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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - New Power-Up & New Character | | | |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 121/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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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... |
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PumpkinPie Boo! I'll scare your dad! Big Boo Pretend Moderator All hail the Pumpkin King! Level: 47 Posts: 92/1158 EXP: 718208 For next: 47995 Since: 12-05-04 From: Halloween Town Treats: Many Tricks: Oh yes Since last post: 2 days Last activity: 8 hours |
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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. |
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Kario In Possession of a Stolen Shovel Level: 65 Posts: 1530/2082 EXP: 2321379 For next: 14249 Since: 03-15-04 From: Texas... Yeehaw! Since last post: 2 days Last activity: 17 hours |
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This would be cool, but the screen shows nothing other than Mario with bad gfx. | |||
HabsoluteFate Red Paratroopa Level: 23 Posts: 123/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Kario 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 |
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Keikonium Banned Level: NAN Posts: 1057/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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!!!!!!!!!!!! |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 124/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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Originally posted by Keikonium 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) |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 900/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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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! |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 3910/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by HabsoluteFate And Mario 64 was 8MB. Can't wait to see this done. |
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Kario In Possession of a Stolen Shovel Level: 65 Posts: 1543/2082 EXP: 2321379 For next: 14249 Since: 03-15-04 From: Texas... Yeehaw! Since last post: 2 days Last activity: 17 hours |
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I am fairly sure DWTLC was a 8 Meg Hi rom, wasnt it? | |||
Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 666/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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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 Somebody set up us the bomb! Level: 50 Posts: 588/1114 EXP: 908268 For next: 39049 Since: 03-15-04 From: Hannover, Germany Since last post: 14 hours Last activity: 1 hour |
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Nice work. DWTLC was a 6 MB Hi ROM. |
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UnsurpassedDarkness Melon Bug Level: 39 Posts: 563/746 EXP: 391555 For next: 13216 Since: 10-29-04 From: Λtlantıs. All your base are belong to us. Since last post: 12 days Last activity: 2 days |
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Just to make sure you guys know:From Lunar Magic |
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FuSoYa Defender of Relm Level: 26 Posts: 167/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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Originally posted by UnsurpassedDarkness 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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ExKay Somebody set up us the bomb! Level: 50 Posts: 591/1114 EXP: 908268 For next: 39049 Since: 03-15-04 From: Hannover, Germany Since last post: 14 hours Last activity: 1 hour |
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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) |
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FuSoYa Defender of Relm Level: 26 Posts: 168/255 EXP: 99529 For next: 2746 Since: 03-15-04 From: Moon Since last post: 7 days Last activity: 7 hours |
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DW:TLC is ExHiROM, not ExLoROM. Zsnes will accept a 6MB ExHiROM, but not ExLoROM, or even an 8MB ExHiROM. | |||
ExKay Somebody set up us the bomb! Level: 50 Posts: 592/1114 EXP: 908268 For next: 39049 Since: 03-15-04 From: Hannover, Germany Since last post: 14 hours Last activity: 1 hour |
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It did for me. | |||
Proto K Repent! Level: 27 Posts: 236/279 EXP: 113908 For next: 2251 Since: 03-15-04 From: New Brunswick, Canada Since last post: 16 days Last activity: 8 hours |
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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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ExKay Somebody set up us the bomb! Level: 50 Posts: 593/1114 EXP: 908268 For next: 39049 Since: 03-15-04 From: Hannover, Germany Since last post: 14 hours Last activity: 1 hour |
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Sry, I meant that 6MB ExHiRom works, but not the others. My mistake. | |||
UnsurpassedDarkness Melon Bug Level: 39 Posts: 566/746 EXP: 391555 For next: 13216 Since: 10-29-04 From: Λtlantıs. All your base are belong to us. Since last post: 12 days Last activity: 2 days |
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It works on an older version then this (edited by UnsurpassedDarkness on 03-26-05 05:49 PM) |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 126/179 EXP: 58525 For next: 9198 Since: 03-15-04 From: Ottawa, Ontario, Canada Since last post: 10 days Last activity: 2 days |
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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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Acmlm's Board - I2 Archive - Super Mario World hacking - New Power-Up & New Character | | | |