work with sprites recently. I've attempted to code a few from scratch and have been making some nice progress. Here are a couple of screen shots that show my work...



The donut block is a MAP16 tile that turns into a falling sprite when stepped on. The block changes color just to show the distinction between the block and sprite




The rest of the new sprites are ridable enemies. Shy guy and beezo are pretty basic.




The para beetle is in it's classic form, carrying mario upward.





cool!
Lordlazer
Posts: 62/66
Originally posted by Glyph Phoenix
Parabeatle, eh? Would that be the kind that sing songs like Mario's Silver Hammer, Rocky Racoon Leaf, A Hard Day's Night(because Mario kept stepping on us) and Koopa in the sky with diamonds?

I can't tell if you are trying to be an ass or just being funny. In any case...

Originally posted by mikeyk



The para beetle is in it's classic form, carrying mario upward.



Glyph Phoenix
Posts: 467/745
Parabeatle, eh? Would that be the kind that sing songs like Mario's Silver Hammer, Rocky Racoon Leaf, A Hard Day's Night(because Mario kept stepping on us) and Koopa in the sky with diamonds?
Lordlazer
Posts: 61/66
That is so awesome! Maybe I could use the parabeatle in the paratroopa hideout part of Magi-Koopa World. It would help a lot, I'm sure.
Glyph Phoenix
Posts: 465/745
@peter_ac: I was referring to what mikepjr said. It was his usual incoherent drivel, so I probably misinterpreted it.

Originally posted by mikepjr
He can actualy make it like SMB2.

And then we could actualy hack Mario allstars mario 2.


I translated that as

Originally posted by mikepjr
Peter_ac's SMB2 hack will help us hack the SMB2 part of Super Mario allstars.


Or something like that. But maybe he was just putting two unrelated sentences together or some crap like that.
Keikonium
Posts: 2354/-2459
Originally posted by UnsurpassedDarkness
I am. I thought that it might have been at first, but after I tried changing the palettes of the chucks, I found out that they all seem to be completely different sprites. Which is very odd, since they all seem to have the same properties in Mario World Reconfigurator, excluding the graphics?.


I heard that the sprite number also effects how the sprite behaves. Like when you take the sprite from C7 (thats the falling spike right? Well, if it isn't then whatever the falling spike code is), and paste it over ANY unused sprite code, it will create lightning.

Correct me if I'm wrong, but I am fairly certain that the charging chucks do that too.

I wonder if that other chuck was meant to play basket ball, or maby climb vines. After all, there are the other sports related chucks in the game.
XPeter
Posts: 739/963
Thanks for the encouragement there Glyph.
Glyph Phoenix
Posts: 464/745
If you're suggesting that SMW hacked to be like SMB2 will be really similar to hacking the SMB2 allstars version you're wrong.
mikepjr
Posts: 225/242
Do you know what this means?

It means that one day when pete gose to work on his SMB2 hack again.

He can actualy make it like SMB2.

And then we could actualy hack Mario allstars mario 2.

That would be sooooo cool.
Bio
Posts: 105/458
I think I have traced a part of fire venus trap inside the reznor,
you can see him by doing this:
1.create a level that SP3=25 and SP4=24
2.Add a reznor (sprite A9)
3.make sure the snes register is 0
4.make sure you can see the top left of screen
And there will be a reznor who act like a venus trap without the pipe enterring/exiting thing
that wouldn't look hard to do, just make a copy of the code to an unused sprite
and remove the boss thing and add the pirhanna entering/exiting thing and make sure she can't breath fire from inside the pipe but I have not enough skill to do it
mikeyk
Posts: 101/110
I've traced the chargin chuck code completely because i had the same worry that sprite 96 was useds somehow. From what I've seen, 96 never gets written to the sprite table. All chucks branch to the appropriate code based on their sprite number. 96 is never looked for, so it gets to the default case of the normal chargin chuck. I am fairly certain that it is completely unused. I

I feel completely confident that 12, 69, 36, 96 are okay to be replaced. After I realized that 17 and 53 were used I took a quick look through the ROM to see if I could find any instances of 85 or 88 being written to the sprite table. Since I never found this occuring, I've overwritten these sprites as well. So far I havent seen any negative side effects in doing this, but I cant say for sure as of yet that there arent.

edit: After looking at the code that 85 executes, I'm pretty certain that it is unused. Looking at sprite 88 was a little more interesting, it apparently goes along with the cage in the unused Layer 3 image thread, check over there for the info.
andrés
Posts: 35/58
Wow! that´s cool!
UnsurpassedDarkness
Posts: 702/746
I am. I thought that it might have been at first, but after I tried changing the palettes of the chucks, I found out that they all seem to be completely different sprites. Which is very odd, since they all seem to have the same properties in Mario World Reconfigurator, excluding the graphics….
Glyph Phoenix
Posts: 447/745
Originally posted by Keikonium
Anyway, what about the unused sprites from F7 to FF? I know that if you try and edit them the game glitches/freezes, but they are in a table and are unused. I think they are generator options tho.


Something HH said lead me to believe that sprites F7-FF aren't actually valid and changing anything at that point is actually changing code for something completely different. But I'm not sure.

Originally posted by Smallhacker
Mikeyk, the one who basicly appeared out of nowhere with sprite information in his hands never ceases to amaze me.


Somebody oughta start a religion around this guy.



And is anybody sure that 96 isn't the sprite that comes out of Splittin' Chuck?
BMF98567
Posts: 1047/1261
Originally posted by MathOnNapkins
Sprite 96. Unused Chargin' Chuck copy?

I'm not claiming to know in particular, but it's been my experience that when you have a duplicate pointer it is still used, and branching may be done based on the index of the sprite. (i.e. if(index == 96) doThis( ); else doOtherChargingChuckStuff( ) )

Can you put this type of Charging Chuck into the game, and does it register behavior exactly the same as a normal Charging Chuck? One single pointer may have access to more than one set of AI.
I used #96 for Stony in SMO (changed a couple of interaction bits so he can only be hurt by head stomps), and I haven't noticed any abnormal behavior from the rest of the Chucks. Considering how many different Chuck varieties there are in the game, it's possible Nintendo originally planned to have one more, but ended up pointing it to the "normal" code instead.
Keikonium
Posts: 2298/-2459
The most incredible sprite that could be created (except any from Yoshi's Island) would have to be a sprite that can take the place of a boss. As in the bowser from SMB3.

If not including bosses either then Ptooie or Spike would be amazing.

Of corse and YI enemy would be incredible, but I would imagine those would be very hard to create. Especially Flightless Skeleton Goonies (hint hint).
hhallahh
Posts: 598/607
Heh, although sprite hacking is awesome, these seem like they should be relatively simple to create... just splice some features of various enemies together. The Beezo is probably just one of those caped koopas which has the code from the giant mole that allows them to be ridden. etc.

Not to say I could do it, or that this isn't cool, but... who did the Hammer Bros. again? mikeyk? That was impressive.
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