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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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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: 3944/8210 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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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. |
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Kario In Possession of a Stolen Shovel Level: 65 Posts: 1594/2082 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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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 Sesshomaru Tamaranian Level: 118 Posts: 3952/8210 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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That doesn't convert everything, though, just chunks of the original code. | |||
FuSoYa Defender of Relm Level: 26 Posts: 169/255 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 HyperHacker 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. |
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XPeter Fuzz Ball Level: 42 Posts: 194/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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does this bring us any closer to being able to add custom GFX for Luigi? | |||
HabsoluteFate Red Paratroopa Level: 23 Posts: 127/179 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 peter_ac 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 |
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XPeter Fuzz Ball Level: 42 Posts: 195/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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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 Hammer Brother Again... :P Level: 49 Posts: 296/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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Originally posted by peter_ac You'd need a character select menu... which I don't think can be easily done. :\ |
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XPeter Fuzz Ball Level: 42 Posts: 196/963 EXP: 501695 For next: 19667 Since: 01-24-05 From: South Ireland Since last post: 1 hour Last activity: 26 min. |
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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 Hammer Brother Again... :P Level: 49 Posts: 297/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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Originally posted by peter_ac Ah, I see. How I overlooked the character change blocks I honestly don't know. |
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ExKay Somebody set up us the bomb! Level: 50 Posts: 603/1114 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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The idea is very nice, so I could add Peach or Toad. | |||
Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 278/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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.) | |||
HabsoluteFate Red Paratroopa Level: 23 Posts: 129/179 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 Darkflight 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 |
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Juggling Joker Boomerang Brother SMW Hacking Moderator Yeah, JAMH is still being worked on. Level: 48 Posts: 676/1033 EXP: 811447 For next: 12096 Since: 03-15-04 From: Wyoming Since last post: 2 days Last activity: 3 hours |
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Do we have an estimated completion date for this Wonder Tool? I wouldn't mind fiddling with it. | |||
Xkeeper 2.0 Hammer Brother Again... :P Level: 49 Posts: 303/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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WHat about the palettes, though? =\ You'd have to sacrifice Fire Flower palettes or use assloads of ASM... | |||
HabsoluteFate Red Paratroopa Level: 23 Posts: 131/179 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 Juggling Joker 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 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.... |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 291/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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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! |
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HabsoluteFate Red Paratroopa Level: 23 Posts: 135/179 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 Darkflight 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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Acmlm's Board - I2 Archive - Super Mario World hacking - New Power-Up & New Character | | | |