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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 - Need Help with Castle and Ghost House sprites :-\
  
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High Flyin' Ryan
Posts: 20/136
Thank you
Golden Yoshi
Posts: 193/693
Alrighty, I sent it to your hotmail address. Enjoy.
High Flyin' Ryan
Posts: 18/136
Golden Yoshi, that'd be great do you have MSN or Yahoo!? My MSN is: albright_ryan@hotmail.com and my Yahoo! is: ryan_04@sbcglobal.net
Mario Maniac
Posts: 137/281





You did it by ExGfx? I was thinking that the game uses tiles in specific positions to make the Boo appears correctly.
Golden Yoshi
Posts: 191/693
I actually mixed around ghost house sprites with a lot of other sprites, such as the reflecting fireball from the castle sprite set, the carrot top lift, and upside-down pirahna plant. I used ExGFX to do this. If you would like, I could give you the ExGFX file, since I am not longer working on SMW+6. Just let me know if you want it.
High Flyin' Ryan
Posts: 14/136
Ok, well it comes down to, I have no idea how to ASM hack and I'm not good with editing tiles, so I'll just stick to not having Boos with Thwomps
Keikonium
Posts: 527/-2459
I have heard of an offset that changes what lakitu throws. It was in a topic a while back...but it might have been a GS/PAR code. Anyway, If you want both boos and rexes, would it be easy enough to just use edited tile graphic ExGFX?

I do this all the time in my hack. I can have bullet bills and on/off switches in the same level. Normally the on/off switch will show a rex head when hit, but simply replacing the graphics with an on/off switch fixes that problem. However you wont have rexes.

I am pretty sure that you can have boos and skel koopas in the same level. I will check later...
Alastor the Stylish
Posts: 2013/7620
Yeah, it has been found. I dunno if KT would want to share how he did it, but I definitely saw a Lakitu throwing fire lightning, which both draw from the same area, in SMWR.
Someguy
Posts: 63/397
While the data most likely hasn't been found or even thought about, ASM is not required to do that. You can instaid edit the TSA(Is that the right term?)if someone finds that data for that sprite so it doesn't use those tiles, but then you might be forced to use tiles of another enemy you wanted to use in a castle level later, and I doubt anyone cared to do this idea before and tried to find the data, so I don't know what to say unless you are lucky enough to have somebody who is good enough to try and find it(if he knows ASM he could be better off by tracking the sprite's code and stuff but it isn't allways required).
Alastor the Stylish
Posts: 2012/7620
You can't have both boos and thwomps in the same level without ASM, as they draw from the same area.
Mario Maniac
Posts: 131/281





I think you can't do that if you don't change something in ASM. What you can do is change some sprites by the Super Graphics Bypass option, but nothing major.
High Flyin' Ryan
Posts: 13/136
I was wondering, could someone tell me how I would put Ghost House Sprites and Castle Sprites together in the same level? Like I want to have Boos but I want Thwomps and Skeleton Koopas in the same level, how would I do this??
Acmlm's Board - I2 Archive - Super Mario World hacking - Need Help with Castle and Ghost House sprites :-\


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