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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Super Mario World hacking - Changing the BG of the bowser battle? | |
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Keikonium
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Posted on 10-01-04 06:16 AM Link | Quote
How would I go about doing this? When I try to change the BG by making the level editable, it doesn't do anything...

I just need to put the YI "patch" moon in the BG, maby with a few clouds.

Actually even better would be the bowser BG from YI.

So anyone know how I can edit this? Thanks
Aioria

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Posted on 10-01-04 06:22 AM Link | Quote
I'm not sure if this will work, but I guess you can do this:

-go to level 1C7 (bowser battle level)
-choose 'level' >> 'change proprieties in header'
-change the level mode from 'ten' to 'four'
-now you can change things 'inside' the level, as if it was a normal level, so select the tiles of your moon as a normal FG tile and put them in the middle or wherever want them to be in the level, on the first screen.

I hope this helps It works for sprites, and it will probably will for FG tiles also (or BG's too, whatever ).
Alastor the Stylish
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Posted on 10-01-04 06:39 AM Link | Quote
Aioria fails to take in to account the fact that the graphics have to be somewhat specific for the level to work and it generally does NOT work with sprites except with a key few. He also utterly failed when making his custom title... That's not where the image should be Seriously, <br> tags are your friend.
Aioria

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Posted on 10-01-04 06:43 AM Link | Quote
Geez sorry for giving the wrong info

I used that method with bullet bill generators and podoboos and it always worked Therefore, I thought it'd work with Keikonium's BG also : /

*goes fix the custom title

edit: c title fixed


(edited by Aioria on 09-30-04 09:50 PM)
Alastor the Stylish
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Posted on 10-01-04 06:53 AM Link | Quote
that's good. Thing is Bullet Bill generators use a sprite which is constant throughout and podoboos are in the tileset usually. Different backgrounds and the like are completely different.
Aioria

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Posted on 10-01-04 06:56 AM Link | Quote
Ah thanks for the info

Atma X

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Posted on 10-01-04 08:56 AM Link | Quote
It's too bad though, because I have had some very nice ideas for Bowser's Battle before.
asdf

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Posted on 10-01-04 09:07 AM Link | Quote
If I remember correctly, you could add multiple Bowser sprites to the Bowser battle level. In addition to some nice slowdown, other strange effects occur when fighting them. Their attack pattern almost entirely changes, such as throwing fireballs while they're in the foreground. But it's probably not a good idea, seeing as how 90% of people have hair buns about any glitches at all, even if they're intentionally done (for the side effects, perhaps) and don't degrade the game.


(edited by asdf on 10-01-04 12:08 AM)
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Posted on 10-01-04 12:53 PM Link | Quote
None of you guys know what you're talking about.

Bowser is not a sprite--he's a Mode 7 background image. There's nothing else in the background because you can't have anything else in the background. Mode 7 is only one layer, so anything you were to put back there would follow Bowser around (hence the reason why the floor is a bunch of sprites).

You might be able to put a few static sprites in the background to simulate scenery, but as always, that would require some ASM.
Atma X

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Posted on 10-01-04 05:33 PM Link | Quote
That reminds me of when I used to edit Sonic 2, because the Bosses were some kind of Screen Property, as if they were actually part of the last Screen of a Level (in other words, there were no actual Boss Sprites).

If you ask me, this sounds like almost the same kind of situation.

And for Editing Boss Rooms, the only ones you'll be able to Edit are Lemmy's and Wendy's room. The rest of the Bosses use those weird Level Header Modes (whice all of you should know already), where the Level Header is the Boss and everything else in that room (and don't get technical with me about how you can still change the Sprite Gfx)

Well, there's three things that you can do, leave Bowser's Room alone, learn Snes ASM to change Level Header # 10, or program your own Sprite for Bowser and put it in a regular level (good luck with # 3, because no one here has programmed any Sprites yet)


(edited by Atma X on 10-01-04 08:39 AM)
Alastor the Stylish
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Posted on 10-01-04 09:17 PM Link | Quote
Originally posted by BMF54123
None of you guys know what you're talking about.
I merely assumed based on all other non-reznor bosses... Which was rather stupid of me, it would be pretty easy to tell just looking at the way the koopacopter rotates had I been paying any attention... I apologize.
Keikonium
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Posted on 10-02-04 12:59 AM Link | Quote
Okay, thanks guys.

And what do you mean by static sprites? If I could just get the patch moon (its either 4 16x16 or 9 16x16 cant remember) in the BG that would be great. The only reason I need this is because on bowsers map, I have a moon. So would it be possible to make it on the same layer as the castle top?
Alastor the Stylish
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Posted on 10-02-04 01:16 AM Link | Quote
A static sprite would be a sprite that stays in place, kinda like a block of any kind. Making one would take some work with ASM, however.


(edited by Kratos Aurion on 10-01-04 04:16 PM)
cpubasic13
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Posted on 10-02-04 04:15 AM Link | Quote
Originally posted by BMF54123
You might be able to put a few static sprites in the background to simulate scenery, but as always, that would require some ASM.


Actually, even without ASM knowledge, you can make a static sprite. Just use mikejk's data and work with it... maybe make the "X" sprite a moon... or something like that...

I would post the data, but then I would have posted it too much...
Keikonium
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Posted on 10-02-04 05:14 AM Link | Quote
Alright. Static sprites are something I have used in the game, but not the correct way (I just used invisible blocks and surronded the sprite so they wouldn't move).

Anyway, I would create a static sprite, but I have no clue how to make a new sprite by replacing a null sprite. I can make new ones using existing sprites, but not null sprites. So if someone could tell me how to replace sprite 11 (or was it 12?) that would be great. I have read Mikey's sprite data, but is a bit confusing to someone like me.

I have two shots here, and they are exactly what I want the bowser battle to look like:

First, this is what I could probably do.

And this is what I wish I could have. May be possible, but would use ALOT of palettes.
cpubasic13
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Posted on 10-02-04 05:22 AM Link | Quote
Well, I will help somewhat with the static sprite.

Let's say you want to change sprite 12, the first null sprite. Simple. Just look at the notes and go to the first offset it shows. Now you are at sprite 00, green shelless koopa. Now move to the right. Now you are at sprite 01. Simply put, at each offset the sprites are ordered so you can count to find the sprite you need for all of the offsets. Hope that helps somewhat...
Keikonium
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Posted on 10-02-04 05:24 AM Link | Quote
okay, that makes sense. I will go off and try to create a sprite...

Now this may be in the post of mikey, but how do I go about making it so the sprite is static? I want it to act like its not even there.
cpubasic13
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Posted on 10-02-04 05:31 AM Link | Quote
Originally posted by Keikonium

Now this may be in the post of mikey, but how do I go about making it so the sprite is static? I want it to act like its not even there.


I could help there, too. At offset 0x0087CC you change that and it will do a certain code for the sprite. If you play around with it... maybe make the values 00... you could make it static.

And I should mention that 0x0087CC has two values for each sprite, so don't count like you usually would with the other offsets...
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Posted on 10-02-04 06:50 AM Link | Quote
Where's Mikey's Data? (I've don't think I've even heard of him)
Keikonium
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Posted on 10-02-04 06:55 AM Link | Quote
He is the one that told us a bit of data on how to edit sprites. Here is the data. I couldn't find his post...

0x03F46C -> 7E1656
0x03F535 -> 7E1662
0x03F5FE -> 7E166E
0x03F6C7 -> 7E167A
0x03F790 -> 7E1686
0x03F859 -> 7E190F

All of these tables are indexed by sprite number (starting with x00 for the shelless green koopa). Here's a few of my notes about some table values. I've still barely touched the surface of all this data. I have the RAM locations as the headers, cuz that's what I see in my trace logs.

7E1656
setting both bits 5 and 6 makes an enemy stompable
setting bit 8 changes the cape/star kill style

7E166E
setting bit 1 changes the gfx page
bits 2-4 tell which palette (8-F) the sprite uses
setting bit 5 disables fireball killing of the enemy
setting bit 6 disables cape killing of the enemy

7E1686
if bit 8 is set the sprite passes through floor
bit 7 is set if the enemy is sprite creating (which is created is in a different table)

7E1662
I've noticed that changing data here changes the area for sprite interaction. For example, you've probably seen in hacks where rexes have been changed into goombas, you can still get killed by an invisible rex head. Fixing this is as simple as changing rex's table value 0x03F5E0 (0x03F535 + AB) to x00.

Keep in mind that not all sprites use the data loaded from these tables. Some get new data from their own tables found in sprite specific routines.

For my demo, I just changed entry 12 to match entry 00 for all six tables. I then needed to make sprite 12 use the code for shelless koopas, so doing some tracing I found another very important table at ROM address 0x0087CC. This table holds the memory locations (2 bytes for each sprite) to go to for the handling of each sprite. Sprite 12 intially jumped to a RTS command (made sense since it's listed as a null sprite), changing it to use the shelless koopa's code finally gave me some results I could see. I had a sprite that acted like a koopa, but the graphics it used was off. 7E1602 holds the animation frame, but I needed to change the tiles that the frames used... more tracing, more tables.

0x009E7F is the begining of an offset table that is indexed by sprite number. 0x009D83 is the start of a gfx tile table that is indexed by a value in the offset table. For example the entry for a green shelless in the offset table is x09, so the gfx tiles for the shelless start at 0x9D8C (0x009D83 + x09). Again not all of the enemies are stored here. I started to document which were but lost interest. I'll include what I did find though:

(0)
82 A0 - koopa Walk 1
82 A2 - koopa walk 2
84 A4 - koopa turning
8C - koopa shell
8A - koopa shell ani 1
8E - koopa shell ani 2

(9)
C8 - shelless walk 1
CA - shelless walk 2
CA - shelless turn
CE - unused?
CC - shelless fliping shell
86 - struggling shelless 1
4E - struggling shelless 2

(10)
E0 - blue shelless walk 1
E2 - blue shelless walk 2
E2 - blue shelless turning
CE - unused?
E4 - blue shelless kicking
E0 - blue shelless struggling 1
E0 - blue shelless struggling 2

(17) para-goomba
a3 - straight goomba 8x8 tile 1
a3 - straight goomba 8x8 tile 2 (mirrored)
b3 - straight goomba 8x8 tile 3
b3 - straight goomba 8x8 tile 4 (mirrored)
e9 - tilted left goomba 8x8 tile 1 (mirrored)
e8 - tilted left goomba 8x8 tile 2 (mirrored)
f9 - tilted left goomba 8x8 tile 3 (mirrored)
f8 - tilted left goomba 8x8 tile 4 (mirrored)
e8 - tilted right goomba 8x8 tile 1
e9 - tilted right goomba 8x8 tile 2
f8 - tilted right goomba 8x8 tile 3
f9 - tilted right goomba 8x8 tile 4
e2 - straight parachute
e6 - tilted parachute

(25)
AA - goomba walk/struggling 1
A8 - goomba walk/struggling 2
A8 - goomba turning
AA - unused??

(29) para-bomb
A2 - straight
A2 - straight
B2 - straight
B2 - straight
C3 - tilted left
C2 - tilted left
D3 - tilted left
D2 - tilted left
C2 - tilted right
C3 - tilted right
D2 - tilted right
D3 - tilted right
e2 - straight parachute
e6 - tilted parachute

(37)
CA - bob-omb walking 1
CC - bob-omb walking 2
CA - bob-omb turning

(3A)
AC piranha plant closed mouth
CE classic/upside down stem frame 1
AE piranha plant open mouth
CE classic/upside down stem frame 2
83 displays behind left of jumping piranha frame 1 ???
83 displays behind right of jumping piranha frame 1 ???
C4 jumping stem 8x8 tile 1 frame 1
C4 jumping stem 8x8 tile 2 frame 1
83 displays behind left of jumping piranha frame 2 ???
83 displays behind right of jumping piranha frame 2 ???
C5 jumping stem 8x8 tile 1 frame 2
C5 jumping stem 8x8 tile 2 frame 2

(46)
8A - football

(47)
A6 - bullet bill

A4 - ???
A6 - ???
A8 - ???

(4B)
80 - spiny walking 1
82 - spiny walking 2
80 - spiny turning

(4E)
84 - spiny egg 8x8 tile 1 frame 1
84 - spiny egg 8x8 tile 2 frame 1
84 - spiny egg 8x8 tile 3 frame 1
84 - spiny egg 8x8 tile 4 frame 1
94 - spiny egg 8x8 tile 1 frame 2
94 - spiny egg 8x8 tile 2 frame 2
94 - spiny egg 8x8 tile 3 frame 2
94 - spiny egg 8x8 tile 4 frame 2

For my demo, I gave sprite 12 the same offset as the SMW goomba, and that's precisely what appears. The more I look through the ROM, the more tables I see, so hopefully this will spark some interest in documenting them.
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