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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 - Coding Sprites | |
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mikeyk

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Posted on 08-10-05 12:31 AM Link | Quote
I've been doing some work with sprites recently. I've attempted to code a few from scratch and have been making some nice progress. Here are a couple of screen shots that show my work...



The donut block is a MAP16 tile that turns into a falling sprite when stepped on. The block changes color just to show the distinction between the block and sprite




The rest of the new sprites are ridable enemies. Shy guy and beezo are pretty basic.




The para beetle is in it's classic form, carrying mario upward.


Dark Ludwig

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Posted on 08-10-05 12:36 AM Link | Quote
WOW!!!!!!!

This is one of your best creations yet.... *glances to the left* and your 100th post!

We would all love it if you would share your spriting secrets with us.

Are you going to give us all an IPS so that we may also enjoy your creations?
XPeter

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Posted on 08-10-05 12:38 AM Link | Quote
mikeyk those are so cool!!! Will you eventually be able to pick up and throw the shyguy just like in SMB2?
Smallhacker

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Posted on 08-10-05 12:52 AM Link | Quote
Ho... Ly... Crap... Mikeyk, the one who basicly appeared out of nowhere with sprite information in his hands never ceases to amaze me.

Question: How do/will you handle the limited sprite space? As far as I know, only six sprites in the standard tables are unused.
UnsurpassedDarkness

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Posted on 08-10-05 01:34 AM Link | Quote
Originally posted by Smallhacker
As far as I know, only six sprites in the standard tables are unused.
Which sprites are they? I want to make sure I didn
ExKay
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Posted on 08-10-05 01:45 AM Link | Quote
Wow, just wow. I....must....steal....hack....mikeyk.

Really man, those are awesome, very good work.
Smallhacker

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Posted on 08-10-05 01:54 AM Link | Quote
Originally posted by UnsurpassedDarkness
Which sprites are they? I want to make sure I didn


(edited by Smallhacker on 08-09-05 05:03 PM)
(edited by Smallhacker on 08-09-05 05:10 PM)
ExKeeper

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Posted on 08-10-05 03:16 AM Link | Quote
mikeyk, you are the smw hacking god, this is very cool
Keikonium
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Posted on 08-10-05 03:37 AM Link | Quote
That is some crazy editing man. Awesome job!!!

Now if only we had enemies that we could pick up (or ground objects that we could pick up).
Cruel Justice

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Posted on 08-10-05 06:21 AM Link | Quote
You beat me to the punch mikeyk... I was trying hard to find the donut block but hey, your achievements won't go foreshadowed. Can't wait for the release!
ExKeeper

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Posted on 08-10-05 07:42 AM Link | Quote
mikeyk, when you release this, could you also just release it with an IPS patch that adds the sprites and with the donut block for blocktool.
Sukasa

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Posted on 08-10-05 09:17 PM Link | Quote
God fricken' holy damn, man. That's awsome. Y'know, perhaps if you and I worked together, we could put a program together to insert these sprites into other ROMS without worrying about erasing important stuff.

FuSoYa: Please rethink the invalid sprites list, it may be useless now. I can just see levels filled with X's.
MathOnNapkins

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Posted on 08-11-05 01:24 AM Link | Quote
Sprite 96. Unused Chargin' Chuck copy?

I'm not claiming to know in particular, but it's been my experience that when you have a duplicate pointer it is still used, and branching may be done based on the index of the sprite. (i.e. if(index == 96) doThis( ); else doOtherChargingChuckStuff( ) )

Can you put this type of Charging Chuck into the game, and does it register behavior exactly the same as a normal Charging Chuck? One single pointer may have access to more than one set of AI.
Keikonium
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Posted on 08-11-05 01:50 AM Link | Quote
Yes you can put it in, and yes it still acts the same. I mentioned this a while ago, and everyone told me that there was no double charging chuck. I told them the number and they still said it wasn't true. So I was like whatever.

Anyway, what about the unused sprites from F7 to FF? I know that if you try and edit them the game glitches/freezes, but they are in a table and are unused. I think they are generator options tho.
hhallahh

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Posted on 08-11-05 08:09 AM Link | Quote
Heh, although sprite hacking is awesome, these seem like they should be relatively simple to create... just splice some features of various enemies together. The Beezo is probably just one of those caped koopas which has the code from the giant mole that allows them to be ridden. etc.

Not to say I could do it, or that this isn't cool, but... who did the Hammer Bros. again? mikeyk? That was impressive.
Keikonium
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Posted on 08-11-05 12:28 PM Link | Quote
The most incredible sprite that could be created (except any from Yoshi's Island) would have to be a sprite that can take the place of a boss. As in the bowser from SMB3.

If not including bosses either then Ptooie or Spike would be amazing.

Of corse and YI enemy would be incredible, but I would imagine those would be very hard to create. Especially Flightless Skeleton Goonies (hint hint).
BMF98567
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GO!

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Posted on 08-11-05 01:42 PM Link | Quote
Originally posted by MathOnNapkins
Sprite 96. Unused Chargin' Chuck copy?

I'm not claiming to know in particular, but it's been my experience that when you have a duplicate pointer it is still used, and branching may be done based on the index of the sprite. (i.e. if(index == 96) doThis( ); else doOtherChargingChuckStuff( ) )

Can you put this type of Charging Chuck into the game, and does it register behavior exactly the same as a normal Charging Chuck? One single pointer may have access to more than one set of AI.
I used #96 for Stony in SMO (changed a couple of interaction bits so he can only be hurt by head stomps), and I haven't noticed any abnormal behavior from the rest of the Chucks. Considering how many different Chuck varieties there are in the game, it's possible Nintendo originally planned to have one more, but ended up pointing it to the "normal" code instead.
Glyph Phoenix

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Posted on 08-12-05 07:02 AM Link | Quote
Originally posted by Keikonium
Anyway, what about the unused sprites from F7 to FF? I know that if you try and edit them the game glitches/freezes, but they are in a table and are unused. I think they are generator options tho.


Something HH said lead me to believe that sprites F7-FF aren't actually valid and changing anything at that point is actually changing code for something completely different. But I'm not sure.

Originally posted by Smallhacker
Mikeyk, the one who basicly appeared out of nowhere with sprite information in his hands never ceases to amaze me.


Somebody oughta start a religion around this guy.



And is anybody sure that 96 isn't the sprite that comes out of Splittin' Chuck?
UnsurpassedDarkness

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Posted on 08-12-05 07:23 AM Link | Quote
I am. I thought that it might have been at first, but after I tried changing the palettes of the chucks, I found out that they all seem to be completely different sprites. Which is very odd, since they all seem to have the same properties in Mario World Reconfigurator, excluding the graphics….
andrés

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Posted on 08-12-05 07:32 AM Link | Quote
Wow! that´s cool!
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