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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 - Adding Tiles to Sprites? | |
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lpjunior999
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Posted on 10-03-05 06:47 PM Link | Quote
Alright, this is my first ever post. I've done my damnest to not sound like a n00b when I start posting here; I've been using the tutorials and such off and on for about a month now. So far I've mainly been doing graphic hacks on Super Mario Bros; I replaced Mario with Link, put Mario in a ninja suit and turned his fireballs into throwing stars, etc. But my dream project eludes me, and that is putting Sonic the Hedgehog into a Super Mario game, and having him play as close to what he would on his own game as possible.

What keeps this from being a simple drag and drop from Sonic 2 to Super Mario All-Stars in Tile Layer Pro is the number of tiles for each character. Super Mario idle uses about 6, Sonic has about 9. Trust me, I've tried a good many ways to make it work. I've tried resizing Sonic, just drawing him in, and recently I tried using SonEd to make SoH2 more like Super Mario Bros. First didn't really work, and the other two didn't feel authentic enough.

So I'm looking into this; if I find a way to add tiles to Mario's sprites, by either repeating or even adding blank ones, then I can take that and SoH2 into TLP, do some dragging and dropping, and then get into the hard stuff like increasing speed, starting him on Super Mario-but-appearing-like-Sonic, etc. Which I can tell from the ASM stickies I can do.

My question; is this possible, and should I use a hex editor or learn some rudimentary ASM?
Glyph Phoenix

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Posted on 10-03-05 10:00 PM Link | Quote
The short answer is "No". The long answer is "If you can totally rewrite Mario's display routine so 9 tiles are loaded and displayed and change dynamic tile loading settings so you have enough room for all of Sonic's frames".

Since I doubt the latter, the former.
lpjunior999
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Posted on 10-03-05 10:24 PM Link | Quote
So is it improbable or impossible? Because I want to do this. At this point it's the only hack I really want to attempt, but I'm running out of options.
Tauwasser

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Posted on 10-03-05 10:54 PM Link | Quote
It might actually not be that hard. you would have to code how many tiles it loads. But I'm pretty sure there will be a table or something since not every sprite has the same number of tile, right? Secondly, you would need to find the routine or rather the data that create mario. This should be data all relative to some x and y mario is. For example it might be as simple as:

[relative Y change][relative X change][Tile-Number][Pallette].

I doubt it is that simple in a SNES game. It rather has some other crap in there as well. But I bet since mario is the main character it has it's own settings and doesn't share so you might be lucky and find that data and change it/append to it as you wish.

cYa,

Tauwasser
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<||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 10-04-05 12:31 AM Link | Quote
The big problem here is that SMW's physics are totally different from Sonic's.
lpjunior999
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Posted on 10-04-05 12:57 AM Link | Quote
The difference is partially the point. Think of it as a exercise in style. I'm sure one or two people have seen the Somari hack with Mario in SoH, so I want to try it the other way. Now I'm thinking maybe I'll put him into Super Mario Land 3, but that's technically a Wario game.
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