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1 user currently in Super Mario World hacking: |
Acmlm's Board - I2 Archive - Super Mario World hacking - Changing the BG of the bowser battle? | | | |
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Keikonium Banned Level: NAN Posts: 700/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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 |
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Aioria Boss Bass Yes I will!! ;D Middle Ages Warrior Level: 58 Posts: 1106/1567 EXP: 1516086 For next: 61460 Since: 03-15-04 From: near the pneumon ultramicroscop icsilicovolcanoconiosis land Since last post: 19 days Last activity: 19 days |
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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 ). |
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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. Level: 114 Posts: 2328/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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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 Boss Bass Yes I will!! ;D Middle Ages Warrior Level: 58 Posts: 1107/1567 EXP: 1516086 For next: 61460 Since: 03-15-04 From: near the pneumon ultramicroscop icsilicovolcanoconiosis land Since last post: 19 days Last activity: 19 days |
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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) |
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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. Level: 114 Posts: 2329/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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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 Boss Bass Yes I will!! ;D Middle Ages Warrior Level: 58 Posts: 1108/1567 EXP: 1516086 For next: 61460 Since: 03-15-04 From: near the pneumon ultramicroscop icsilicovolcanoconiosis land Since last post: 19 days Last activity: 19 days |
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Ah thanks for the info |
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Atma X Bandit Level: 43 Posts: 524/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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It's too bad though, because I have had some very nice ideas for Bowser's Battle before. | |||
asdf Cukeman Level: 28 Posts: 194/303 EXP: 128796 For next: 2542 Since: 03-16-04 Since last post: 5 hours Last activity: 54 min. |
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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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BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 374/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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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. |
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Atma X Bandit Level: 43 Posts: 525/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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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) |
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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. Level: 114 Posts: 2331/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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Originally posted by BMF54123I 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. |
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Keikonium Banned Level: NAN Posts: 701/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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? |
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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. Level: 114 Posts: 2334/7620 EXP: 16258468 For next: 51099 Since: 03-15-04 From: Oregon, US Since last post: 2 hours Last activity: 2 hours |
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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) |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 586/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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Originally posted by BMF54123 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... |
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Keikonium Banned Level: NAN Posts: 703/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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. |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 589/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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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... |
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Keikonium Banned Level: NAN Posts: 705/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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. |
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cpubasic13 17 years old now. Time to buy some M rated games by myself! Level: 54 Posts: 591/1346 EXP: 1206934 For next: 26936 Since: 03-15-04 From: Blame my parents, Eddy Since last post: 2 days Last activity: 1 day |
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Originally posted by Keikonium 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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Atma X Bandit Level: 43 Posts: 526/801 EXP: 553639 For next: 11407 Since: 03-16-04 From: Derrière vous!!! Since last post: 43 days Last activity: 14 days |
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Where's Mikey's Data? (I've don't think I've even heard of him) | |||
Keikonium Banned Level: NAN Posts: 707/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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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Acmlm's Board - I2 Archive - Super Mario World hacking - Changing the BG of the bowser battle? | | | |