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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Problem with falling spiny tiles | | | |
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Ghettoyouth Paragoomba Level: 13 Posts: 70/73 EXP: 9433 For next: 834 Since: 03-18-05 From: Herford, Germany Since last post: 17 hours Last activity: 16 hours |
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after some changes of unused sprites with MWR, my falling spiny tiles are using GFX page 0x1 and not 0x3. does anyone know an adress to fix it? edit: ah f*** some other spritetiles are also garbage, and the layer priority of the twimps is also changed. I thought sprite 53 and 96 are save to use or am i wrong? (edited by Ghettoyouth on 10-30-05 09:43 AM) (edited by Ghettoyouth on 10-30-05 09:56 AM) (edited by Ghettoyouth on 10-30-05 11:04 AM) |
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Simon Koopa Level: 19 Posts: 113/115 EXP: 30045 For next: 5732 Since: 03-18-04 From: Sweden Since last post: 1 day Last activity: 7 hours |
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I was actually playing around with MWR the other day in an attempt to figure out what some of the unknown functions really do. I was in a bit of a hurry, but I managed to make some interesting findings about the first GFX-related byte. The first number of the byte has actually nothing to do with the sprite's graphics, but uneven values makes the sprite immune to fire balls. The second number determines the pallette and GFX page, I tried some values and found a pattern:
I haven't tried all the values out so I cannot guarantee it being 100% correct, but this should solve your problem. The only value breaking the pattern is 0 which strangely enough gives pallette 6. This is really peculiar as pallette 6 is a FG/BG pallette and not a sprite pallette. (edited by Simon on 10-30-05 10:28 PM) (edited by Simon on 10-31-05 07:25 AM) |
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Ghettoyouth Paragoomba Level: 13 Posts: 72/73 EXP: 9433 For next: 834 Since: 03-18-05 From: Herford, Germany Since last post: 17 hours Last activity: 16 hours |
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Originally posted by Simon That's really interesting, now my custom sprite can't be killed with fireballs i used some other spritenumbers and now there's only one problem left. the second animation tile of the hopping flame is replaced by a bomb-omb tile. could anyone tell me an offset for the hopping flame tile map? or tell me how to trace sprite tilemaps plz? (edited by Ghettoyouth on 10-31-05 05:09 AM) (edited by Ghettoyouth on 10-31-05 05:09 AM) (edited by Ghettoyouth on 10-31-05 05:09 AM) |
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XPeter Fuzz Ball Level: 42 Posts: 948/963 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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Simon, if you break those hex values down to binary, you could tell a lot more. And if the number being odd or even decides it, that means that the first bit in that byte decides if it can be killed with fireballs. Ghettoyouth: just a minute, I'll take a look for it now... |
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Simon Koopa Level: 19 Posts: 114/115 EXP: 30045 For next: 5732 Since: 03-18-04 From: Sweden Since last post: 1 day Last activity: 7 hours |
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Originally posted by peter_ac And the first bit of the second number decides the GFX page. However, I doubt that the majority of the SMW hackers would feel more comfortable using binary than hex while hacking. But for those who are interested: YYYAXXXB Where A=0 -> killable by fireballs while A=1 -> immunity to fireballs. And B=0 -> GFX page 0x2 while B=1 -> GFX page 0x3 The value of the three Ys doesn't matter at all and the value of the three Xs determines the sprite palette number starting from 0. There you have it. (edited by Simon on 10-31-05 07:24 AM) (edited by Simon on 10-31-05 07:42 AM) |
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Glyph Phoenix Level: 39 Posts: 708/745 EXP: 385876 For next: 18895 Since: 11-07-04 Since last post: 2 hours Last activity: 2 hours |
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Actually, it would simplify things since you could easily just put a couple bits in Windows Calculator instead of looking up each and every value on some chart. | |||||||||||||||||||||||||||||||||||||||||||||||||||
XPeter Fuzz Ball Level: 42 Posts: 949/963 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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Hopping Flame: x9DEC and x9DED Maybe HH could tell us what the rest of the bits do. Hmmm, that's quite strange how a sprite can use page 0x1. I thought only Layers 1 and 2 could use that page. Why is it that some sprites, like the Ball n' Chain, can't have their tiles remapped? |
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Simon Koopa Level: 19 Posts: 115/115 EXP: 30045 For next: 5732 Since: 03-18-04 From: Sweden Since last post: 1 day Last activity: 7 hours |
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Originally posted by peter_ac Whoops, wrong by me. It should of course be page 0x2. Edit: Another correction, It should be 8 bits, not 16. I'll correct it in my previous post. Here's the final result for those of you who are too lazy to scroll up and check: Originally posted by Simon With the exception of 000 which strangely enough gives palette number 6. Hmmm... that means you can't have a sprite with palette 8 that lies on page 0x2 (edited by Simon on 10-31-05 07:36 AM) (edited by Simon on 10-31-05 07:49 AM) (edited by Simon on 10-31-05 12:21 PM) |
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Acmlm's Board - I2 Archive - Super Mario World hacking - Problem with falling spiny tiles | | | |