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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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HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-28-05 08:14 AM Link | Quote
Nice, but you should make sure to test everything in the original game after you do all this. Moving subroutines can have nasty effects.

Also, to clarify: LM supports ExLoROM. DW:TLC was ExHiROM, which LM won't do (except Fu's own debugging version ). Why he did that, I'm not sure, but the point is that whether DW:TLC works doesn't indicate whether other expanded ROMs will.

Hey, if LM can move everything to different banks like that, couldn't a similar routine be used to move everything to FastROM? It'd get rid of some of the slowdown problems.
Kario

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Posted on 03-28-05 08:32 AM Link | Quote
You mean like this?
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 03-28-05 12:30 PM Link | Quote
That doesn't convert everything, though, just chunks of the original code.
FuSoYa
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Posted on 03-28-05 01:01 PM Link | Quote
Originally posted by HyperHacker
Also, to clarify: LM supports ExLoROM. DW:TLC was ExHiROM, which LM won't do (except Fu's own debugging version ). Why he did that, I'm not sure, but the point is that whether DW:TLC works doesn't indicate whether other expanded ROMs will.


ExHiROM support was a planned feature for the public build of LM at one point. But when ExLoROM support appeared in snes9x, it didn't make much sense to bother with LoROM to ExHiROM conversion. So it was discarded in favor of ExLoROM.
XPeter

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Posted on 03-28-05 08:23 PM Link | Quote
does this bring us any closer to being able to add custom GFX for Luigi?
HabsoluteFate

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Posted on 03-28-05 09:11 PM Link | Quote
Originally posted by peter_ac
does this bring us any closer to being able to add custom GFX for Luigi?


If i can figure out what flag tells us wether we are mario or yoshi then ya i guess i could add the possibility for gfx to be different between mario and luigi....
instead of 64 custom power ups i could lower it to 32 for each mario/luigi...it would also give the ability to create different power ups wether you are mario or luigi which would bring a new meaning to the term team work....

my imagination just went wild....remember the Lost Vikings..switching between mario/lugi like that would be kinda cool to get past levels....ummm maybe someday
XPeter

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Posted on 03-28-05 09:43 PM Link | Quote
But they'll still handle the same, right? I suppose this could mean i could even get peach and toad into SMB2..,?
Xkeeper 2.0

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Posted on 03-28-05 10:42 PM Link | Quote
Originally posted by peter_ac
But they'll still handle the same, right?

I suppose this could mean i could even get peach and toad into SMB2..,?


You'd need a character select menu... which I don't think can be easily done. :\
XPeter

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Posted on 03-28-05 10:59 PM Link | Quote
No not really skate. I could have 4 pipes on one screen, separated by mario blocks, luigi blocks, etc, and the player will morph into each one as he moves between the pipes, and exit through a pipe when controlling the desired character. Cheap yes, but efficient.
Xkeeper 2.0

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Posted on 03-28-05 11:40 PM Link | Quote
Originally posted by peter_ac
No not really skate. I could have 4 pipes on one screen, separated by mario blocks, luigi blocks, etc, and the player will morph into each one as he moves between the pipes, and exit through a pipe when controlling the desired character.

Cheap yes, but efficient.


Ah, I see. How I overlooked the character change blocks I honestly don't know.
ExKay
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Posted on 03-29-05 12:09 AM Link | Quote
The idea is very nice, so I could add Peach or Toad.
Sukasa

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Posted on 03-29-05 04:38 AM Link | Quote
VERY nice. About the multiple charactors, you could look up the code for it in the SMAS version of SMW. LM would need to be re-programmed a bit though to allow for oversized ExGFX files with new charactor tiles, though. You wouldn't have room for the player sprites otherwise, I don't think. (I don't use the SMAS version, though so I could be wrong- probably am, too.)
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Posted on 03-29-05 05:23 AM Link | Quote
Originally posted by Darkflight
VERY nice. About the multiple charactors, you could look up the code for it in the SMAS version of SMW. LM would need to be re-programmed a bit though to allow for oversized ExGFX files with new charactor tiles, though. You wouldn't have room for the player sprites otherwise, I don't think. (I don't use the SMAS version, though so I could be wrong- probably am, too.)


The tool i'm making will allow editing of the sprites (as well as a bunch of other things although the initial release will just allow editing of sprites)....i'll make things compatible with Lunar Magic so you will still be able to use Lunar Magic for everything else you use it for
Juggling Joker

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Posted on 03-29-05 05:25 AM Link | Quote
Do we have an estimated completion date for this Wonder Tool? I wouldn't mind fiddling with it.
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Posted on 03-29-05 07:01 AM Link | Quote
WHat about the palettes, though? =\ You'd have to sacrifice Fire Flower palettes or use assloads of ASM...
HabsoluteFate

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Posted on 03-29-05 09:18 AM Link | Quote
Originally posted by Juggling Joker
Do we have an estimated completion date for this Wonder Tool? I wouldn't mind fiddling with it.


I'm not too sure. Right now I have to build a few tools to facilitate modifying the code which I am doing as we speak. As a matter of fact I have just released a program that allows you to import/export chunks of code/data from a ROM:
http://board.acmlm.org/thread.php?id=10999

I will keep everyone posted as new releases come out. When this happens really depends on how quickly I figure things out and how much time I can dedicate to it without pissing off my girlfriend

Originally posted by skateboarder11

WHat about the palettes, though? =\ You'd have to sacrifice Fire Flower palettes or use assloads of ASM...

Why sacrificate the fire flower palette? If the fire flower palette is only used by fire mario then i can probably just re-use that palette and simply update it whenever mario changes from one power up to another...this would allow a custom palette per power up....as for using assloads of ASM...I will be doing assloads of ASM well before I'm completely completed this project....
Sukasa

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Posted on 03-29-05 11:03 AM Link | Quote
What about SNES RAM? It would take a bit to load up the new character GFX, y'know. How's this for an idea, however- 64 different powerups, but here is something.

example:

You have 4 new characters, of which each gets 16 powerups. Now, if you could somehow link them together, you could get up to 64 powerups per character, but they would all be the same (each character would have powerups 1, 2, 3, etc...), but if you sacrificed a slot, a character could have their own unique powerup. Therefore, you could have general and unique powerups. The GFX might need to be remapped to another GFX file though, if there was room. if there wasn't, you're screwed royally for the item box and OMG, sprites! You'd need to increase the size of the sprite table for that!
HabsoluteFate

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Posted on 03-29-05 07:09 PM Link | Quote
Originally posted by Darkflight
What about SNES RAM? It would take a bit to load up the new character GFX, y'know. How's this for an idea, however- 64 different powerups, but here is something.

example:

You have 4 new characters, of which each gets 16 powerups. Now, if you could somehow link them together, you could get up to 64 powerups per character, but they would all be the same (each character would have powerups 1, 2, 3, etc...), but if you sacrificed a slot, a character could have their own unique powerup. Therefore, you could have general and unique powerups. The GFX might need to be remapped to another GFX file though, if there was room. if there wasn't, you're screwed royally for the item box and OMG, sprites! You'd need to increase the size of the sprite table for that!


Hi,
I'll be honest i haven't figured out everything but i'm learning as I go. All in due time i will find solutions... I do have a plan as to how i'm designing things but because things might change i created a program to easily import/export data from a rom....that way i'll be able to make changes much quicker. I'm actually going to update that program soon since theres one more thing i'd like to do quicker.
As for sprites...i'm assuming your referring to the power ups themselves? i was going to use the block tool for that...although i hate to admit i have never used the block tool before so i'll have to learn how to use it
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