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05-07-24 06:20 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Editing Mario's Tilemap? New poll | |
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Yoronosuku

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Since: 11-17-05
From: Massachusetts is my new home..

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Posted on 02-08-07 01:30 AM Link | Quote
Of course I know it is POSSIBLE but what I'm wondering is has it been done?

I should probably clarify in that I'm hoping not to modify not just how the tiles are arranged, but I'm intending on making Mario a sprite of different dimensions than 16x32 or whatever the heck he is... I'm guessing its possible, right? No reason why not. Has any tilemap dat a been found? Can anyone point me in some kind of direction? I'm not really affraid to get my hands dirty here, so. Big AND smalll Mario's would be great...since they are just going to be the same thing (instead of getting small, you are going to stay the same size... )

Um, yeah so if anyone can point me in a direction, that would be awesome 8D thanks. ._.;


(edited by Yoronosuku on 02-07-07 07:33 PM)
(edited by Yoronosuku on 02-07-07 07:36 PM)
Kailieann



 





Since: 11-18-05

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Posted on 02-08-07 01:43 AM Link | Quote
SMW Central's ROM map lists a handful of tilemap locations in the ROM, including five labelled 'Mario Tilemap'

I HOPE THAT HELPS O=
Smallhacker

Super Koopa
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Since: 11-17-05
From: Söderhamn, Sweden

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Posted on 02-08-07 12:05 PM Link | Quote
To edit the tilemap, download SMW: Player Tilemap Editor. (It can be found on SMW Central)

Making Mario bigger than 16x32 requires ASM hacking, though.
Yoronosuku

Toss Tortoise


 





Since: 11-17-05
From: Massachusetts is my new home..

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Posted on 02-08-07 10:23 PM Link | Quote
ASM? That's stupid, though, its not like I expected it to be easy. Thanks for the program though. Exactly to what extent would I be ASM hacking here? Huge? Not even worth it? Is it possible to just re-use the ASM of a tile map for say....a sprite from a different SNES game? Would that WORK, or is the code so very specific to SMW's engine that I would be forced to hack around it? Not that either would be an easy endeavor but I'm trying to estimate just how much work I have in front of me here.
blackhole89
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(since 2006-08-21 09:50 EST)
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Since: 12-31-69
From: Dresden/SN/DE

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Posted on 02-10-07 02:08 PM Link | Quote
Without having ever done that particular thing, I dare say it would be very SMW engine specific, seeing as just making the sprite larger in OAM would be the easiest part of it... (the thing gained in process you could reuse for other projects is mostly knowledge on how these things work in general and a precedence case of how it is implemented in one particular game) you'd have to adapt all of the Mario animation code starting with things as simple as movement, but not limited to them, to the new sprite size, which would probably involve recoding the most of them. Then, there's collision detection, etc... yes, it'd be somewhere between "huge" and "not even worth it".
Yoronosuku

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Since: 11-17-05
From: Massachusetts is my new home..

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Posted on 02-10-07 08:38 PM Link | Quote
Aw, man, I was affraid of that. Well, the only other question I have is if it is possible to make the playable Mario sprite another existing sprite from SMW and work from there? Ehh...I might just let this one go
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