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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 - Problem with falling spiny tiles
  
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Simon
Posts: 115/115
Originally posted by peter_ac
Hmmm, that's quite strange how a sprite can use page 0x1. I thought only Layers 1 and 2 could use that page.

Whoops, wrong by me. It should of course be page 0x2.
Edit: Another correction, It should be 8 bits, not 16. I'll correct it in my previous post.

Here's the final result for those of you who are too lazy to scroll up and check:
Originally posted by Simon
But for those who are interested:
YYYAXXXB
Where A=0 -> killable by fireballs while A=1 -> immunity to fireballs.
And B=0 -> GFX page 0x2 while B=1 -> GFX page 0x3
The value of the three Ys doesn't matter at all and the value of the three Xs determines the sprite palette number starting from 0. There you have it.

With the exception of 000 which strangely enough gives palette number 6. Hmmm... that means you can't have a sprite with palette 8 that lies on page 0x2
XPeter
Posts: 949/963
Hopping Flame: x9DEC and x9DED

Maybe HH could tell us what the rest of the bits do.

Hmmm, that's quite strange how a sprite can use page 0x1. I thought only Layers 1 and 2 could use that page.

Why is it that some sprites, like the Ball n' Chain, can't have their tiles remapped?
Glyph Phoenix
Posts: 708/745
Actually, it would simplify things since you could easily just put a couple bits in Windows Calculator instead of looking up each and every value on some chart.
Simon
Posts: 114/115
Originally posted by peter_ac
Simon, if you break those hex values down to binary, you could tell a lot more. And if the number being odd or even decides it, that means that the first bit in that byte decides if it can be killed with fireballs.

And the first bit of the second number decides the GFX page. However, I doubt that the majority of the SMW hackers would feel more comfortable using binary than hex while hacking.

But for those who are interested:
YYYAXXXB
Where A=0 -> killable by fireballs while A=1 -> immunity to fireballs.
And B=0 -> GFX page 0x2 while B=1 -> GFX page 0x3
The value of the three Ys doesn't matter at all and the value of the three Xs determines the sprite palette number starting from 0. There you have it.
XPeter
Posts: 948/963
Simon, if you break those hex values down to binary, you could tell a lot more. And if the number being odd or even decides it, that means that the first bit in that byte decides if it can be killed with fireballs.

Ghettoyouth: just a minute, I'll take a look for it now...
Ghettoyouth
Posts: 72/73
Originally posted by Simon
The first number of the byte has actually nothing to do with the sprite's graphics, but uneven values makes the sprite immune to fire balls. .


That's really interesting, now my custom sprite can't be killed with fireballs
i used some other spritenumbers and now there's only one problem left. the second animation tile of the hopping flame is replaced by a bomb-omb tile. could anyone tell me an offset for the hopping flame tile map? or tell me how to trace sprite tilemaps plz?
Simon
Posts: 113/115
I was actually playing around with MWR the other day in an attempt to figure out what some of the unknown functions really do. I was in a bit of a hurry, but I managed to make some interesting findings about the first GFX-related byte. The first number of the byte has actually nothing to do with the sprite's graphics, but uneven values makes the sprite immune to fire balls. The second number determines the pallette and GFX page, I tried some values and found a pattern:

ValuePallette #GFX page
060x2
180x3
290x2
390x3
4A0x2
5A0x3
6B0x2
7B0x3
8C0x2
9C0x3
AD0x2
BD0x3
CE0x2
DE0x3
EF0x2
FF0x3


I haven't tried all the values out so I cannot guarantee it being 100% correct, but this should solve your problem.

The only value breaking the pattern is 0 which strangely enough gives pallette 6. This is really peculiar as pallette 6 is a FG/BG pallette and not a sprite pallette.
Ghettoyouth
Posts: 70/73
after some changes of unused sprites with MWR, my falling spiny tiles are using GFX page 0x1 and not 0x3. does anyone know an adress to fix it?

edit: ah f*** some other spritetiles are also garbage, and the layer priority of the twimps is also changed. I thought sprite 53 and 96 are save to use or am i wrong?
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