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06-02-24 01:27 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Shelless Koopa troubles (Sprite Tilemap related)
  
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Techokami
Posts: 239/303
For some reason, this is just making me want to make a small sprite tilemap editing program, if I only knew how to read, change, and save data to a binary file, plus load and display GFX00.bin in the program (like SMWPTE).
BMF54123
Posts: 234/876
From the ROM map thread on Lunar Utopia:

02639 - F0 - Change to 80 will fix a problem where the GFX for the paratroopers' wings are overwritten
- NOTE: This is intended to reload some of Mario's tiles after the "BONUS GAME" letters are loaded, since they occupy the same space. Disable at your own risk, especially if you've modified the bonus game to include other sprites or Mario poses...



So, yeah. "Fixing" this is not recommended.
SnifflySquirrel
Posts: 3/80
Originally posted by Mattrizzle
I know I already posted this somewhere before, but here it is again. All you have to do is change this one byte:

8BED [E6] Tile used for blue Koopa sliding out of shell


This is exactly what I needed. Thanks.
Mattrizzle
Posts: 26/44
I know I already posted this somewhere before, but here it is again. All you have to do is change this one byte:

8BED [E6] Tile used for blue Koopa sliding out of shell
Smallhacker
Posts: 385/832
There's an odd thing about the blue shelless koopas' graphics I noticed when helping Kyouji Craw with his hack.

For some reason, the game copies the sliding koopa frame from GFX00 to the same location in whatever file is loaded into the first sprite file. (This is done during the game. The graphics in the ROM itself are unchanged.)

(Note that I haven't made any experiments to verify this.)

Unless someone finds the piece of code that causes it (and manages to disable it without causing bugs in the game), there are only two solutions:

1) Don't edit the blue shelless koopa graphics.
2) Edit the blue shelless koopas' tilemap to make them use another tile which you'll not use in your hack. If you're not using berries, you can use the smiling coin graphics (dropped from the berry coin cloud).
SnifflySquirrel
Posts: 2/80
I'm trying to free up some extra space in GFX01 by remapping the "shelless blue Koopa sliding out of shell" frame to use the normal, non-blue version instead. (For fear of not being specific enough, when you stomp on a Koopa, it flies out of its shell--I want to change the tile used for this "slide".) However, the frame in question doesn't seem to be referenced from the shelless Koopa tilemap. (Changing the frames for the "struggling" animation didn't work.) Any information on how to remap these tiles would be appreciated.
Acmlm's Board - I3 Archive - SMW Hacking - Shelless Koopa troubles (Sprite Tilemap related)


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