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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Changing the TSA in SMB.... And more. | |
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Shadic

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Posted on 01-30-05 10:51 PM Link | Quote
Well, I've got a quick question...

So, in this new SMB hack of mine, there will be no Super/Fire Mario, for a reason..

Anyways, I've essentially gotten rid of every "Big" sprite of Mario, and while changing the smaller ones, I came across a problem...

The "Standing sprite" is just the often-used "small" head on another two tiles, which are just Y-axis flips...

And, there is only one tile for this.

How can I add another tile to this, and make it so all the of "Big" Mario sprites are pointing to the same tile? (There is a blank tile that's being used next the 1-up, so I could make them all lead to that.)
tuna
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Posted on 01-31-05 12:17 AM Link | Quote
If there's no S/F Mario, why not just remove all of his tiles and remove all of the powerups from the game, rather than attempting to change his data? It'd probably free up some tiles, but it's a lot easier this way...
Shadic

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Posted on 01-31-05 02:02 AM Link | Quote
Yeah, I thought about that, but I also want to use his tiles for other things....

But, *Points to first question*

Any ideas?
Jaz

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Posted on 01-31-05 08:08 AM Link | Quote
I think you answered your own question by finding an empty tile to point at. But wouldn't the game still act as if it was a big Mario?
Shadic

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Posted on 02-01-05 03:46 AM Link | Quote
...

I might say that it's a dangerious magical object that increased the size and strength on a person, but makes them invisible!!!

Err...

I'll try and do this myself, I'm not confident in my lack of abilities, though.
Squash Monster

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Posted on 02-01-05 04:16 AM Link | Quote
Why bother going through all of the effort of repointing the big Mario tiles? It doesn't matter what they point at if you don't use him. Go ahead and change the graphics and have other things point at them and ignore what they originally were. If anyone hacks into your game and gives themself the powerup, they'll be greeted with some glitched graphics, but other than that, it won't effect a thing.

It's been forever since I've worked with TSA, but I think the general process is to find the start of the game's graphics, count untill you reach the first tile of your sprite, write down the number you counted, then repeat for each tile of the sprite. The tiles are typically arranged in one of these orders:
13
24
-or-
12
34
Put the four numbers together, each as a byte of hex, and search for that in your ROM, and you should get the TSA for that sprite.

Actually, I think Vagla explains it better than I:
Vagla's "Art of ROM Hacking"


(edited by Squash Monster on 02-01-05 12:16 AM)
Shadic

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Posted on 02-06-05 05:05 AM Link | Quote
Gwahahaha! I mananged to do it on my own....

There is bunch of Values for the graphics on TEK, and I managed it from there...

Well, I fixed the standing sprite. I'm going to have fun with the hack.....

Oh yeah, second question.

Say, the character I use NEEDS four colors, (One is black, for the outline)

Anyways, this will probably be a whole lot more complex than anything I could accomplish.

But, as in SMB2, where Mario had white for his eyes.... Gah, let's see if I can explain this.

Anyways, the game had more than one sprite moving with Mario. (I'll assume.)

So, a transparent color would show whatever is behind him. (In my case, it would be whatever is needed for an outline)

I could use the palette of the blocks for this, but I don't have any idea how I could make something follow around a character, in this fashion.

Hmm... I think I explained this good enough, but I don't know.

Also, I could rid the game of any powerup information to help stash this info.

Also, I know that this would reduce the amount of enemies to be shown on the screen at once. I'm fine with that.
Squash Monster

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Posted on 02-06-05 05:56 AM Link | Quote
I know of three ways to increase the number of colors (or fake it, at least). The first and simplest is just to use the transparent color -- this is really only an option when you have stationary objects, but it has been used to good effect in games like the first Final Fantasy. The second is an extension of that - draw the tile twice; this is what you suggested, but it's definately the most complicated way to do it. The final way, used by the Megaman games, is to use different pallettes for different tiles in your character.

If you can manage with the last, I'd recomend it: there's a chance it's possible with TSA data editing only. Otherwise, you're going to have to start doing some assembly work.
Shadic

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Posted on 02-06-05 07:29 AM Link | Quote
The main reason I want to do this, is because right now, I have to have every level black, no scenery, and it still doesn't work when you get hit as small Mario, or enter the castle at the end of the level.

The last one probably won't work. It's the boarder around the character, and that palette would most likely have to be constanly changing.

I'll look at the sprites though.
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