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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 - New Power-Up & New Character | |
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HabsoluteFate

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Posted on 03-25-05 04:31 AM Link | Quote
Hi,
Just thought I would give an update. I have figured out the code to change the Palette used by Mario/Yoshi and now I have figured out the code that is loaded every frame that loads the graphics used by both Mario and Yoshi...what this means is Custom Graphics for Mario that co-exists with the existing current Mario/Yoshi....
Keep in mind i'm not close to being all done...when i am i will create a patching tool of my own written in C++ (not IPS) to allow the addition of this new power up/mario on existing hacks...

The following is a picture of what i have just began...Mario is using invalid sprites as you can see right now (Mario is the white X within a black box in this picture and the "-", "N", and "F"). As soon as I get a chance I'll get him to point to a sprite i have created as opposed to data that already exists:



Of course i'll make this backwards compatible with the existing code that way you can still have small, large, fire, and cape mario around at the same time...
PumpkinPie
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Posted on 03-25-05 05:03 AM Link | Quote
Whoah, hey, neat...I think. If this program works out, it'll revolutionize SMW hacking.

And I think that 'F' is part of a P, as in -Nintendo- Presents.
Kario

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Posted on 03-25-05 05:10 AM Link | Quote
This would be cool, but the screen shows nothing other than Mario with bad gfx.
HabsoluteFate

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Posted on 03-25-05 05:28 AM Link | Quote
Originally posted by Kario
This would be cool, but the screen shows nothing other than Mario with bad gfx.


Direct quote from me :
"i'm not close to being all done"

All i was doing was giving an update...i just figured out where this routine was and how it works...i havent had the time to implement anything yet but i figured some of you guys might want to know

I'll update again once i have the sprite loading routine changed so that it allows for loading other sprites not in the standard set...

I would like to create something like the block tool but for mario...when i overwrite the routines i'll keep that in mind when designing the updated code...that way for each custom mario:
a) a different set of sprites is drawn on the screen
b) something different happens when buttons A/B is pressed
c) a different palette is used
Keikonium
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Posted on 03-25-05 05:31 AM Link | Quote
So what exactly is the power up you created? Also, where would the graphics show up to be editable, when the program gets fully functioning?

2 questions:

1. Is it possible to have small, big, fire, and cape mario as well as how many other power ups? Could it make at least 4 extra power ups for a total of 8 different marios?

2. How would this program work? If you wanted say fat mario that can break certain blocks by standing on them (thinking of Wario Land 2?), he would use up 4 16x16 blocks (32x32 pixel mario sprite) making it alot harder to map the sprite.

This is awesome, and as soon as I see some screens of a new mario (or even better would be a video showing him go thru at least 5 powers. Start small, then mushroom, then flower, then cape, then frog/leaf/hammer suit would be nice to see), I will be a VERY happy guy. Good job and...........








SOME ONE MAKE A LAYER 3 EDITOR!!!!!!!!!!!!
HabsoluteFate

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Posted on 03-25-05 05:56 AM Link | Quote
Originally posted by Keikonium
So what exactly is the power up you created? Also, where would the graphics show up to be editable, when the program gets fully functioning?

2 questions:

1. Is it possible to have small, big, fire, and cape mario as well as how many other power ups? Could it make at least 4 extra power ups for a total of 8 different marios?

2. How would this program work? If you wanted say fat mario that can break certain blocks by standing on them (thinking of Wario Land 2?), he would use up 4 16x16 blocks (32x32 pixel mario sprite) making it alot harder to map the sprite.

This is awesome, and as soon as I see some screens of a new mario (or even better would be a video showing him go thru at least 5 powers. Start small, then mushroom, then flower, then cape, then frog/leaf/hammer suit would be nice to see), I will be a VERY happy guy. Good job and...........


SOME ONE MAKE A LAYER 3 EDITOR!!!!!!!!!!!!


My Answers:
1. there will be of course a limit but i'll probably make it much higher than 8...perhaps something crazy like 64 that way it will never be reached but would give people more room...i was going to load the sprites using a table that contains the address of the sprite set...we dont have a 512KB limit so there is tons of room available...roms can be expended to what 6MB?
2. I cant create "new" sprite space therefore the size limit of mario will the same as large, fire, and cape mario.

as for the power up i'm creating...i'll probably just have some guy who looks different shooting the same fireballs that yoshi throws...



(edited by HabsoluteFate on 03-24-05 08:58 PM)
cpubasic13
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Posted on 03-25-05 06:22 AM Link | Quote
Actually, since there are a few extra tiles in the GFX file, couldn't you just change those and redirect those tiles for the powerup? You know, have a new suit but still use the same head?

That sound logical. Think it is possible though?

Good work with getting this done, though. This could definitly change many of the hacks out here if you released the info on this soon. Fix all the bugs, and it might be perfect!
HyperLamer
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Sesshomaru
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Posted on 03-26-05 12:01 PM Link | Quote
Originally posted by HabsoluteFate
roms can be expended to what 6MB?

And Mario 64 was 8MB. Can't wait to see this done.
Kario

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Posted on 03-26-05 09:36 PM Link | Quote
I am fairly sure DWTLC was a 8 Meg Hi rom, wasnt it?
Juggling Joker

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Posted on 03-26-05 09:38 PM Link | Quote
It very well may be, but then... Lunar Magic doesn't support roms of that type so it would be kind of silly to expand to that size.
ExKay
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Posted on 03-26-05 10:49 PM Link | Quote
Nice work.
DWTLC was a 6 MB Hi ROM.
UnsurpassedDarkness

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Posted on 03-26-05 11:14 PM Link | Quote
Just to make sure you guys know:
From Lunar Magic
FuSoYa
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Posted on 03-26-05 11:38 PM Link | Quote
Originally posted by UnsurpassedDarkness
Zsnes supports it now though.


It didn't the last time I checked. Or is this something that's going to be in the next WIP build?
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Posted on 03-26-05 11:39 PM Link | Quote
I could play it with ZSNES after you released it and I had no probs playing it.


(edited by Ice Man on 03-26-05 02:39 PM)
FuSoYa
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Posted on 03-26-05 11:50 PM Link | Quote
DW:TLC is ExHiROM, not ExLoROM. Zsnes will accept a 6MB ExHiROM, but not ExLoROM, or even an 8MB ExHiROM.
ExKay
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Posted on 03-26-05 11:54 PM Link | Quote
It did for me.
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Posted on 03-27-05 12:03 AM Link | Quote
The latest version of ZSNES I have is a March 6 WIP version (unsupported), and 8MB ExLoROM does NOT work.

Don't know if they're going to add it in or not, they seem to be more focused right now on maintaining/adding to the ZMV code (to make ZSNES compatible for doing tool assisted speedruns).
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Posted on 03-27-05 12:15 AM Link | Quote
Sry, I meant that 6MB ExHiRom works, but not the others. My mistake.
UnsurpassedDarkness

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Posted on 03-27-05 03:48 AM Link | Quote

It works on an older version then this


(edited by UnsurpassedDarkness on 03-26-05 05:49 PM)
HabsoluteFate

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Posted on 03-27-05 11:45 AM Link | Quote
Quick update...
I have moved the entire Sub Routine to a new location within the ROM.

I currently have the new sub routine within bank #0F although the actual release of this stuff will be using bank #00 (which is where the original shorter routine was) for the new code.
I will be freeing up a lot of room in bank #0 by moving small mario's sprite to a different bank (this will free up 2048 bytes).

My lookup table will also be within Bank #00.
Because of this table someone could change the graphics so that large/fire/cape mario no longer share the same graphics to further customise things (they actually share the same 'mario' graphics in the original rom...its just that cape mario also has a cape 'attached' and fire mario uses a different palette from the other marios). The limit will be 64 different marios...i highly doubt anyone would ever need that much but it didnt hurt to make it such a high number since the final result for the lookup tables is only 256 bytes and that contains sprite's bank & location/ palette # for up to 64 marios total.

All of this might free up memory location 0D82 and 0D85 as well if i find out that it is only used for sprites.

Edit:
Note: I might be off a little with my estimate of 2048 bytes...but you get the point


(edited by HabsoluteFate on 03-27-05 04:46 PM)
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