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05-19-24 02:25 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Shelless Koopa troubles (Sprite Tilemap related) New poll | |
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SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6400 days
Last view: 6300 days
Posted on 03-17-06 12:51 PM Link | Quote
I'm trying to free up some extra space in GFX01 by remapping the "shelless blue Koopa sliding out of shell" frame to use the normal, non-blue version instead. (For fear of not being specific enough, when you stomp on a Koopa, it flies out of its shell--I want to change the tile used for this "slide".) However, the frame in question doesn't seem to be referenced from the shelless Koopa tilemap. (Changing the frames for the "struggling" animation didn't work.) Any information on how to remap these tiles would be appreciated.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








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

Last post: 6301 days
Last view: 6299 days
Skype
Posted on 03-17-06 01:50 PM Link | Quote
There's an odd thing about the blue shelless koopas' graphics I noticed when helping Kyouji Craw with his hack.

For some reason, the game copies the sliding koopa frame from GFX00 to the same location in whatever file is loaded into the first sprite file. (This is done during the game. The graphics in the ROM itself are unchanged.)

(Note that I haven't made any experiments to verify this.)

Unless someone finds the piece of code that causes it (and manages to disable it without causing bugs in the game), there are only two solutions:

1) Don't edit the blue shelless koopa graphics.
2) Edit the blue shelless koopas' tilemap to make them use another tile which you'll not use in your hack. If you're not using berries, you can use the smiling coin graphics (dropped from the berry coin cloud).
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6597 days
Last view: 6597 days
Posted on 03-17-06 04:01 PM Link | Quote
I know I already posted this somewhere before, but here it is again. All you have to do is change this one byte:

8BED [E6] Tile used for blue Koopa sliding out of shell
SnifflySquirrel

Shyguy








Since: 03-03-06
From: Vermont

Last post: 6400 days
Last view: 6300 days
Posted on 03-17-06 05:13 PM Link | Quote
Originally posted by Mattrizzle
I know I already posted this somewhere before, but here it is again. All you have to do is change this one byte:

8BED [E6] Tile used for blue Koopa sliding out of shell


This is exactly what I needed. Thanks.
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6300 days
Last view: 6299 days
Posted on 03-18-06 05:23 AM Link | Quote
From the ROM map thread on Lunar Utopia:

02639 - F0 - Change to 80 will fix a problem where the GFX for the paratroopers' wings are overwritten
- NOTE: This is intended to reload some of Mario's tiles after the "BONUS GAME" letters are loaded, since they occupy the same space. Disable at your own risk, especially if you've modified the bonus game to include other sprites or Mario poses...



So, yeah. "Fixing" this is not recommended.
Techokami

Porcupo








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

Last post: 6314 days
Last view: 6300 days
Posted on 03-18-06 10:35 AM Link | Quote
For some reason, this is just making me want to make a small sprite tilemap editing program, if I only knew how to read, change, and save data to a binary file, plus load and display GFX00.bin in the program (like SMWPTE).
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