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06-01-24 02:58 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Kirby graphics
  
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pikaguy900
Posts: 13/748
Originally posted by Alastor the Stylish
Then you clearly have not read any of the easily located resources, and have no place here... Seriously, hexadecimal notation is like... The most basic thing...

I'll admit, I barely read that post. I hate reading. I still have an easy time understanding things, though.
Goldensunboy
Posts: 122/287
Originally posted by Ice Man
Mario's tilemap data has already been found..

Originally posted by mikeyk
*data*

I've seen that already, he said that Mario's tilemap data starts at 6206/620C, but that doesn't mean much. I've tried editing that area, and it garbled everything. I'm searching not just for "tilemaps", but what tilenumbers are used in each 16x16 tile, which two tiles are used for each animation frame, and editing the offset values of the X and Y coordinates for each tile. Mikeyk was onto something, though, but some traces didn't bring anything familier up yet.
Alastor
Posts: 7005/8204
Then you clearly have not read any of the easily located resources, and have no place here... Seriously, hexadecimal notation is like... The most basic thing...
pikaguy900
Posts: 12/748
That sort of stuff makes no sense to me.
Ice Man
Posts: 276/348
Mario's tilemap data has already been found..

Originally posted by mikeyk

----------
Mario
----------
0x5E78 [01 02 02 02]
number of animation frames to use for walking mario, paged by mario?s status

0x5e7c - Mario animation speed

6206/620c Mario tilemaps

59cf [ff 01 01 ff ff 01] - cape speed

54bd - jump height while still
54c9 54c7 - jump height while running fast

59a5 - [06] normal fall speed, not holding jump
59b9 - [10] float speed
5877 - [50] Mario fly time
59ba - [c8] fly gain (added to y speed)
5b09 - [20] float timer

643a - Cape tile map
6466 - cape offsets

628f - cape heads table
0 1 2 walking
3 looking up
4 5 6 running
7 8 9 running with object
11 jumping
12 flying
13 turning
15 using pipe, turning with shell
16 about to run up wall
17 18 19 running up pipe horiz
21 climbing
22 24 26 swimming
32 33 on yoshi
38 posing
39 40 using yoshi
36 soaring
pikaguy900
Posts: 11/748
Cool. I'll look forward to that day.
Goldensunboy
Posts: 121/287
I've been running some traces, and I'm finding Mario tilemap data, graphic tiles for the tilemaps, and pixel-offsets of the tiles. My searches my help you with kirby's heraight problem, when I figure it all out and find all the data, which may be in a while.
pikaguy900
Posts: 10/748
Originally posted by Goldensunboy
With TLP and YY-CHR, you can set up the desired palette, then import graphics from a bitmap. YY-CHR is a bit harder to import it with, and TLP (despite the palette) messes up the colors sometimes. There's no real easy way to rip graphics.

Pikaguy, doing a kirby hack would be very hard. You would have to have a small kirby, a taller kirby, and then caped kirby and fire kirby (who doesn't use different graphics, just different palettes, so it may look weird). Then a whole new palette set for player 2 (who can be disabled, though). But if you can make a good looking kirby hack, I'll be impressed. I tried once, and failed pretty hard.

Oh, I'll make it work. Hopefully. Sometimes, I trash ideas before I even work on them.
Watermelon
Posts: 19/44
Originally posted by Sparx
Yeah, but it still just closes as soon as I open it.

Happened the same to me too . BGMapper loads all the files that I want, except savestates .
Sparx
Posts: 440/529
smwedit: Okay, everything works now. It hasn't been working for a while =/

Raccoon Sam: I'm going to use those if someone, like, say, *cough* peter_ac*cough* would remeber the patch I asked for
Raccoon Sam
Posts: 731/1040
=O
HDMA clouds <3
smwedit
Posts: 61/62
try looking here for it while I fix my downloading script.

Edit: the Kirby ones are the ones that start with "kdll" (it would be like kdll*.zip)

Edit 2: downloading might work now. I changed the downloading script.
Sparx
Posts: 439/529
Originally posted by smwedit
You want some Kirby Dreamland 3 backgrounds? Look here. I ripped BGs from levels 1-1 through 2-2.

Edit:
1-1
1-2
1-3
1-4
1-5
1-6
2-1
2-2

Boss 1



Every time I try to download something from your site, it either saves as a .htm document or the .zip file says invalid or corrupted.


And, I got BgMapper to open, but not to work right.
Goldensunboy
Posts: 111/287
With TLP and YY-CHR, you can set up the desired palette, then import graphics from a bitmap. YY-CHR is a bit harder to import it with, and TLP (despite the palette) messes up the colors sometimes. There's no real easy way to rip graphics.

Pikaguy, doing a kirby hack would be very hard. You would have to have a small kirby, a taller kirby, and then caped kirby and fire kirby (who doesn't use different graphics, just different palettes, so it may look weird). Then a whole new palette set for player 2 (who can be disabled, though). But if you can make a good looking kirby hack, I'll be impressed. I tried once, and failed pretty hard.
smwedit
Posts: 60/62
You want some Kirby Dreamland 3 backgrounds? Look here. I ripped BGs from levels 1-1 through 2-2.

Edit:
1-1
1-2
1-3
1-4
1-5
1-6
2-1
2-2

Boss 1
Sparx
Posts: 438/529
Yeah, but it still just closes as soon as I open it.
Ice Man
Posts: 274/348
Did you copy the savestate (.zst file) into the executable? It'll auto-load it then.
Sparx
Posts: 437/529
Yeah, but I completely suck at ripping, andI can't get bgmapper to do anything. Or load up either.
Ice Man
Posts: 273/348
Is it THAT hard to rip from savestates and use BG Mapper? Jeez, I even rip from the GBA Kirby Series and they have alot more colors.
pikaguy900
Posts: 9/748
Oh, that was the first Kirby game I played... Still, I like Kirby's Dream Land 3's graphics better. I don't know why, especially since Kirby Super Star had even better graphics!

Edit: Okay, I've got the tiles from Kirby's Adventure, but... They look weird.
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Acmlm's Board - I3 Archive - SMW Hacking - Kirby graphics


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