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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 - The sprite hackers workshop! | |
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gnkkwinrrul

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Posted on 10-27-04 07:55 PM Link | Quote
I figured this may cut down on the multiple OMG HLP ME WITH SPRYTEZ!!!111!!!! board. So...anything about sprite hacking can go here.
Keikonium
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Posted on 10-28-04 12:03 AM Link | Quote
Okay, I will make the first post and hopefully someone can help me:

Could I get the exact sprite code to transform sprite 12 into the poison mushroom from SMB1 in SMAS? (Im to lazy to do it my self)

Any help would be great.
gnkkwinrrul

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Posted on 10-28-04 12:39 AM Link | Quote
I bet that one of the numbers in the coding for the mushrooms makes them make mario big. You could just change it to a different number and see what happens each time.

Okay, here's all I have figured out about sprite hacking -

As most of you probably know, sprites use a 19 digit code. I'll go from left to right down it, saying what it does in the mario sprite discombobulater (I know most of you would rather check boxes, but some of them will not stay checked, and this bypasses that.)

1st number - if it is a 0, it does nothing (like all do)
1 - says sprite can be jumped on
2 - dies when jumped on
3 - 1 and 2 (same for all numbers that use this)
4 - uses unknown bit 1
5 - 1 and 3 (same for all)
6 - 2 and 3 (again, same for all)
7 - 1, 2 and 3 (again, same for all)
8 - falls off the screen when killed
9 - 1 and 8 (same for all again...)
A - 2 and 8 (same)
B - 1, 2, and 8 (same)
C - 4, 8 (same)
D - 1, 4, 8 (same...)
E - 2, 4, 8 (same...)
F - 1, 2, 4, 8 (same)

2nd number

1 - weird ground behavior 1
2 - weird ground behavior 2
4 - weird ground behavior 3
8 - disable animation

Numbers 3 and 4 - clipping field type

Numbers 5 and 6 - GFX byte 1

Number 7

1 - shell cant be kicked
2 - unknown bit 3
4 - unknown bit 4
8 - dont interact with Mario

Number 8

1 - dont disable clipping when hit with star
2 - invincible to powerups
4 - process when off screen
8 - unknown bit 2

Number 9

1 - unknown bit 5
2 - unknown bit 6
4 - doesn't get hurt when jumped on
8 - doesnt interact with objects

Number 10

1 - inedible
2 - stays in Yoshi's mouth
4 - weird ground behavior 4
8 - don't interact with shells

Number 11

1 - unknown bit 11
2 - bottom only visible on current subscreen
3 - unknown bit 12
4 - unknown bit 13

Numbers 12 - 15 - Gfx bytes 2 and 3

Numbers 16 - 19 - ASM pointer. Like all bytes, it is reversed.

I believe that some of the numbers that use more than one or more of the actions and one or more of the unknown bits do something that has to do with the action, like if an object can be jumped on, does it turn into more than one sprite after being jumped on?

Also, unknown bits 7 - 10 aren't used in there. I think one of them may have to do with pallette.
mikeyk

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Posted on 10-28-04 06:17 AM Link | Quote
Keikonium: I could post an ips that has a poison mushroom as sprite 17 if you want it
Keikonium
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Posted on 10-28-04 06:26 AM Link | Quote
Hey, that would be really great Mikeyk! Now I remeber a while back you created that didn't you. And if you dont mind, if I could look at that game in hex and just copy the sprite 17 code over to my hack (I know how to do all that stuff just the figuring out the code part confuses me). Credit will be given. And thanks.

EDIT:

You might need my email. Keikonium@hotmail.com


(edited by Keikonium on 10-27-04 09:45 PM)
Alastor the Stylish
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Posted on 10-28-04 06:36 AM Link | Quote
Please also send it to KyoujiCraw@gmail.com - that'd be nice. I'll attempt to make a block that sends out a poison mushroom like it would a powerup when hit, but of course fail due to lack of ASM knowledge.
Aioria

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Yes I will!! ;D

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Posted on 10-28-04 07:02 AM Link | Quote
i'm interested in it too, so if you don't mind, could you send me this too? thanks.

my e-mail: frogtrigger@hotmail.com
Keikonium
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Posted on 10-28-04 07:08 AM Link | Quote
To bad there wasn't a file transfer system thru PM's at this board

And kratos, I dont think it would be to hard to create a custom block with this would it? Im sure block tool has got something that would make this process easier, even tho ASM will probably be required.
mikeyk

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Posted on 10-28-04 08:01 AM Link | Quote
Edit: Link removed, I will repost a version that hasn't been touched by LM, so the level data won't be corrupted.

Here is the patch that has a poison mushroom as sprite 17. You'll probably want the sprite to use a different graphic than the regular mushroom. If so, change the value at 0xA0099 to that a different graphic tile (then you can use ExGFX to make it look like if does in SMAS).



(edited by mikeyk on 10-28-04 12:38 AM)
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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Posted on 10-28-04 08:31 AM Link | Quote
Heh. Applying that patch to my ROM screwed up lots of the levels, but I figured it might so I made a copy first. I applied it to a fresh ROM and made another backup, then put the code for 17 in, moving what was at 17 to 36, and it moved like a mushroom but the graphics data screwed up. Here's where it gets awesome: if you're small mario, getting this gives you a 1-up and puts a bullet bill in to your item box. If you're big mario or fire mario, getting this screws up the game. This is just if "extra info" is set to 0 in insert manual, though. If it's anything else, it doesn't show up at all. Also, if I copy the code to 36 and use it, then it works like a star that moves like a mushroom if fire mario, untested on the others. So, eh... What am I supposed to do now?


(edited by Kratos Aurion on 10-27-04 11:34 PM)
mikeyk

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Posted on 10-28-04 11:05 AM Link | Quote
Here is a new version of the patch. I modified extended object 25 (MAP16 #114) to produce the poison mushroom instead of directional coins, until I can make a custom block specifically for it. As I mentioned before, change 0xA0099 to the tile number you want to use as it's graphic, default is 24 which is the same as the regular mushroom.

This patch changes 18 bytes of the original code and adds a few lines of new code at 0xA0070 to 0xA009D. Hopefully this patch won't overwite any level data you have, if it still does you can make the few modifications manually.

gnkkwinrrul

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Posted on 10-28-04 07:06 PM Link | Quote
Very nice mikeyk.

I did some messing around with the numbers, and got a lightning bolt thing to happen in one of my levels. Although its really messed up and makes random things appear and makes Mario go behind all of the objects...
UnsurpassedDarkness

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Posted on 10-30-04 07:29 PM Link | Quote
That corrupted my rom
Alastor the Stylish
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Posted on 10-30-04 08:14 PM Link | Quote
Except that copying his code doesn't seem to work (at least for me), so that wouldn't be too helpful.
UnsurpassedDarkness

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Posted on 10-30-04 10:49 PM Link | Quote
If you mean the code in Mario World Reconfigurator, then that won
Rain Man

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Posted on 10-30-04 11:00 PM Link | Quote
Originally posted by UnsurpassedDarkness
Also, sprite 17 is the fish used for the jumping fish generator, and shouldn
UnsurpassedDarkness

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Posted on 10-30-04 11:54 PM Link | Quote
FuSoYa didn
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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Posted on 10-31-04 12:00 AM Link | Quote
Don't worry about him, most of us (myself not included) are closeminded fools who can't understand the concept of a newbie who knows something the vets don't.
Rain Man

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Posted on 10-31-04 12:26 AM Link | Quote
I thought he said it WAS the jumping fish generator; sorry.
cpubasic13
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Posted on 10-31-04 08:03 AM Link | Quote
Nice edit. Although the only thing I saw you do is just copy the code for the mushroom, change the palette, and made it hurt you when you touched it, it was a nice thing to see.
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