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05-15-24 07:13 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - ZOMG hacked in new animations New poll | | Thread closed
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Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-19-06 01:04 AM Link
wot wot

I found most of the values in the ROM myself, but it wasn't until this morning that ol' SmallHacker finally got on AIM and showed me a link to an obscure, unfindable post by mikeyk in the archives (which has NO search function) that had more info than I found. Blimey. At least the stuff mikeyk found was useful.

So earlier I posted a topic in here asking for help with Goomba mapping. Well I decided to get a bit clever and use one set of animations for all 4 shell-less koopas 9the blue ones, to be exact). Now with this freedom, I now had room for more animations. First thing's first:

No ExGFX required.

Then I found the values for turning animations... hmm... so I changed my spiny sprite to an edit of the SMAS Battle Mode'sspiny, which has a turn animation, and put it in:


I asked a good friend of mine on MFGG for some help making sprites. She made me some very nice turning animations for...

and

Note that I did change the ShyGuy's mask colors to be brighter after this screenshot was made. Also the retro Goomba uses the same pallete as Mario, so some colors change with him (I've done something similar with Mega Moles, now giant Shy Guys, so if you play as Luigi he's green )

So I had some more free space in the first tileset-specific sprite page, and I said to myself, what the hell, let's make Bob-ombs turn, too! Trasher made me a quick sprite aaand:


Also I've got some samples of some retouched sprites I'll be using in my hack:


I had a long day. Goodnight!
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6296 days
Last view: 6295 days
Posted on 01-19-06 01:30 AM Link
Nice work Techokami, I renember seeing that Mikeyk post before (I was digging for sprite related info)
BTW here a link to the post for lazy people:link


(edited by Bio on 01-19-06 12:30 AM)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 01-19-06 01:45 AM Link
Jesus tapdancing christ! That's crazy! Well, the remapping was doable at any point, but you're the first to my knowledge who did that in order to expand on other sprites. And I've never seen that turning thing done before. A minor detail, but a cool one nonetheless. Excellent work!
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-19-06 08:39 AM Link
Originally posted by asdf
Jesus tapdancing christ! That's crazy! Well, the remapping was doable at any point, but you're the first to my knowledge who did that in order to expand on other sprites. And I've never seen that turning thing done before. A minor detail, but a cool one nonetheless. Excellent work!

Thank you
You should see the reactions on MFGG; I'm going to be getting new Bowser sprites for my hack by one of the top custom spriters/artists on the internet: oldskoolmario =]
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6295 days
Last view: 6295 days
Posted on 01-19-06 08:59 AM Link
Originally posted by Techokami

No ExGFX required.
Nice work. I suggest you also apply my piranhafix.ips patch, which fixes a bug in the piranha plant's code that can potentially corrupt another onscreen sprite (though this hasn't been observed yet). This bug is responsible for the red leaves, as it writes the palette to the wrong address.
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-19-06 09:21 AM Link
Originally posted by BMF54123
Originally posted by Techokami

No ExGFX required.
Nice work. I suggest you also apply my piranhafix.ips patch, which fixes a bug in the piranha plant's code that can potentially corrupt another onscreen sprite (though this hasn't been observed yet). This bug is responsible for the red leaves, as it writes the palette to the wrong address.

ooh! =] Thanks a bunch, BMF!

Also, this is what the ShyGuy looks like now (with a cool little aniGIF):

EDIT: Applied the patch, and...

Woo! =] Thank you again, BMF!

EDIT2: I changed the HUD a bit


Didn't like it as much, tweaked it to its final state:


EDIT3: OH SHIT OH SHIT OH SHIT
Throw blocks are fucked now, in a very bad way. Have to move things to a fresh ROM ASAP.
EDIT 4: smwedit helped me out. NEVER use sprite 53. Never EVER. That's for throw blocks D:


(edited by Techokami on 01-19-06 11:36 AM)
(edited by Techokami on 01-19-06 05:13 PM)
(edited by Techokami on 01-19-06 06:46 PM)
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-21-06 05:28 PM Link
Okay, I know, multipost/bump. But I gots new progress to show!

Right now, I'm doing the crazy: recovering and re-implementing LOST LEVELS. It's tricky because they aren't in the master level pointer table, but they can be inserted in some "blank" spots
I got several stages recovered. No sprites can be obtained, however. Just foreground and background
Actually the method I used is better than what FuSoYa made available. Lunar Magic can load levels from an address, but all you get is foreground stuff. My method gets the background and Layer 2 as well, hehehehe =]

This is a WIP of a sky level I'm recovering. Only sprites I've inserted are the giant floaty platform (which seems to be made for this level, it goes continuously to the right) and the autoscroll object:

Yes, I know there is a problem with the platform. Anyone have an idea for a fix? D:

Finally, here's the list of main worlds (easter egg worlds not mentioned):
World 1: Generic Grasslands
World 2: Jingle Jungle
World 3: The Bayou Coast
World 4: Tiny Huge Island
World 5: Someice Land
World 6: Tick Tock Clock
World 7: Glitch Island
World 8: Something Awesome
World 9: Lethal Lava Land
World S: The Moon
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 01-21-06 05:49 PM Link
Never use Sprite 53? Huh. MWR needs to be updated with a list of all sprites that aren't really unused. Also, the LOST LEVELS seem intriguing.

To fix the platform, set the sprite index to 03.
Cruel Justice
I have better things to do.


 





Since: 11-18-05
From: At my house!

Last post: 6296 days
Last view: 6295 days
Posted on 01-21-06 06:26 PM Link
They are tiny details but any innovation is good innovation. Well-done Techokami!
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-21-06 06:58 PM Link
Originally posted by asdf
Never use Sprite 53? Huh. MWR needs to be updated with a list of all sprites that aren't really unused. Also, the LOST LEVELS seem intriguing.

To fix the platform, set the sprite index to 03.


Thanks =]
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 01-21-06 07:36 PM Link
No problem, anytime. If you have any more problems, I'll be more than willing to help you.
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-21-06 10:42 PM Link
Originally posted by asdf
No problem, anytime. If you have any more problems, I'll be more than willing to help you.

Okay. SmallHacker gave me a hand earlier with the HUD and some offsets.


I've been fixing offsets for the past hour. Now Fence Koopas and SuperKoopas aren't glitches =/
EDIT: Screens!
So the lost levels I unearthed are pretty... short. So I combined two of them together and now have:


I re-pointed a level in the overworld because I was lazy

So we go in, and LO AND BEHOLD:

Not so lost anymore HUH? >=O


Message blocks like this are scattered throughout the game, hehehehe.


This level is a LOT of fun


(edited by Techokami on 01-21-06 11:32 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6296 days
Last view: 6296 days
Posted on 01-22-06 02:21 AM Link
Lost levels? Fucking awesome. You plan to reveal your improved method?
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6295 days
Last view: 6295 days
Posted on 01-22-06 08:15 AM Link
Originally posted by asdf
Never use Sprite 53? Huh. MWR needs to be updated with a list of all sprites that aren't really unused.
You know, I think all of the sprites may be used in some form or another. Even #96, the duplicate Chargin' Chuck that was "confirmed" unused...I was playing around with it recently, and discovered that changing its ASM pointer can cause the leaves on Jumpin' Piranha Plants to glitch like mad.
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-22-06 11:06 AM Link
Originally posted by HyperHacker
You plan to reveal your improved method?

Look for my topic asking about the main level pointer table. =]
EDIT: Here.


(edited by Techokami on 01-22-06 01:09 PM)
182077607309.34 +

Red Cheep-cheep








Since: 11-22-05
From: Atlantis.
All your base are belong to us.

Last post: 6328 days
Last view: 6320 days
Posted on 01-22-06 08:05 PM Link
Originally posted by Techokami
I've been fixing offsets for the past hour. Now Fence Koopas and SuperKoopas aren't glitches =/
Can you share? Because I’d like to have some free space in that GFX file too.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6296 days
Last view: 6296 days
Posted on 01-22-06 08:08 PM Link
I know MWR needs an update. I actually started working on it, but then my GBA media player arrived, so I've been distracted making DS stuff.

It just copies the sprite list from LM V1.62, though. So it's Fu's fault.
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6310 days
Last view: 6296 days
Posted on 01-22-06 08:50 PM Link
Originally posted by 182077607309.34
Originally posted by Techokami
I've been fixing offsets for the past hour. Now Fence Koopas and SuperKoopas aren't glitches =/
Can you share? Because I’d like to have some free space in that GFX file too.

I've been posting things in the SMW ROM Offset thread in Advanced ROM Hacking. =]

New screens for ya, now let me just give you a little disclaimer: this is one of the Easter Egg Worlds, and it's based around an inside joke on MFGG. So if you don't get it, it's nothing to worry about.

Vertical level, the tounge is a platform and in the center is an invisible door.


Now imagine THIS with Ghost House music:
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 01-22-06 08:58 PM Link
Originally posted by BMF54123
You know, I think all of the sprites may be used in some form or another. Even #96, the duplicate Chargin' Chuck that was "confirmed" unused...I was playing around with it recently, and discovered that changing its ASM pointer can cause the leaves on Jumpin' Piranha Plants to glitch like mad.


Hm? I thought you used the duplicate Chargin' Chuck for Stony in SMO. I remember Sprite 88 being used like so, but if this turned out to be true, it would suck badly. Of course, I'm sure we've been in tighter spots than this when hacking the game, but that still leaves the question as to how we're going to get around this.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6296 days
Posted on 01-23-06 12:03 AM Link
Originally posted by BMF54123
Originally posted by asdf
Never use Sprite 53? Huh. MWR needs to be updated with a list of all sprites that aren't really unused.
You know, I think all of the sprites may be used in some form or another. Even #96, the duplicate Chargin' Chuck that was "confirmed" unused...I was playing around with it recently, and discovered that changing its ASM pointer can cause the leaves on Jumpin' Piranha Plants to glitch like mad.

Oh, now I understand why my Jumpin´Piranha Plants are glitched .
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