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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 - boss editing
  
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Devil_Evilone_RA
Posts: 55/64
HA HA HA HA HA!
If you change the speed rotation of the platform to FF 10 FF 10 it starts out normal then it freaks out and spins round and round
Someguy
Posts: 191/397
I tried to modify the stuff around those offsets to find more level data, the closest I could get was tile data for the bosses themselves at 0x1DBDE, seeming to go in the order of the bosses in the "boss monster test room". With the new debugger tracer version thing out I'm sure someone could try and get the data for the other bosses.
Sukasa
Posts: 43/1981
Hey!

Wow!

One thing, though. Where is the offset to control whether you can slide into Iggy or not located?

Other than that, INCREDIBLE!!
Someguy
Posts: 153/397
Originally posted by mikeyk
As to how I found this. I just make logs with Peer's SNES9x tracer, and, for me, it's pretty easy to see when instructions are bringing in ROM data. To answer your last question, the tile maps for all the bosses are right after the tile map for the platform.


Sorry to bother you about this but could you possibly give an explanation on how you found some of these offsets, I'm thinking if I saw how you did it for ones like the platform layout or what sprite he tosses I or others could apply that to other things to find data simular to this. Also, I didn't notice anything simular to the platform design after the tile map of the platform, do you know if the designs for other things like the ground are in those areas too? Does it only have the tiles needed for the platform or does it have null or randomized ones all the way to the blank space FF before it goes on?(EDIT: Err, forget that, I forgot FF is the black tile in the tile mapping, and 00 is the blank tile for the platform design) Perhaps I should just get somebody I know to screw with the ones there and find out instaid of bugging you. But if you don't mind my bugging why not give out your AIM address so it could be gotten over with faster? =P
Smallhacker
Posts: 1228/2273
I threw together ILBPE (Iggy/Larry Battle Platform Editor), a program that edits the platform.
Go here: http://www.geocities.com/smallhacker2k/Files/ and click on ilbpe.zip.
Note that if Mario tries to stand on something too high, he will instantly die. This is not due to the program. (It's due to lazy coders. ) Also note that if you change the graphics or the "Map16", this program will NOT show these changes since it uses a tileset stored in a BMP to make programming easier and the loading time shorter.
Sketchie
Posts: 6/356
Originally posted by mikeyk
BMF: I was playing around with GFX27.bin, and I think I've figured out how the graphics work. It seems they are just stored uncompressed at 3 bytes per pixel, so every 8x8 tile takes up 24 bytes. I was able to get some custom graphics by editing the file in hex. For example overwriting 0x30 to 0x47 of GFX27.bin with the string 2924914DB6DA53ED9A537D9A53EF9A53FDDA52491A292491 and inserting it with LM replaces the upper leftmost tile of the platform with a test tile I made. I don't know if any of the tile editors support this format, because it would be pretty tedious to change everything by hand. As for the platform design, you should be able to see it (quite literally) at 0x1D9EC. Tile mapping starts at 0x1DAEC, 4 bytes for each 16x16 tile.
Edit: I forgot to mention that the pallette the platform uses starts at 0x385C, 8 entries, 2 bytes each. I don't think this pallette is used anywhere else, but I could be wrong.

Sketchie: For the time being I've made it so you can slide down the platform into Iggy to knock him out of the center, so you dont need the fire flower to beat him.


That's quite clever. I could've never thought about sliding into Iggy to knock him off the platform. And yes, the Iggy fight seems a lot harder with that platform in the way and having to slide into him - but makes it more exciting.

I am looking forward to your hacks if you are planning any in progress. Keep up the great work.
mikeyk
Posts: 26/110
Someguy: I never bothered to figure out Iggy's interaction with the platform, so right now I don't know how to prevent him from floating above the platform if you move it down. As to how I found this. I just make logs with Peer's SNES9x tracer, and, for me, it's pretty easy to see when instructions are bringing in ROM data. To answer your last question, the tile maps for all the bosses are right after the tile map for the platform.

Here's some more data that you can change to help you customize the fight. I haven't been mentioning it, but this code is reused for the other koopa that you fight on a platform.
Iggy's speed for walking towards center at various places on the platform
0xFDC2 - FF
0xFDC6 - 01
0xFDD2 - 01
0xFDD6 - FF
Iggy's speed when stomped
0xFF00 - 18
Sprite he throws
0xFFBD - A7
Speed of rotation of platform
0x1C312 - FF 01 FF 01
How far to rotate platforms
0x1C31A - E7 18 D7 28
Time to stall platform in between rotations
0x1C364 - 40
Someguy
Posts: 151/397
Wow, that is some great data. I remember you by the way, you are the one who helped start the sprite editing trend(for lack of a better name), and now you are finding data for a boss battle! Not to seem greedy, but you wouldn't happen to know where the height Iggy is at is, would you? I did an experiment, making the platform barely above the lava, and now Iggy just floats there not moving much unless you hit him, tossing the balls down, which usually poof on contact with ground. One last thing, I want to say that you are great for not only posting screenshots, but offsets to where the data you found is! How did you find this anyway? Was it next to the sprite data for Iggy? Is there a set of boss level and tile map data blocks one after another? Okay, that's just wishing for too much, you've done enough to make many people more then happy.
mikeyk
Posts: 25/110
BMF: I was playing around with GFX27.bin, and I think I've figured out how the graphics work. It seems they are just stored uncompressed at 3 bytes per pixel, so every 8x8 tile takes up 24 bytes. I was able to get some custom graphics by editing the file in hex. For example overwriting 0x30 to 0x47 of GFX27.bin with the string 2924914DB6DA53ED9A537D9A53EF9A53FDDA52491A292491 and inserting it with LM replaces the upper leftmost tile of the platform with a test tile I made. I don't know if any of the tile editors support this format, because it would be pretty tedious to change everything by hand. As for the platform design, you should be able to see it (quite literally) at 0x1D9EC. Tile mapping starts at 0x1DAEC, 4 bytes for each 16x16 tile.
Edit: I forgot to mention that the pallette the platform uses starts at 0x385C, 8 entries, 2 bytes each. I don't think this pallette is used anywhere else, but I could be wrong.

Sketchie: For the time being I've made it so you can slide down the platform into Iggy to knock him out of the center, so you dont need the fire flower to beat him.
Sokarhacd
Posts: 981/1757
it certainly will...too bad boss hacking is rather difficult...one day it should be easier though.
Sketchie
Posts: 5/356
Wow... knocking Iggy off that platform WITH the platform on the top would be extremely difficult, if not impossible, without the Fire Flower, since you can't really bonk Iggy on his head with the platform in the way.

I certainly hope you put a couple of ? blocks with a couple of Fire Flowers inside before the Iggy fight.

But editing boss fights? This will certainly arise some interesting hacks.
HyperLamer
Posts: 2911/8210
Oi. I always found Iggy to be one of the hardest bosses, because the damn platform always slides back the other way right when you get him near the edge!
Juggling Joker
Posts: 455/1033
Mike, you are a genius. I really look forward to other, even BETTER, SMW hack because of your work.
PumpkinPie
Posts: 33/1158
Geez, mikeyk, you're like a genius! Making Iggy stronger is a great idea. He was always too easy. But this version... Hurry up and get a demo out soon!
BMF98567
Posts: 572/1261
If you can figure out the compression/encoding/whatever the platform graphics (GFX27.bin) use, I will shower you with riches lots of praise.
mikeyk
Posts: 24/110
Thanks for your replies, guys. I was able to get the graphics fixed for the 'dead' ball. Now I'm thinking of doing away with the ability to kill it in the first place, mainly because I made it so Mario can attack Iggy by sliding into him. The balls will give Iggy a shield so Mario won't always have a clean slide at him.

I've been experimenting with a bunch of other things in the battle, but I don't know what combination of these features I'll end up keeping in. First, I made Iggy slide less when hit, so it takes more than 2 or 3 stomps to knock him off. Next, I figured out how to make him walk back towards the center of the platform after being knocked away, so, again, he puts up more of a fight. I made it so that after Iggy is hit several times he stops throwing balls and begins throwing fireballs (sprite 33) into the lava which jump up like normal thereafter. Lastly I've figured out much more about the platform. I can control its movement pattern, how much it rotates, and how fast it rotates.

When I get a chance I will post some of the major pieces of data that I found that have allowed me to do some of this stuff.

Juggling Joker
Posts: 453/1033
If you're not using the Reznor or Renzor (I can't ever remember which is correct), it would be easy to fix. ExGFX may work if you're actually using them, but I haven't really tinkered with boss stages ever.
cpubasic13
Posts: 817/1346
Well... could you possibly release the data that you used for adding the platform? That would be a nice touch if used properly and would make the battle harder. It gets in the way. Although have you tested it for the other mode 7 battles? Possibly add stuff to them... and edit... Bowser's area?

ExGFX would definitly require a hex editor... I think. It doesn't display the graphics in LM in the boss levels and setting it to ExGFX in LM doesn't do anything...
Alastor the Stylish
Posts: 4425/7620
It does indeed use mode7 for the platform, but I don't believe it does for the sprites (including the bouncing ball) so yes, ExGFX would work, but, you'd have to do the editing outside of LM for it to look right considering the way it displays those levels. Probably. I haven't well tested it.
Chris
Posts: 258/922
Ah! Pretty cool mikeyk. Nice work!
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