Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 - blue koopa tile problem!!!Help!!! | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Ghettoyouth

Paragoomba
Level: 13

Posts: 35/73
EXP: 9433
For next: 834

Since: 03-18-05
From: Herford, Germany

Since last post: 17 hours
Last activity: 16 hours
Posted on 09-14-05 08:20 PM Link | Quote
I got a problem with the tile that shows up while the blue koopa is turning. You can see the Goomba tile instead of the koopa tile

It would be great if anyone knows how to fix this
Glyph Phoenix

Level: 39

Posts: 563/745
EXP: 385876
For next: 18895

Since: 11-07-04

Since last post: 2 hours
Last activity: 2 hours
Posted on 09-14-05 10:24 PM Link | Quote
You didn't accidentally paste the goomba over the blue koopa tile, did you?
andrés

Red Paragoomba
Level: 12

Posts: 53/58
EXP: 7683
For next: 238

Since: 01-03-05
From: Buenos Aires, Argentina

Since last post: 30 days
Last activity: 8 hours
Posted on 09-15-05 08:01 AM Link | Quote
This problem appear when you change one of an unused sprite (I believe that is the sprite 36). I have the same problem too.
Ghettoyouth

Paragoomba
Level: 13

Posts: 36/73
EXP: 9433
For next: 834

Since: 03-18-05
From: Herford, Germany

Since last post: 17 hours
Last activity: 16 hours
Posted on 09-16-05 05:31 PM Link | Quote
ok thx, i think its because i had changed sprite 36, is there anyone who knows a hexadress that i could change to fix it?
mikeyk

Koopa
Level: 18

Posts: 109/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 09-16-05 09:55 PM Link | Quote
is this the shelless koopa or regular that you're having a problem with?
Ghettoyouth

Paragoomba
Level: 13

Posts: 37/73
EXP: 9433
For next: 834

Since: 03-18-05
From: Herford, Germany

Since last post: 17 hours
Last activity: 16 hours
Posted on 09-17-05 01:15 PM Link | Quote
its just the shelless blue koopa, all the other sprites working fine.
UnsurpassedDarkness

Melon Bug
Level: 39

Posts: 717/746
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
Posted on 09-17-05 06:11 PM Link | Quote
I’ve had this problem for a while and was wondering what was causing it… any chance you (mikeyk) can make it not need sprite 36?
mikeyk

Koopa
Level: 18

Posts: 110/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 09-18-05 06:42 AM Link | Quote
Make sure the blue shelless tile data hasnt gotten corrupted

ROM 0x9D93
E0 - blue shelless walk 1
E2 - blue shelless walk 2
E2 - blue shelless turning
CE - unused?
E4 - blue shelless kicking
E0 - blue shelless struggling 1
E0 - blue shelless struggling
UnsurpassedDarkness

Melon Bug
Level: 39

Posts: 721/746
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
Posted on 09-18-05 10:23 AM Link | Quote
Yeah, the second E2 (blue shelless turning) was 4E. I think Mario World Reconfigurator is saving some of the sprites wrong; one of the checkboxes keeps unchecking itself for the key, giving it weird graphics… and I didn’t try changing them any, either.
Ghettoyouth

Paragoomba
Level: 13

Posts: 38/73
EXP: 9433
For next: 834

Since: 03-18-05
From: Herford, Germany

Since last post: 17 hours
Last activity: 16 hours
Posted on 09-18-05 12:37 PM Link | Quote
yay, thx a lot
Mattrizzle

Paragoomba
Level: 14

Posts: 53/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 09-18-05 05:30 PM Link | Quote
Actually, I know the problem. Dont ever change Graphic Byte 3. This table is actually the listing of several sprite graphics and isn't really related to each sprite. If HyperHacker ever makes a new version of MWR, he should get rid of the option.
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: 7132/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 09-19-05 07:39 PM Link | Quote
Yeah, that version has some bugs I can't figure out. I intend to rewrite it sometime soon.

What exactly is GFX byte 3?
Mattrizzle

Paragoomba
Level: 14

Posts: 54/75
EXP: 12123
For next: 948

Since: 11-19-04
From: Louisville, Kentucky, USA

Since last post: 3 days
Last activity: 5 hours
Posted on 09-20-05 02:27 AM Link | Quote
GFX Byte 3 is actually what GFX Byte 2 points to. It isn't paged by sprite ID like the other bytes are. Just so that you can understand what I'm talking about:

From one of mikeyk's documents
ROM 0x9D83
sprite tilemap
paged by offset read from ROM 0x9E7F
SNES $1602 tells which frame for the given sprite

ROM 0x9D83 (offset 0x00)
Used by sprites: 4, 5, 6, 7, 8, 9, A, B, C
82 A0 koopa Walk 1
82 A2 koopa walk 2
84 A4 koopa turning
8C koopa shell
8A koopa shell ani 1
8E koopa shell ani 2

ROM 0x9D8C (offset 0x09)
Used by sprites: 0, 1, 3
Green shelless, Red shelless, Yellow shelless
C8 - shelless walk 1
CA - shelless walk 2
CA - shelless turn
CE - unused?
CC - shelless fliping shell
86 - struggling shelless 1
4E - struggling shelless 2

ROM 0x9D93 (offset 0x10)
Used by sprites: 2
Blue shelless
E0 - blue shelless walk 1
E2 - blue shelless walk 2
E2 - blue shelless turning
CE - unused?
E4 - blue shelless kicking
E0 - blue shelless struggling 1
E0 - blue shelless struggling 2

(offset 0x17)
Used by sprites: 3F
Para goomba
a3 - straight goomba 8x8 tile 1
a3 - straight goomba 8x8 tile 2 (mirrored)
b3 - straight goomba 8x8 tile 3
b3 - straight goomba 8x8 tile 4 (mirrored)
e9 - tilted left goomba 8x8 tile 1 (mirrored)
e8 - tilted left goomba 8x8 tile 2 (mirrored)
f9 - tilted left goomba 8x8 tile 3 (mirrored)
f8 - tilted left goomba 8x8 tile 4 (mirrored)
e8 - tilted right goomba 8x8 tile 1
e9 - tilted right goomba 8x8 tile 2
f8 - tilted right goomba 8x8 tile 3
f9 - tilted right goomba 8x8 tile 4
e2 - straight parachute
e6 - tilted parachute

ROM 0x9DA8 (offset 0x25)
Used by sprites: 0F, 10
Goomba, Goomba with wings
AA - goomba walk/struggling 1
A8 - goomba walk/struggling 2
A8 - goomba turning
AA - unused?
...


You could implement this in a different way, but it would have to let you view the tiles.


(edited by BigMattrizzle on 09-19-05 05:30 PM)
Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

Posts: 2101/2273
EXP: 2647223
For next: 81577

Since: 03-15-04
From: Söderhamn, Sweden

Since last post: 10 hours
Last activity: 9 hours
Posted on 09-20-05 09:57 AM Link | Quote
Originally posted by BigMattrizzle
You could implement this in a different way, but it would have to let you view the tiles.


I've got a half done program called Sprite Paint 3. Right now, it can show the tiles and palettes of the supported enemies. However, I'll probably have to rewrite it, since I'm moving over to C++...
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - blue koopa tile problem!!!Help!!! | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.022 seconds.