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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: 6430 days Last view: 6430 days |
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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. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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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: 6433 days Last view: 6431 days |
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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! |
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Billiards Koopa Red Paratroopa Since: 04-21-06 From: Far away from a carnival, one ride tried to kill me (no lie) Last post: 6638 days Last view: 6638 days |
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Post a patch. | |||
Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6430 days Last view: 6430 days |
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Actually, Cirvy, it requires editing the tilemap. Normally lakitu is in same place as the fire. | |||
Shiryu Gungun Since: 02-24-06 Last post: 6432 days Last view: 6430 days |
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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?) |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6430 days Last view: 6430 days |
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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. |
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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: 6433 days Last view: 6431 days |
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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) |
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Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6430 days Last view: 6430 days |
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Originally posted by Cirvante 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.
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) |
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spel werdz rite Since: 11-19-05 Last post: 6431 days Last view: 6430 days |
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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: 6430 days Last view: 6430 days |
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Originally posted by spel werdz rite 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. |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6431 days Last view: 6430 days |
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That also messes up Lakitu's Cloud | |||
Davros Porcupo So much for unlimited power. :P Since: 03-16-06 From: Maquila Beach Last post: 6430 days Last view: 6430 days |
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Originally posted by Raccoon Sam 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. |
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Dario Red Paragoomba Since: 06-08-06 From: USA Virginia Last post: 6437 days Last view: 6437 days |
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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: 6430 days Last view: 6430 days |
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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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