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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 - Thunder (Sprite problem)
  
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blackhole89
Posts: 530/971
It's not too hard to code a lightning routine yourself by simply changing the palette.
Anyway, the interesting thing about this sprite code is that the only thing it sets is the asm routine adress. This, again, means that mikeyk's hammer brother does not use the SMW engine at all to define the hammer bro's behaviour (since all the flags that activate some native SMW engine handler routines are turned off) but makes all the necessary stuff in his custom routine, which shouldn't be to hard to rip.
Give me a day or two to understand how he did it
BMF98567
Posts: 622/1261
Keep in mind that the Bowser battle used a totally different screen mode (in order to do the rotation effects). That right there could be a major reason why it doesn't work in regular levels.
Xkeeper 2.0
Posts: 206/1091
He wanted to know how to use it in other levels without the glitches.

I'm trying to make a custom block for it, but it's not going too well.
tuna
Posts: 162/2
Sorry, but that post made no sense.
ExKay
Posts: 450/1114
I can't help you, but I tried it and doesn't get it, but can someone tell me how to get the thunder to work in other levels, because this code implement the thunder but screws up the level.
Any help would be cool.
Edit: Yeah 450th post.
Xkeeper 2.0
Posts: 205/1091
Originally posted by Alexa
Mabye because you didn't add the coding? That sequence of bytes (even without ASM knowledge) is by far not enough to program even the basic of hammer brothers, so you're likely missing the programming behind it (hence why it glitches to hell)


I decided against trying to get the hammer bros. after seeing how glitched this is, but wanted to isolate the thunder effect. Should have made that clearer.
BMF98567
Posts: 617/1261
Indeed, Alexa is right. The Reconfigurator really only modifies the sprites' behavioral flags and other common data, and not the "guts" of the sprite itself: the ASM code. You still have to do that manually.
tuna
Posts: 139/2
Mabye because you didn't add the coding? That sequence of bytes (even without ASM knowledge) is by far not enough to program even the basic of hammer brothers, so you're likely missing the programming behind it (hence why it glitches to hell)
Xkeeper 2.0
Posts: 204/1091
I was just experimenting with MWReconfigurator, I found the sprite code for mikeyk's hammer brother. I grabbed it into my hack, but it worked strangely. (I wasn't going to use it, BTW. Just trying to see if it worked ) I instead got this:
Image Hosted by ImageShack.us :o

Anyone know how to remove the damn tiles at the top, fix the BG palette and keep the sprites from "appearing" on layer 2?

Edit: Shit! forgot to post the sprite code: 0000000000008E870000
Edit: Shit! forgot to post the sprite number: 53
Acmlm's Board - I2 Archive - Super Mario World hacking - Thunder (Sprite problem)


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