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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 - How do I remove the automatic Layer Priority setting for Sprites (Piranhas, etc.) | |
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Atma X

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Posted on 06-10-04 10:42 PM Link | Quote
And sometimes I have to close the page and open it for it to refresh correctly.
blackhole89

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Posted on 06-10-04 11:18 PM Link | Quote
*turns on SMRPG "weapons factory" SPC with surround sound and bass boost* ... ah ... groovy.

Well... I think... doing only SMW: ALTTP over and over again becomes somehow boring. I'd like to participate in your hack (@Atma) maybe I could help out with some more technical things (e.g. my still-beta RPG code for SMW allowing some more RPGish text windows and real conversation (as an opposite to the dialogue boxes you have to pwn your head with ^^) with sprites) . I think I won't continue with SMWALTTP until I found out which song I've found in a DW3 SPC dump. (I found one, including pattern lists, and even managed to decode it - but, as always on SPC, there's almost no chance to determine the song by only looking at "disNSPCed" channels, as the melody is split up heavily)

*hears foobar2k switch to the barrel volcano theme and turns bass boost a bit weaker*

Have fun,
Blacky.
Atma X

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Posted on 06-11-04 12:35 AM Link | Quote
Hmm, I tried thinking of some things that I need, and for now, I was able to think of one thing...
Since the Game is 3D, that means the Questions and the Bricks will also be 3D, and so they'll use 3 16x16 Tiles instead of 1 (It'll have the same Perspective Dimension as the Blue Blocks).
So I would need all 3 Blocks to dissapear/change (change to other Tiles; for Questions, etc.) when the Solid Block is hit.

Can you do this?
Thanks


(edited by Atma X on 06-10-04 04:06 PM)
Kario

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Posted on 06-11-04 02:38 AM Link | Quote
you could use one 16x16 block and just make them a bit smaller. That is what I would do if you can't do what you just suggested.
Smallhacker

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Posted on 06-11-04 02:26 PM Link | Quote
Don't forget to make Mario 3D, unless you would like to make Paper Mario: SNES.
blackhole89

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Posted on 06-11-04 05:00 PM Link | Quote
@Atma X: yeah. Never did this before, but I think it won't be too hard.
@Kario: also a possibility.
@Smallhacker: I believe you'd just have to add some more shadings.
HyperLamer
<||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 06-11-04 09:43 PM Link | Quote
If I knew how to get the Map16 address of a custom block from within its code, it'd be a trivial matter to modify blocks around it.
*Gets idea* Anyone have use for a block that switches layers when hit?
blackhole89

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Posted on 06-11-04 09:56 PM Link | Quote
I believe (although haven't yet tried for myself) that the custom block routine itself relies on LM's Map16 ASM hack (!), to which SMW hackers got used so much that they start thinking it is part of the original SMW. That means, the Map16 number is being passed to the custom block routine. Look around a bit to find out how (I think it is in an accumulator).

Have fun,
Blacky.
Kario

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Posted on 06-11-04 10:01 PM Link | Quote
So basically, if you found out how to hit one block and effect blocks around it, not only could you do the 3D thing, that would also make it possible to use the Giant World GFX. Hopefully someone will figure this out...
Atma X

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Posted on 06-11-04 10:41 PM Link | Quote
Kario: Yea, that's another thing I've wanted for quite some time now , so that'll also be good to have.

Smallhacker: I have a concept for Mario gfx, but it'll take some time to make.

Edit: I've made the standing animation so far, PM me if you want to see it (to anyone who notices this thread).


(edited by Atma X on 06-15-04 02:47 PM)
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