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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 - Byte for what comes out of koopa shells when stomped... | |
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Ringodoggie

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Since: 03-23-04
From: London, Ontario, Canada

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Posted on 06-28-04 09:04 AM Link | Quote
If you know this please post it and it will be appreciated. I want to change it to a null sprite so nothing comes out so I can make the shell-less koopa sprites into goombas like the ones from SMB3.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Since: 03-15-04
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Posted on 06-28-04 09:33 AM Link | Quote
You can do that anyway, just have ExGFX and don't have koopas in the same level, except maybe blue ones.

But if you follow your plan, then how will you cover them getting back up after awhile? After you stomp them the koopa'll just die

Anyway, what if a goomba should crawl in to a shell? It'd turn in to a koopa. You'd have to cover more than just that.
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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From: Canada, w00t!
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Posted on 06-28-04 02:17 PM Link | Quote
Uh, Goombas in SMB3 do just die when you stomp them. I guess for the shell thing, he could avoid letting them near eachother... Or make uber-1337 armored Goombas.
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Since: 03-15-04
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Posted on 06-28-04 10:42 PM Link | Quote
I was saying that if you stomp on a koopa, you'll be left with just a shell, which doesn't exactly follow the mechanics of SMB3. I wasn't saying goombas don't die when stomped on.
cpubasic13
17 years old now. Time to buy some M rated games by myself!
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From: Blame my parents, Eddy

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Posted on 06-28-04 11:01 PM Link | Quote
Well... it could be done with ASM, but I am not sure. If a Koopa stays in its shell when you hit a turn block or flip it with the cape, then it should be possible to make the Koopa do that instead of being shot out of the shell when you hit it from above.

I have no knowledge of ASM, but could it be possible to just make the code for hitting a Koopa on top just route to when a shell comes out of a turn block (the turn blocks with the shell in it always have a Koopa inside of it... note the eyes)?
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Since: 03-15-04
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Posted on 06-28-04 11:58 PM Link | Quote
Hmmm... I was thinking you could make the jump on command act like the hit with cape command, but of cousre the problem with that is that it'd make it jump, and since you're on top of it, you'd hit it again and then it'd go flying. Not to mention hitting with a cape flips it upside down, if I remember correctly. But if you get it to act like it comes out of a fake turn block, that'd work, I think... Heck, now that I think about it, shouldn't it be possible to just make what comes out be nothing and the blank shell be a shell with a koopa inside instead? However, I don't think it's the matter of a single byte. Though, it could be...
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 06-29-04 07:05 AM Link | Quote
It'd probably be easier to find the shell's entry in the Sprite Status Table (forget where that is, if it's even been found) and set it to Koopa In Shell, then just kill the code that makes a shell-less koopa come out.
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