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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by mikeyk
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mikeyk

Koopa
Level: 18

Posts: 21/110
EXP: 25086
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Since: 07-17-04

Since last post: 45 days
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Posted on 10-28-04 11:05 AM, in The sprite hackers workshop! Link
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.

mikeyk

Koopa
Level: 18

Posts: 22/110
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Since: 07-17-04

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Posted on 11-24-04 12:28 AM, in Found some item block sprite data! Link
I came across this data when implementing a poison mushroom. If I remember correctly, the second array (that is a repeat of the first) determines what comes out of the blocks while a POW is active.
mikeyk

Koopa
Level: 18

Posts: 23/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 01-11-05 09:18 PM, in boss editing Link
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.


mikeyk

Koopa
Level: 18

Posts: 24/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 01-12-05 12:55 PM, in boss editing Link
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.

mikeyk

Koopa
Level: 18

Posts: 25/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 01-14-05 05:17 AM, in boss editing Link
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)
mikeyk

Koopa
Level: 18

Posts: 26/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 01-15-05 09:13 PM, in boss editing Link
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
mikeyk

Koopa
Level: 18

Posts: 27/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 01-23-05 02:32 PM, in Creating Lightening Link
$03DFCC is the lightning subroutine, but it does mess up the pallette for the level. I can take a better look at this tommorrow since I would like to use this myself in a hack that I'm starting.
mikeyk

Koopa
Level: 18

Posts: 28/110
EXP: 25086
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Since: 07-17-04

Since last post: 45 days
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Posted on 01-23-05 03:10 PM, in Creating Lightening Link
That could very well be the case. It's pallette 0 that gets overwritten, by the way, so you could always just avoid using it on the level that you want lightning on


(edited by mikeyk on 01-23-05 02:20 PM)
mikeyk

Koopa
Level: 18

Posts: 29/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 01-27-05 11:24 AM, in An early demo of my hack Link









Here's the first glimpse of what I've been working on the past few weeks. You'll see that I've made some sprite additions including the goomba, poison mushroom, hammer bro, and diagonal cannons. In addition I've replaced Caped Mario with Raccoon Mario. To go along with this I've put a P-Bar on the status bar, but I still have some work to do there to make it look better. Lastly I've made Iggy hard to beat. You can slide into him to bouce him towards the edges, and the platform stops moving every 5 hits to give you a good chance for the kill. The first 5 levels (The Yoshi's Islans submap) are completed, so give it a try.

Download the demo
mikeyk

Koopa
Level: 18

Posts: 30/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
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Posted on 01-28-05 05:00 AM, in Is it possible... Link
Change ROM 0xAC15 to FF if you want the shelless koopa to hide in its shell when stepped on. Change it to 00 if you want an empty shell to remain without spawning a shelless koopa at all
mikeyk

Koopa
Level: 18

Posts: 31/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
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Posted on 01-28-05 09:28 PM, in An early demo of my hack Link
Hey guys, thanks for your posts. It seems the biggest problems that people had was the the level design wasn't that great and it seems that the ASM hack were thrown in for no reason. I can see where you guys are coming from. I'm pretty much a noob to LM, these were the first levels that I've ever designed, so I'm sure if I keep at it level design will improve. In addition, this demo pretty much was something to just show off that ASM that I've been working on. The levels were designed so people would get a chance to see my new sprites. The Iggy battle was again used just to show how a boss could be changed. It wasn't my intention to keep him that difficult, especially if he appeared at the end of world 1.

HabsoluteFate:
Teaming up with someone that is great with great level design is something that I would really consider doing since I enjoy doing ASM more than making levels. I want to start trying to code some sprites from scratch. So far, I've just been using existing code and modifying it slightly. I think now I have a good enough understanding of how sprites work to write it on my own, giving me total control of how they behave. If someone else were in charge of level design, this could be something I could really focus on.

skateboarder11:
Raccoon Mario actually was prety easy to implement. I actually started off looking for a way to disable the cape swoop so people couldnt just breeze through levels once they got a cape. After I did this, I started thinking about how similar to Raccoon Mario he already was, so I just had to add a few lines of relatively simple code to make the player have to tap the button instead of holding it. What took the longest was changing all the graphics, which, as some of you have noticed, I haven't completely finsished.
mikeyk

Koopa
Level: 18

Posts: 32/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 02-09-05 02:02 AM, in Three Bowser lightning questions Link
Calling the Bowser lightning routine ($03DFCC) does work in a normal level provided that you do not use pallette 0x0, because this pallette gets overwritten by the hard coded Bowser pallette. Besides that limitation, the lightning routine works perfectly.
mikeyk

Koopa
Level: 18

Posts: 33/110
EXP: 25086
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Since: 07-17-04

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Posted on 02-10-05 05:44 AM, in Disabling cape flight Link
You can try changing ROM addy 0x00586F from 90 to 80 to disable flight. I'll check my notes on disabling the slow falling, but I know that can be by changing one byte as well
mikeyk

Koopa
Level: 18

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Since: 07-17-04

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Posted on 02-15-05 08:46 AM, in Mario/Luigi START palette Question Link
I don't know where the thread is, but I have the data... I think from BMF:

Letter tile locations PC
Top half
START !: 12D1
MARIO: 12D9
LUIGI: 12DF
GAME OVER: 12E5
TIME UP !: 12EE
BONUS GAME: 12F7 (uses different tile numbers)

Bottom half
START !: 1305
MARIO: 130D
LUIGI: 1313
GAME OVER: 1319
TIME UP !: 1322
BONUS GAME: 132B

Tile flip/priority/palette locations
Too tired to list them all now, but they start at $1339 and are in the same order as the tile numbers. Each byte works as follows:
Xyppccct
mikeyk

Koopa
Level: 18

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Posted on 02-17-05 04:27 AM, in ASM-Related Questions Link
To completely disable the functionality of the L and R buttons, just change PC 0x0854 from F0 to C0. This is part of the routine (which starts at SNES $00/8650) that loads the controller data, and modifying it will make sure the bits for L and R are never even considered.
mikeyk

Koopa
Level: 18

Posts: 36/110
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Since: 07-17-04

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Posted on 02-18-05 05:25 AM, in Mario Reconfigurer sprite F6 (unused?) question Link
the sprite tables are less than FF in size, they're C8 if i remember correctly. If the reconfigurer works by modifying the address at [table start + sprite number], then anytime you use it on a sprite over C8, you will be overwriting data that belongs to other sprites. Also beware of sprites that say unused, most of these are actually used, such as A7 - iggy's ball, 7C - princess peach, 82 - bonus game, etc.
mikeyk

Koopa
Level: 18

Posts: 37/110
EXP: 25086
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Since: 07-17-04

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Posted on 02-19-05 01:50 PM, in Layer 2 Speed Change Link
as i mentioned in another thread recently... if you edit any sprite over the value of C8, you will be overwriting data that was not intended to be overwritten. The sprite tables are a maximum of C8 in size. All other sprites over this value do not use the tables
mikeyk

Koopa
Level: 18

Posts: 38/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 02-22-05 01:14 AM, in Iggy's lava platform Link
I think I can help you guys out with getting gfx27 open in a tile editor if someone cares to explain how formatting of 4bpp SNES differs from 4bpp MSX.
mikeyk

Koopa
Level: 18

Posts: 39/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 02-22-05 12:06 PM, in Iggy / Reznor battle GFX editing program Link
If anyone is interested in editing the graphics for Iggy's platform or the spinning Reznor background, I made a simple utility that will help greatly. It will allow you to convert GFX27.bin to a format compatible with a tile editor. After editing it you can convert it back to a format that SMW can read...

Get it here




(edited by mikeyk on 02-22-05 03:07 AM)
mikeyk

Koopa
Level: 18

Posts: 40/110
EXP: 25086
For next: 4811

Since: 07-17-04

Since last post: 45 days
Last activity: 44 days
Posted on 02-23-05 01:53 AM, in Iggy / Reznor battle GFX editing program Link
Two days ago I was initially planning on making an edior, so I began laying some groundwork down. Then yesterday it hit me that I could just convert the file format and save myself a ton of work, and this is what i ended up with
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