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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 - Static sprites?
  
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Schnauzer
Posts: 93/148
If you change the keyhole sprite, when you play and insert the key what happen with its shape?
Sokarhacd
Posts: 609/1757
Yeah, the bowser level needs a little more added to it, its kinda boring...and yeah, a moon would be nice, I wonder if anyone will get it done.
BMF98567
Posts: 469/1261
Remember, though, the SNES can handle up to 128 sprites. I highly doubt there's anywhere near that many in the Bowser battle. The floor uses 32-38 16x16 tiles, Mario probably uses 4 at most, the item box uses 5 (item + 4 corners of the box--it's not on layer 3 here), each Mechakoopa uses 4 (2 when hit), and the ball uses 10. Those are all the sprites most likely to be on the screen at the same time.

Of course, sprite memory is a different thing, and with everything going on in that battle, there might not be enough left to add a couple more. You could always get around this by using a palette ASM hack that writes directly to sprite RAM (like my underwater timer)...in fact, that would probably be the best thing to do. You might even be able to hack the routine that draws the floor and tack on a few extra sprites right there...
HyperLamer
Posts: 2071/8210
You realize that you have the entire floor, Mario, and everything Bowser throws as sprites already... (Including the dozens of little flames.) A 9x16 moon might be too much. Otherwise Nintendo'd probably have added some detail.
BMF98567
Posts: 467/1261
Hmm. The best way would be to find whatever code loads the tile number and insert your own subroutine that changes it based on certain criteria. The way I'd do it would be like so:

1) Check the current level number. If = Bowser's level, run the custom code; if not, make it look like a keyhole.
2) Check the sprite's X/Y position, and load a different tile number based on that (so you don't have to waste multiple sprite indexes for different background pieces). This would be easier than modifying the sprite to use a larger tile mapping, since that area's still pretty much unexplored. Alternatively, you could figure out how to use the Extra Info sprite attribute to change tiles, but that would give you only 4 different settings, and would most likely cause the sprites to not appear at all.
Keikonium
Posts: 813/-2459
Because I want to make the bowser battle more exciting by putting in a moon. Regular tiles will not work, BG's will not work, etc etc.

There would probably be other uses like for BG's if you dont have enough map16 to use a bunch of tiles with minor differences. Just use the same tile and put this over top.

I just need it for a moon

EDIT: This is why I want to use static sprites:

This would be nice
This would hopefully be possible
Juggling Joker
Posts: 340/1033
Someone has to ask:

What the hell would be the point?
Keikonium
Posts: 810/-2459
Funny Ya my wording could have been better there but you all know what I mean

Anyway so, I know how to edit the sprites and all that stuff, but making them bigger is a problem. Do any of the sprite editors made edit size yet? If not, does anyone know how to change the size of sprite 12 so its 9 16x16 blocks?
Alastor the Stylish
Posts: 2605/7620
Wow! The Super Mario World hacking section of Acmlm's board is an SNES game and you have a copy?

Okay, sarcastic remarks aside, yeah that would work.
Keikonium
Posts: 809/-2459
I was playing this game on my SNES a while ago, and got to thinking.

The keyhole is a sprite that can be placed any where and it doesn't interact with anything except a key. Would it be possible to copy the keyhole data to an unused slot, disable key interaction, and increase the size? This would create a static sprite that can be placed anywhere and not interact with anything.

So, would this work?
Acmlm's Board - I2 Archive - Super Mario World hacking - Static sprites?


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