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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 - Fast Sprites
  
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BookReader
Posts: 111/232
I don
Atma X
Posts: 155/801
You'll need to rework the gfx a little if you change some of the 8x8 Tile pointers (the addresses that tell the Rex which 8x8 Tiles to use in its different positions/animations).

I had to use some of the addresses that changed the 8x8 tiles that are being used, but that was for a partial squash animation that I made because I made my Goomba take 2 hits to kill.
If you change some of these 8x8 Tile pointers, you may have to make a custom annimation in the levels he's being used in to make it look like he's walking (I had to do that with mine). I know that's not what you meant when you mentioned that he wasn't moving, but I'm just stating this for anyone who wasn't aware of it.

In your case, you must have changed something like his speed or even something else that could have caused him to stop moving (you should only use the values that I've supplied [not saying that you didn't, this is just a note for anyone] with the addresses that go along with them, if you try any differen't values that I don't have listed, either the game will freeze, or you will come across a different value that has the exact same effect).

For the addresses that have the same effect as other addresses, I think I put the best ones near the top (I have to check on that).

I can rewrite it so it's a little easier to understand, I could even make it a small package of HTML documents (the way that many people have made help files) that you can download and I can put links to any addresses that are similar, rather than having them mixed in with the addresses that have the best effects (I have them ordered by ascending addresses right now).
Alastor the Stylish
Posts: 602/7620
Atma, I followed everything you said on a copy of ML but the outcome was a Rex who looked kinda squashed, and didn't move, and took one hit to kill. I didn't do any of the optional stuff you said in the middle.
Atma X
Posts: 154/801
Yea, I wish I knew more about all of the sprites. Well, if someone can find any address that affects the koopa's programming, then I can find most of the rest of the data, as I did for the Rexes.
BookReader
Posts: 107/232
Ah thanks. That
Atma X
Posts: 151/801
Here it is:
Rex HP
197B8 01
(It was at the end of the list)
Xkeeper 2.0
Posts: 39/1091
Atma X: I didn't look in the changing to Goomba instructions (Using a blue koopa for that), but I need to know if there is a way to get them to take 3 hits.

Also, check your PMs.
Atma X
Posts: 149/801
Here it is: http://home.comcast.net/~atma-x/SMW_Addresses.rtf
BookReader
Posts: 100/232
Originally posted by Kyouji "Kagami" Craw
Yeah, that's the point. He didn't know, but wanted to say something anyway. Also in your sig there I think you misspelled fuedal as futile... Using futile there doesn't make any sense...



Atma, yes post those addresses if thee please.

And no I meant Futile, the idea being is that change is possible in a class based system (feudal) but ultimately we
Atma X
Posts: 146/801
Kyouji: I wasn't able to get around to posting my list last night, but I will do it when I get home for sure.
Also, I haven't been able to find the Address to change the Rex's starting form to its second form, that was also something I was hoping to come across, but didn't.
And for some odd reason, a lot of the Addresses that I found had the same kind of effects on the Rex's as many other Addresses that I found.

I also found one that would make them unstompable by doing a spin jump on them.
Instead, you bounce as if you landed on them with a regular jump.
I even found on that would make them jump every time they touch the ground (with the ability to easily increase or decrease the jump height).

And also one to increase or decrease their walking speed by a lot.
Even one that would allow them to walk through walls.
Kefka
Posts: 1103/3392
Um... if you're desperate enough, you can email Nintendo and ask em for the offsets... and um... lie and tell them you want it for a GG code... which they also won't like...so... um... guess some rom hacker has to find it.
Knuckles T15X
Posts: 59/134
OH YEAH, editing the Rexes. In YASMWRH, there will be squashable Goombas in the place of Rexes.
Alastor the Stylish
Posts: 591/7620
Well, do you know how to make it so rexes start in their smaller forms? There *was* a custom block that did it but that was on the old board...
Atma X
Posts: 145/801
That's the only thing I haven't been able to find yet.
I was able to make them stay 2 squares high after being hit, but it won't seem to take on the opposite affect (1 square high for both fases of the Rexes). I've searched a lot of it's programming by changing each byte one by one, but still haven't been able to find it.
You will also find a lot of cool effects in the list of addresses that I've found.
I'll post it shortly, in about half an hour.
Alastor the Stylish
Posts: 589/7620
Please do. I'm looking to make it so all Rexes start in their small forms, because I want to replace them with goombas (I have the actual goombas from SMW replaced with Ravens)
Atma X
Posts: 143/801
I know how to increase the Rex's speed, but that's the only sprite I've found it for, for now.

If you would like to have my list of addresses that affect the Rex's in different ways, tell me and I'll post it.
DisruptiveIdiot
Posts: 44/147
That'll make it look like they're running while they're at a walking speed . Right now there's no way to do it.
Knuckles T15X
Posts: 57/134
BookReader, sprite hacking is virtually nonexistant. This is because we don't have any clue as to how it works, unlike the block system.

I may be saying something stupid, but maybe you can use the tile animation editor thingy in Lunar Magic to increase the speed...
Alastor the Stylish
Posts: 588/7620
Yeah, that's the point. He didn't know, but wanted to say something anyway. Also in your sig there I think you misspelled fuedal as futile... Using futile there doesn't make any sense...
BookReader
Posts: 99/232
Which helps me not at all.

All I need is the offset where the sprite's speed is controled.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Fast Sprites


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