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06-26-24 03:38 AM
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Acmlm's Board - I3 Archive - SMW Hacking - If you plan to replace sprites 12, 36 and 69...
  
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Mattrizzle
Posts: 30/44
One thing to keep in mind: When you edit sprites with Mario World Reconfigurator, editing Graphic Byte 3 is evil. It isn't related to the normal sprite tables at all, but to the tilemap at 9D83 in the rom. For instance, if you change Graphic Byte 3 of the Sprite 00, it won't change anything about the green shelless Koopa, but it will change the normal Koopa's head in its first animation frame.
BMF54123
Posts: 266/876
Changing sprite 96 (the unused Chargin' Chuck) tends to corrupt the leaves of the Jumpin' Piranha Plant, though I don't know if that's a tilemap issue or what...
ghettoyouth
Posts: 222/332
that's nothing new, this happens if you change the gfx bytes. but i never noticed the thing with the para bombs
C:/xkas bio.asm
Posts: 544/1209
what are you talking about?, I've never got any problem at all with changing sprite 12, 36 and 69, as long as they have their own tilemap there is no problem, for exemple, with my metroid custom sprite, I make it so it using the unused spot in blue shelless koopa tilemap, its easy to do if you renember that tilemap is located at 0x009D83+graphic byte 2

edit:plus, if you're stuff is true, we could just compare the tilemap with the original rom
Davros
Posts: 35/310
using Mario World Reconfigurator, you must be aware that the mappings of sprites 02 (shelless Blue Koopa), 40 (Para-Bomb) and 1D (Hopping Flame) will be affected.

Don't worry, they can easily be fixed using a hex editor.

If you have replaced sprite 12, check the mappings of the Shelless Blue Koopa:

0x9D93
E0 - Shelless Blue Koopa walk 1
E2 - Shelless Blue Koopa walk 2
E2 - Shelless Blue Koopa turning
CE - Unused?
E4 - Shelless Blue Koopa kicking
E0 - Shelless Blue Koopa struggling 1
E0 - Shelless Blue Koopa struggling 2

If you have replaced sprite 36, check the mappings of the Para-Bomb:

0x9DAC
A2 - Para-Bomb straight
A2 - Para-Bomb straight
B2 - Para-Bomb straight
B2 - Para-Bomb straight
C3 - Para-Bomb tilted left
C2 - Para-Bomb tilted left
D3 - Para-Bomb tilted left
D2 - Para-Bomb tilted left
C2 - Para-Bomb tilted right
C3 - Para-Bomb tilted right
D2 - Para-Bomb tilted right
D3 - Para-Bomb tilted right
E2 - Straight parachute
E6 - Tilted parachute

If you have replaced sprite 69, check the mappings of the Hopping Flame:

0x9DEC
AE - Hopping Flame jumping 1
8E - Hopping Flame jumping 2

So far, those are the only sprites that I know that will have their mappings altered by replacing unused sprites. They might be more that I know, but I'm not sure. So feel free to add more information.



Acmlm's Board - I3 Archive - SMW Hacking - If you plan to replace sprites 12, 36 and 69...


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