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06-24-24 02:40 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - Hopefully simple MWR help with sprite mappings New poll | | Thread closed
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Techokami

Porcupo








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

Last post: 6350 days
Last view: 6336 days
Posted on 01-09-06 05:35 PM Link
Please look down a few posts.

Okay, I'd like to do the whole retro Goomba thing in my hack, but I need to change the graphic mappings and abuse some unused slots in the graphic file. >=)
So, how do I alter sprite mappings in MWR? I'm hoping to use the following setup (using locations via Lunar Magic's 8x8 editor):

Frame 1:
3C03C1
3D03D1


Frame 2:
3E03E1
3F03F1


Death frame:
387387 (X-flipped)


So, can someone help me do this?

EDIT: Look down a few posts.


(edited by Techokami on 01-16-06 05:48 PM)
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: 6337 days
Last view: 6335 days
Skype
Posted on 01-09-06 06:12 PM Link
Sorry. MWR doesn't support editing sprite tile maps. (The thread "Sprite creation" in the archive by mikeyk contains all the info you need, except for the dead goomba tile, which can be found in one of my posts in the archive rom map.)

I have to make a sprite tilemap editor some day...
Techokami

Porcupo








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

Last post: 6350 days
Last view: 6336 days
Posted on 01-09-06 07:08 PM Link
Well I sifted through the archive, didn't find anything because there is no such thing as search =/
I'll keep digging...
EDIT: Yep, nothing.


(edited by Techokami on 01-09-06 06:17 PM)
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6449 days
Last view: 6449 days
Posted on 01-10-06 09:02 AM Link
xE933 Siquishable Goomba tile
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: 6337 days
Last view: 6335 days
Skype
Posted on 01-10-06 10:18 AM Link
Sorry. I was in a hurry yesterday and didn't have time to look up the offsets.

9DA8: Goomba walking frame 1
9DA9: Goomba walking frame 2
9DAA: Goomba turning frame

Goombas will use the first two sprite pages. In order to make them use the bottom two ones, set Goomba's Graphics Byte 1 to 05.
Techokami

Porcupo








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

Last post: 6350 days
Last view: 6336 days
Posted on 01-10-06 02:22 PM Link
Originally posted by Smallhacker
Sorry. I was in a hurry yesterday and didn't have time to look up the offsets.

9DA8: Goomba walking frame 1
9DA9: Goomba walking frame 2
9DAA: Goomba turning frame

Goombas will use the first two sprite pages. In order to make them use the bottom two ones, set Goomba's Graphics Byte 1 to 05.

Okay, looks like this will help me out. Thanks =)
Techokami

Porcupo








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

Last post: 6350 days
Last view: 6336 days
Posted on 01-16-06 12:58 PM Link
Bump, I got around to doing this...
Smalhacker's info was helpful, however now I need to re-map the tiles that now belong to the SMW Goomba (right now it looks like glitch, IE the hint block then a frame of the shell-less blue Koopa)

Ghettoyouth's info wasn't very helpful; when I changed the byte in a Hex editor, stomping on a Goomba generated SNES crashy goodness
EDIT: Well, I think I can get it to work on a fresh ROM... blimey.
Well time to migrate everything... thank you guys
EDIT2: Okay, how can I change the mappings for the Shell-less blue Koopa and message block?


(edited by Techokami on 01-16-06 01:27 PM)
(edited by Techokami on 01-16-06 05:46 PM)
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