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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - PalEnemy | | | |
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Glyph Phoenix Level: 39 Posts: 573/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Have you ever wanted a hack that made your Lakitus and Puntin' Chucks toss different enemies depending on the last color in the SMW palette? Of course not! But I did it anyway! PalEnemy It must be patched to roms already edited once with Lunar Magic, I think. That means it should work with any SMW rom hack that doesn't already have data saved at the PC address "xA0000". I only needed about 20 bytes for my expanded code, so it can fit just about anywhere. If you want it expanded to do the same thing for any other generating sprite, like the Diggin' Chuck, I can probably work on this patch a little more. Also, maybe sometime in the near future I'll change it so if your last palette number is 0 it'll go by default(spiny, football) instead of just create sprite 00, a green koopa. I guess it depends on how many people like this patch. Also, I ripped off BMF. I wrote the code myself, but I'm guessing it works a lot like BMF's PalASM so I named this patch accordingly. |
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Bio Buster Beetle Level: 27 Posts: 334/458 EXP: 107144 For next: 9015 Since: 07-06-05 From: a laboratory somewhere... Waiting to be completed Since last post: 8 hours Last activity: 5 hours |
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Great work, I was planing doing the same but custom block based insted. How many sprite are affected by this? | |||
Glyph Phoenix Level: 39 Posts: 575/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Just the two right now. I could make more if other people are interested. I'm thinking that I should split up the patches: one places the code in the ROM and then I release a new patch for each enemy I change. Kinda stupid since all I do is change about 5 bytes in some sprites, but the thing is, if I make the system more complicated then my work becomes pointless because whoever would want a system like mine could easily understand and make one themselves. |
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Koopa Kid Koopa Level: 15 Posts: 100/118 EXP: 14762 For next: 1622 Since: 06-22-05 Since last post: 14 days Last activity: 6 days |
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Cool that patch rocks. | |||
Someguy Buzzy Beetle It seems as though the girl you've fallen for is also a pyromaniac. Level: 32 Posts: 385/397 EXP: 193329 For next: 13113 Since: 03-15-04 From: I'm proud to be an American... I think... Since last post: 1 day Last activity: 5 hours |
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Will it set both the normal and the grey p switch value to the same one? Or will the P-switch one be left alone? | |||
Glyph Phoenix Level: 39 Posts: 577/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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It does both. If I ever get to the next release, I'll change that. | |||
Skyon Red Koopa Level: 14 Posts: 105/125 EXP: 11845 For next: 1226 Since: 08-22-05 Since last post: 32 days Last activity: 16 days |
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I think Smallhacker has a program that's called "letmetal", doesn't it have that feature? | |||
Glyph Phoenix Level: 39 Posts: 579/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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It's "Lemetaal" and once you change the number it stays that way for the entire game. With Lemetaal you can change the palette number in-game or using a Lunar Magic custom palette for each level. | |||
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: 7233/8210 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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I think that post needs a bit of revising. | |||
TapTap Nipper Plant Level: 24 Posts: 64/405 EXP: 68995 For next: 9130 Since: 08-22-05 From: Yoshi's Island Current Posting Mode: Spree Since last post: 7 hours Last activity: 6 hours |
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It's "Lemetaal" and once you change the number in Lemetaal it stays that way for the entire game. With this patch, you can have it use different sprites in any level depending on the pallete. You can change the palette number in-game or using a Lunar Magic custom palette for each level. I think that's what he meant. |
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Glyph Phoenix Level: 39 Posts: 580/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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It was late. I was tired. Never again. | |||
DisruptiveIdiot Paratroopa Level: 21 Posts: 143/147 EXP: 42614 For next: 7329 Since: 04-09-04 Since last post: 4 days Last activity: 5 hours |
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Originally posted by Glyph Phoenix How hard would it be to make the palette a sprite uses be based on a color? I want the goomba to have two different palettes depending on the level and I think basing it like this would be good. Is it based on the same principal? I'd like something like that. (edited by DisruptiveIdiot on 09-23-05 07:16 PM) |
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Glyph Phoenix Level: 39 Posts: 581/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Originally posted by DisruptiveIdiotHow hard would it be to make the palette a sprite uses be based on a color? |
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Icewind Newcomer Level: 4 Posts: 4/5 EXP: 222 For next: 57 Since: 10-02-04 Since last post: 39 days Last activity: 17 days |
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Cool, but how does this work? From what I gather, it's the last color in the last palette, but what byte (R,G,B)? | |||
Glyph Phoenix Level: 39 Posts: 582/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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SNES does not have a RGB color system. It only has 2 bytes, and it should be the second byte that it reads. | |||
Icewind Newcomer Level: 4 Posts: 5/5 EXP: 222 For next: 57 Since: 10-02-04 Since last post: 39 days Last activity: 17 days |
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Originally posted by Glyph Phoenix *sighs and hangs head for being a n00b* I looked at Lunar Magic, I see what you mean now. I\'ll work that out myself. If I could make a suggestion, though; add some more generators. Like the stationary/random bullet bill shooters. It\'d be great to have, say, banzai bills coming at you randomly (though insanely difficult to play). Or just have it do something silly, like plop fish into the level. At any rate, this kills one more barrier for less skilled hackers with great ideas. Thank you. |
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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: 7258/8210 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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A bullet bill generator would eat up all the sprite memory so fast... I like the fish idea though. They could fall from the sky. | |||
TapTap Nipper Plant Level: 24 Posts: 75/405 EXP: 68995 For next: 9130 Since: 08-22-05 From: Yoshi's Island Current Posting Mode: Spree Since last post: 7 hours Last activity: 6 hours |
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Sorry if it's obvious or if I'm getting this wrong, but what area in the pallette does it base the sprite it will throw on? | |||
Glyph Phoenix Level: 39 Posts: 584/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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The last one. FF. Anyway, since I couldn't get on Acmlm's for a while, I sorta took my mind off of SMW and focused on other things. But now that I'm back around, I'll probably start work on advancing this patch so it works on a number of sprites and when the palette number is 00 it'll just create a default enemy. That way your bullet bill shooters will shoot bullet bills in regular levels and your lakitus will toss regular lakitu eggs and stuff. But that'd be kinda hard, and I'm lazy, so don't expect these right away. |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1884/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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GP, If you want I can send you all of my notes on the bullet bill generator to help you. |
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Acmlm's Board - I2 Archive - Super Mario World hacking - PalEnemy | | | |