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06-03-24 04:43 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Thunder Lakitu New poll | |
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Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6314 days
Last view: 6314 days
Posted on 06-16-06 08:30 PM Link | Quote
Did you ever wanted to have a Thunder Lakitu just like in SMWR? Now it's posible, take a look at this:



There's the Thunder Lakitu in action, it seems that Mario will have trouble with this "new" enemy.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6315 days
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Posted on 06-16-06 08:39 PM Link | Quote
it's nothing new or hard to do, just need to change the sprite spawned by lakitu and some of the sprite tilemap
Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6317 days
Last view: 6315 days
Posted on 06-16-06 08:50 PM Link | Quote
Well that was easy.

$01:EA32 = Sprite Lakitu throws.

You just changed that so Lakitu throws Sumo Bro's lightning


Now all you need to do is hack Lakitu so that it can throw Spinies as well as thunder (X position hacking, maybe?) and give him more HP, and we could have...

Lakithunder!
Billiards Koopa

Red Paratroopa








Since: 04-21-06
From: Far away from a carnival, one ride tried to kill me (no lie)

Last post: 6522 days
Last view: 6522 days
Posted on 06-16-06 08:52 PM Link | Quote
Post a patch.
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6314 days
Last view: 6314 days
Posted on 06-16-06 08:52 PM Link | Quote
Actually, Cirvy, it requires editing the tilemap. Normally lakitu is in same place as the fire.
Shiryu

Gungun








Since: 02-24-06

Last post: 6316 days
Last view: 6314 days
Posted on 06-16-06 09:01 PM Link | Quote
hey! the blizzard Lakitu was my idea! ì_í (but I posted it to share it, so whatever XD)
hack the pallete and the graphics and you'll have a 90% YI Blizzard Lakitu (I think it throws the lighting to Yoshi instead of directly to the ground, and the fire was longer... Is there a way to make this?)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6314 days
Last view: 6314 days
Posted on 06-16-06 09:01 PM Link | Quote
Actually I used an existing code that allows me to have the original Lakitu and Thunder Lakitu in different levels, so there's no need to hack his x position.

What's this code?

Spoiler:
PalEnemy.


I did this as an example, so that instead of creating new sprites we should take advantage of existing ones. Thunder Lakitu is an example of this. KT and Ghettoyouth have already done this with their modified Bullet Bill Shooters.

Perhaps, we should begin to hack the sprite generators so we can have the original and our own generators on different levels.
Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6317 days
Last view: 6315 days
Posted on 06-16-06 09:17 PM Link | Quote
You're totally missing my point here. I meant hacking a Lakitu so it can throw both spinies and lightning in the same level, and giving it more HP, so we could use it as a pseudo-boss.


As for your other idea: Here.


(edited by Cirvante on 06-16-06 08:20 PM)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6314 days
Last view: 6314 days
Posted on 06-16-06 09:26 PM Link | Quote
Originally posted by Cirvante
I meant hacking a Lakitu so it can throw both spinies and lightning in the same level, and giving it more HP, so we could use it as a pseudo-boss.


Making the Lakitu throw spinies and lightning can easily be accomplished if you know how to take advantage of PalEnemy and Lunar Magic's Extended Animation Frames. But to make the Lakitu have more HP, it would require some in-depth ASM hacking. The work I have done in SMW hacking only reaches the surface of ASM.

As for your other idea: Here.

Yes, I'm already aware of that. But I have my own version right here. It appears we both take advantage of existing codes.



(edited by Davros on 06-16-06 08:38 PM)
spel werdz rite









Since: 11-19-05

Last post: 6315 days
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Posted on 06-17-06 01:54 PM Link | Quote
Couldn't we just find the pointer to the sprite lakitu throws and change it depending on something random (i.e. Mario's X position or current frame)?
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6314 days
Last view: 6314 days
Posted on 06-17-06 05:33 PM Link | Quote
Originally posted by spel werdz rite
Couldn't we just find the pointer to the sprite lakitu throws and change it depending on something random (i.e. Mario's X position or current frame)?


Glyph Phoenix's patch does that and as for Lakitu throwing something random on frames, read this:

Go into Lunar Magic, select "Edit Extended Animation Frames". Select "Normal" or any other entrie, leave the "Palette" entrie intact, put in the "Destination" FF and in the frames put "1400" or "2B00".

If you want Lakitu to throw depending on the P-switch or the On/Off switch, just change them to that entrie.

And as for the tilemaps of the Lakitu, here they are:

Normal Lakitu
0x9DEE-0x9DF3

Pipe Dwelling Lakitu
0x16BE6-0x16BEB

Both of them share the same graphics but have different tilemaps.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6315 days
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Posted on 06-18-06 11:42 AM Link | Quote
That also messes up Lakitu's Cloud
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6314 days
Last view: 6314 days
Posted on 06-18-06 03:22 PM Link | Quote
Originally posted by Raccoon Sam
That also messes up Lakitu's Cloud


The tilemaps of Lakitu's cloud should be fine if you don't change them. The problem with this "new" enemy is finding a suitable sprite memory that can be used for both Lakitu and the lightning, something besides 07 and 0C so Lakitu's Cloud doesn't glitch.
Dario

Red Paragoomba








Since: 06-08-06
From: USA Virginia

Last post: 6321 days
Last view: 6321 days
Posted on 06-21-06 05:30 PM Link | Quote
Just asking, which levels are the lakitus in? Would there be one in the first level, or is the game just like normal only with different lakitus? (Reffering to Glyph Phoenix's patch)
Davros

Porcupo
So much for unlimited power. :P


 





Since: 03-16-06
From: Maquila Beach

Last post: 6314 days
Last view: 6314 days
Posted on 06-21-06 07:18 PM Link | Quote
The Lakitus can be in any level, they will spawn a sprite depending on palette FF.

Por example, let's say I want a normal Lakitu on level 1, so I use the Extended Animation Frames and I put "1400" on every frame. Then on level 2, I want a Thunder Lakitu, so I use the Extended Animation Frames and I put "2B00" on every frame.

If you want the Lakitu to throw Shelless Green Koopas, just don't do anything.
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