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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 - boss editing | |
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mikeyk

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Posted on 01-11-05 09:18 PM Link | Quote
I decided to take a stab at editing the bosses of SMW. I made a bit of progress before I came across a bug in the game. If Mario slides at a ball that Iggy has thrown he kills it, but it turns into part of a Reznor as it falls into the lava. I was curious if it's possible to use ExGFx in the boss battles since they can't be rendered in LM.


Karadur

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Posted on 01-11-05 09:33 PM Link | Quote
Do you mean you just want to add normal level blocks in the boss battles? If that's the case, all you have to do is open the 'Change Properties in Header' box (Mario's head button), and change the selection in the first dropdown list to something other than 09, then add the blocks in that you want.

However, if you're talking about actually changing the looks of the platforms in those screenshots, as an example, I'm not sure how you'd go about doing that I don't see why that wouldn't be possible though, since ExGFX can be used nearly anywhere else in the game.

The glitch when you slide into that ball isn't only with that thing. There's a few other enemies in the game that can't be killed, except for sliding into them, like the big green floating balls in some of the ghost houses, and last time I checked, they glitched up a bit for me when I hit them.

Those screens look pretty interesting, even though you've only added one platform on top. It'd be interesting to see what you could do with other boss battle areas That used to be the easiest one to beat there, but it could be trickier that way.
HyperLamer
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Sesshomaru
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Posted on 01-11-05 10:25 PM Link | Quote
Er, how did you add another platform?

I'm not sure if ExGFX could be used there. IIRC it uses mode 7 which has a different format.
Smallhacker

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Posted on 01-11-05 10:59 PM Link | Quote



(edited by Smallhacker on 01-11-05 01:59 PM)
Cruel Justice

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Posted on 01-12-05 03:00 AM Link | Quote
This is baffling indeed... even smallhacker is stunned and he usually has an answer to everything. We may or may not know how you or BMF does this, all you'd probably say is, "ASM, ahh it's so easy! Tra la la..."
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Posted on 01-12-05 04:19 AM Link | Quote
Ah! Pretty cool mikeyk. Nice work!
Alastor the Stylish
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Posted on 01-12-05 04:40 AM Link | Quote
It does indeed use mode7 for the platform, but I don't believe it does for the sprites (including the bouncing ball) so yes, ExGFX would work, but, you'd have to do the editing outside of LM for it to look right considering the way it displays those levels. Probably. I haven't well tested it.
cpubasic13
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Posted on 01-12-05 06:42 AM Link | Quote
Well... could you possibly release the data that you used for adding the platform? That would be a nice touch if used properly and would make the battle harder. It gets in the way. Although have you tested it for the other mode 7 battles? Possibly add stuff to them... and edit... Bowser's area?

ExGFX would definitly require a hex editor... I think. It doesn't display the graphics in LM in the boss levels and setting it to ExGFX in LM doesn't do anything...
Juggling Joker

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Posted on 01-12-05 08:10 AM Link | Quote
If you're not using the Reznor or Renzor (I can't ever remember which is correct), it would be easy to fix. ExGFX may work if you're actually using them, but I haven't really tinkered with boss stages ever.
mikeyk

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Posted on 01-12-05 12:55 PM Link | Quote
Thanks for your replies, guys. I was able to get the graphics fixed for the 'dead' ball. Now I'm thinking of doing away with the ability to kill it in the first place, mainly because I made it so Mario can attack Iggy by sliding into him. The balls will give Iggy a shield so Mario won't always have a clean slide at him.

I've been experimenting with a bunch of other things in the battle, but I don't know what combination of these features I'll end up keeping in. First, I made Iggy slide less when hit, so it takes more than 2 or 3 stomps to knock him off. Next, I figured out how to make him walk back towards the center of the platform after being knocked away, so, again, he puts up more of a fight. I made it so that after Iggy is hit several times he stops throwing balls and begins throwing fireballs (sprite 33) into the lava which jump up like normal thereafter. Lastly I've figured out much more about the platform. I can control its movement pattern, how much it rotates, and how fast it rotates.

When I get a chance I will post some of the major pieces of data that I found that have allowed me to do some of this stuff.

BMF98567
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Posted on 01-12-05 02:49 PM Link | Quote
If you can figure out the compression/encoding/whatever the platform graphics (GFX27.bin) use, I will shower you with riches lots of praise.
PumpkinPie
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Posted on 01-12-05 07:57 PM Link | Quote
Geez, mikeyk, you're like a genius! Making Iggy stronger is a great idea. He was always too easy. But this version... Hurry up and get a demo out soon!
Juggling Joker

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Posted on 01-12-05 09:39 PM Link | Quote
Mike, you are a genius. I really look forward to other, even BETTER, SMW hack because of your work.


(edited by Juggling Joker on 01-12-05 12:39 PM)
HyperLamer
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Sesshomaru
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Posted on 01-13-05 03:54 AM Link | Quote
Oi. I always found Iggy to be one of the hardest bosses, because the damn platform always slides back the other way right when you get him near the edge!
Sketchie

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Posted on 01-13-05 04:57 AM Link | Quote
Wow... knocking Iggy off that platform WITH the platform on the top would be extremely difficult, if not impossible, without the Fire Flower, since you can't really bonk Iggy on his head with the platform in the way.

I certainly hope you put a couple of ? blocks with a couple of Fire Flowers inside before the Iggy fight.

But editing boss fights? This will certainly arise some interesting hacks.
Sokarhacd

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Posted on 01-13-05 05:15 AM Link | Quote
it certainly will...too bad boss hacking is rather difficult...one day it should be easier though.
mikeyk

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Posted on 01-14-05 05:17 AM Link | Quote
BMF: I was playing around with GFX27.bin, and I think I've figured out how the graphics work. It seems they are just stored uncompressed at 3 bytes per pixel, so every 8x8 tile takes up 24 bytes. I was able to get some custom graphics by editing the file in hex. For example overwriting 0x30 to 0x47 of GFX27.bin with the string 2924914DB6DA53ED9A537D9A53EF9A53FDDA52491A292491 and inserting it with LM replaces the upper leftmost tile of the platform with a test tile I made. I don't know if any of the tile editors support this format, because it would be pretty tedious to change everything by hand. As for the platform design, you should be able to see it (quite literally) at 0x1D9EC. Tile mapping starts at 0x1DAEC, 4 bytes for each 16x16 tile.
Edit: I forgot to mention that the pallette the platform uses starts at 0x385C, 8 entries, 2 bytes each. I don't think this pallette is used anywhere else, but I could be wrong.

Sketchie: For the time being I've made it so you can slide down the platform into Iggy to knock him out of the center, so you dont need the fire flower to beat him.


(edited by mikeyk on 01-13-05 10:32 PM)
Someguy

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Posted on 01-14-05 08:17 AM Link | Quote
Wow, that is some great data. I remember you by the way, you are the one who helped start the sprite editing trend(for lack of a better name), and now you are finding data for a boss battle! Not to seem greedy, but you wouldn't happen to know where the height Iggy is at is, would you? I did an experiment, making the platform barely above the lava, and now Iggy just floats there not moving much unless you hit him, tossing the balls down, which usually poof on contact with ground. One last thing, I want to say that you are great for not only posting screenshots, but offsets to where the data you found is! How did you find this anyway? Was it next to the sprite data for Iggy? Is there a set of boss level and tile map data blocks one after another? Okay, that's just wishing for too much, you've done enough to make many people more then happy.
mikeyk

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Posted on 01-15-05 09:13 PM Link | Quote
Someguy: I never bothered to figure out Iggy's interaction with the platform, so right now I don't know how to prevent him from floating above the platform if you move it down. As to how I found this. I just make logs with Peer's SNES9x tracer, and, for me, it's pretty easy to see when instructions are bringing in ROM data. To answer your last question, the tile maps for all the bosses are right after the tile map for the platform.

Here's some more data that you can change to help you customize the fight. I haven't been mentioning it, but this code is reused for the other koopa that you fight on a platform.
Iggy's speed for walking towards center at various places on the platform
0xFDC2 - FF
0xFDC6 - 01
0xFDD2 - 01
0xFDD6 - FF
Iggy's speed when stomped
0xFF00 - 18
Sprite he throws
0xFFBD - A7
Speed of rotation of platform
0x1C312 - FF 01 FF 01
How far to rotate platforms
0x1C31A - E7 18 D7 28
Time to stall platform in between rotations
0x1C364 - 40
Sketchie

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Posted on 01-15-05 09:47 PM Link | Quote
Originally posted by mikeyk
BMF: I was playing around with GFX27.bin, and I think I've figured out how the graphics work. It seems they are just stored uncompressed at 3 bytes per pixel, so every 8x8 tile takes up 24 bytes. I was able to get some custom graphics by editing the file in hex. For example overwriting 0x30 to 0x47 of GFX27.bin with the string 2924914DB6DA53ED9A537D9A53EF9A53FDDA52491A292491 and inserting it with LM replaces the upper leftmost tile of the platform with a test tile I made. I don't know if any of the tile editors support this format, because it would be pretty tedious to change everything by hand. As for the platform design, you should be able to see it (quite literally) at 0x1D9EC. Tile mapping starts at 0x1DAEC, 4 bytes for each 16x16 tile.
Edit: I forgot to mention that the pallette the platform uses starts at 0x385C, 8 entries, 2 bytes each. I don't think this pallette is used anywhere else, but I could be wrong.

Sketchie: For the time being I've made it so you can slide down the platform into Iggy to knock him out of the center, so you dont need the fire flower to beat him.


That's quite clever. I could've never thought about sliding into Iggy to knock him off the platform. And yes, the Iggy fight seems a lot harder with that platform in the way and having to slide into him - but makes it more exciting.

I am looking forward to your hacks if you are planning any in progress. Keep up the great work.
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