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0 users currently in SMW Hacking. |
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1169 Posts: 32/36 |
Originally posted by Bio Thanks! that will save me a lot of tracing time (: My main concern though is the frames. Most sprites only have 3 frames, walk 1, walk 2, and turn . . . obviously I would need all three. For my bad-shroomie I will need atleast 5 - walk 1, walk 2, turn, duck, throw. I haven't looked into it much (was focusing on getting my code to fire on load of level whichi s important for this hack obviously) but my thoughts at the moment are something along the lines of: - Mabey if I programatically super-impose my bad-shroomie over one of the Chuck sprites; - Or mabey I can us two sprites (koopa, and shell-less koopa) and use some funky spawning. - Or mabey there is someway (assumingly so) that I can without much fuss expand the standard koopa to 5 frames, and just rewrite the koopa rending sub-routine to ignore the extra three unless a flag is set. |
C:/xkas bio.asm Posts: 549/1209 |
changing the graphic the sprite use won't be that hard if you know that RAM 7E1602 is added when loading tilemap, so the code to make it crouch would be:
... LDA $77 |load player position statuts CMP #$00 |check If he is in the air BEQ #$07 |skip the next code If in the air LDA #$01 STA $1602,X|make sprite enter frame 2 BNE #$03 |skip the next part STZ $1602,X|restore the sprite frame if mario is on the ground ... If you got any other problem, feel free to ask Edit: forgot to index with X some of these oppcode |
1169 Posts: 31/36 |
Originally posted by Glyph Phoenix Thats ok, I like a challenge (; I think the hardest part will be the ducking down graphics actually . . . the firing stuff shouldn't be too bad (mabey I am just naive, but I believe the hardest part will be tracing where to put it, but . . .) |
Deleted User Posts: 328/-7750 |
Not bad . |
Mr. Saturn Posts: 11/34 |
Wow, that's kinda neat. Although, I think it'd make more sense if it were colored like a SMAS Poison mushroom. (purple and dark mushroom) Hell, if you can't get the "poison balls" to work, you could have it throw poison mushrooms (like, the actual item). *shrug*
What's scary is I was thinking of something similar to this, but a fake Mario (Bizarrio?) Of course, I'm far too inexperienced to actually MAKE one, but that's besides the point. |
Glyphodon Posts: 131/536 |
Heh, you've got your work cut out for you. I know of nobody who's turned a regular enemy into one that launches things. Not in my years of hacking.
SMW could hold the answer to life, the universe, and everything* and it wouldn't matter because nobody could get at it. Except FuSoYa, but, well, nobody can get at Fu's information nowadays either. Good luck, though. *it does, several times. Look for 0x2A. |
1169 Posts: 30/36 |
Originally posted by Glyph Phoenix Looking at it I see what you mean about the arm. I will play around with it tommorow night. The chin does look funny, but it is meant to be a mushroom stem, so it is meant to be straight and thick. As for what the thing does . . . at the moment, nothing except walk back and forth; but my intent is that it will walk back and forth, and when facing mario will try to throw a poison ball at him (think fire ball), when Mario is in the air (jumping) and the shroom is facing mario it will duck down and be immune to his jump attack, and finally, when not facing mario it does neither so is easier to kill. Wether I can code that: I am fairly decent with ASM so it all depends on how much the game fights to keep its secrets from me (; |
Glyphodon Posts: 130/536 |
Graphically, it looks okay. The back arm should be less... weird and more like an arm. The chin looks kind of funky. You could leave it as it is and it'd be fine, though. Looks like a pain to fix those little details that, if I recall correctly, were present in the original SMB2 toad.
But can you code it? Does it DO anything? Because if these toads just walk back and forth, acting exactly like SMW goombas, that would be really bad. |
1169 Posts: 29/36 |
I have never created/modified sprites before; but I needed some custom sprites for a type of character I want for my hack: the bad shroom people . . . so I gave it a shot and tried to make a custom sprite using toadstool (from SMB2) as a guide.
I kind of like it; but I am not sure about the palette - I like the general colour scheme, but not the specific palette. Anyway, I am seeking opinions. ==== Sprite Sheet: In action in my test level: |