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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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UnsurpassedDarkness

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Posted on 11-02-04 03:27 AM Link | Quote
You know that flying key? When I let it out of the item box, and jump up to get it, it kills me! It doesn't in SDW:TLC though, does anybody know how to fix this?
Dark Ludwig

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Posted on 11-02-04 11:50 AM Link | Quote
I have a sprite request! Can you make a sprite that is possible to carry, like the key, but doesn't access the keyhole, WON'T explode on contact with another one like the blue blocks, (and won't slide like them when kicked), and are stackable? I was thinking of a sprite with all the properties of the mushroom in SMB2 that you can handle. I think this would be one of the harder blocks to code. But if anyone could do it, please do so! It would so very much revolutionize how SMW levels are made for other people if that sprite was in existiance.

-Dark Ludwig
Smallhacker

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Posted on 11-02-04 03:16 PM Link | Quote
Originally posted by dark ludwig
I have a sprite request! Can you make a sprite that is possible to carry, like the key, but doesn't access the keyhole, WON'T explode on contact with another one like the blue blocks, (and won't slide like them when kicked), and are stackable? I was thinking of a sprite with all the properties of the mushroom in SMB2 that you can handle. I think this would be one of the harder blocks to code. But if anyone could do it, please do so! It would so very much revolutionize how SMW levels are made for other people if that sprite was in existiance.

-Dark Ludwig

Remember that they are sprites. Too many would most likely cause slowdown.
Keikonium
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Posted on 11-02-04 04:33 PM Link | Quote
Ii think an even better block would be the sand blocks from SMB2. The ones you can pick up and they disappear. The mushroom one would be very cool aswell.

Since the sand isn't sprites does it use a "use next block in Map16" type thing?
gnkkwinrrul

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Posted on 11-02-04 04:50 PM Link | Quote
I think that is better suited as a custom block then a sprite, ludwig.
UnsurpassedDarkness

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Posted on 11-02-04 05:01 PM Link | Quote
dark ludwig: SMB2 is able to have so many mushroom blocks because they only turn into sprites when you pick them up, so there
gnkkwinrrul

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Posted on 11-02-04 07:43 PM Link | Quote
You could put it into Mario World Discombobulator and make the key so you can jump on it...it may work, unless it is consitered an object
UnsurpassedDarkness

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Posted on 11-03-04 02:52 AM Link | Quote
1. It
cpubasic13
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Posted on 11-03-04 04:32 AM Link | Quote
Just to let everyone know, I believe there are some more sprite data left to find. I can't make a sprite become 16x32 or 32x32 (Megamoles, Koopas, etc...) so it is probably another table somewhere that detirmines the size... probably... mikeyk probably found this already, but I am unsure...

As for the sand blocks... you could do it exactly like Unsurpassed said and it will work. Problem though... is the animation for when picking it up. You would have to code something to get that to work properly... otherwise it would:

1)Just disappear and not look like in SMB2.
2)Not dealing with animation, but how will Mario pick it up? Just press Y? That would look weird for Mario standing there and not doing anything...
gnkkwinrrul

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Posted on 11-03-04 09:33 PM Link | Quote
UnsurpassedDarkness, I was talking about the KEY.
UnsurpassedDarkness

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Posted on 11-04-04 09:23 AM Link | Quote
cpubasic13: Maybe you could make it so that Mario picked it up, and it acted like a blue turn block, but vanished in a split-second.

gnkkwinrrul: Oh, Sorry
gnkkwinrrul

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Posted on 11-04-04 09:41 PM Link | Quote
LMAO...I don't know how that would fit in there but...

I've gotten some weird sprites typing in random codes into the bottom. I got one thing that I can hit with a shell, but when it falls off the screen it jumps back up to the top and the game freezes.
Xkeeper 2.0

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Posted on 11-05-04 07:39 AM Link | Quote
I am in need of a sprite that drops when you walk on it, like the Donut Lifts in SMB3.

Sprite 12 is entirely unused, so it's safe to replace that.
gnkkwinrrul

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Posted on 11-05-04 05:00 PM Link | Quote
I may be able to find this...typing random codes into the thing Here are some sprites I found -

10F00673F70FF98FFFF - A very wierd sprite. It will float into a shell, and then shoot up to the top of the screen

857394738CDE748F004F - I think that this is the flame that hopping flames make. But there is no hopping flame and they just start appearing

0005874DEF5058DAC505 - Something that makes you fly extremely fast to the end of the level...most of the time it makes you go way past the goal point and off the last screen.

10101010101010101010 - Makes all layers dissappear except layer one. But it also kills mario
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 11-06-04 08:54 AM Link | Quote
I feel special now.
Originally posted by gnkkwinrrul
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

You mean my program? What boxes aren't working exactly?
gnkkwinrrul

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Posted on 11-07-04 05:20 AM Link | Quote
Yea...sorry The don't interact with mario thingy doesn't stay checked.
UnsurpassedDarkness

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Posted on 11-09-04 12:34 AM Link | Quote
Ack! FuSoYa said he didn
gnkkwinrrul

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Posted on 11-09-04 09:09 PM Link | Quote
Try changing the original key to that. All unused tiles have some kind of effect on the sprites that make them act oddly.
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 11-10-04 07:59 AM Link | Quote
Originally posted by gnkkwinrrul
Yea...sorry The don't interact with mario thingy doesn't stay checked.

Ah, I'll look at that.

Ironic that I would be the one to ask, but does anyone know what bank the ASM pointers point to?
Smallhacker

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Posted on 11-10-04 06:29 PM Link | Quote
Originally posted by HyperHacker
Originally posted by gnkkwinrrul
Yea...sorry The don't interact with mario thingy doesn't stay checked.

Ah, I'll look at that.

Ironic that I would be the one to ask, but does anyone know what bank the ASM pointers point to?


I tried to find it after our IM conversation. Failed. The closest thing I found was that if you change $9290 (PC) into FF, it ruins some sprites' collision detection. Pretty fun to watch...


(edited by Smallhacker on 11-10-04 09:30 AM)
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